-- GENERATED by tools/bundle.py --target love - do not edit local ffi = require("ffi") local floor = math.floor -- Luau standard library pieces the port uses, for LuaJIT (LÖVE). Prepended by `tools/bundle.py --target love` only: -- the Roblox build uses Luau's native bit32/buffer/table/utf8 and never sees this file. local bit = require("bit") local TWO32 = 4294967296 -- bit32: unsigned 32-bit results like Luau/Lua 5.2 (LuaJIT's `bit` returns signed values) if not bit32 then local band, bor, bxor, bnot, lshift, rshift, arshift, tobit = bit.band, bit.bor, bit.bxor, bit.bnot, bit.lshift, bit.rshift, bit.arshift, bit.tobit local function u(x) return x % TWO32 end local function t(x) return tobit(x % TWO32) end -- any number -> int32 (bit.* wraps doubles >= 2^31 unreliably) bit32 = {} function bit32.band(a, b, ...) if a == nil then return TWO32 - 1 end if b == nil then return u(t(a)) end local r = band(t(a), t(b)) if ... ~= nil then for i = 1, select("#", ...) do r = band(r, t((select(i, ...)))) end end return u(r) end function bit32.bor(a, b, ...) if a == nil then return 0 end if b == nil then return u(t(a)) end local r = bor(t(a), t(b)) if ... ~= nil then for i = 1, select("#", ...) do r = bor(r, t((select(i, ...)))) end end return u(r) end function bit32.bxor(a, b, ...) if a == nil then return 0 end if b == nil then return u(t(a)) end local r = bxor(t(a), t(b)) if ... ~= nil then for i = 1, select("#", ...) do r = bxor(r, t((select(i, ...)))) end end return u(r) end function bit32.bnot(a) return u(bnot(t(a))) end function bit32.lshift(a, n) if n >= 32 or n <= -32 then return 0 end if n < 0 then return u(rshift(t(a), -n)) end return u(lshift(t(a), n)) end function bit32.rshift(a, n) if n >= 32 or n <= -32 then return 0 end if n < 0 then return u(lshift(t(a), -n)) end return u(rshift(t(a), n)) end function bit32.arshift(a, n) if n >= 32 then n = 31 end return u(arshift(t(a), n)) end function bit32.btest(...) return bit32.band(...) ~= 0 end function bit32.extract(n, field, width) width = width or 1; return u(band(rshift(t(n), field), 2 ^ width - 1)) end end -- buffer: fixed-size byte buffers (subset used by the port), on FFI memory. Little-endian like Luau. if not buffer then ffi.cdef("void *memmove(void *dst, const void *src, size_t n); void *memset(void *s, int c, size_t n);") local C = ffi.C local u8p, u32p, f64p = ffi.typeof("uint8_t*"), ffi.typeof("uint32_t*"), ffi.typeof("double*") buffer = {} function buffer.create(n) local mem = ffi.new("uint8_t[?]", math.max(n, 1)) -- zero-filled return { p = ffi.cast(u8p, mem), n = n, mem = mem } end function buffer.len(b) return b.n end function buffer.readu8(b, o) return b.p[o] end function buffer.writeu8(b, o, v) b.p[o] = v end function buffer.readu32(b, o) return ffi.cast(u32p, b.p + o)[0] end function buffer.writeu32(b, o, v) ffi.cast(u32p, b.p + o)[0] = v % TWO32 end function buffer.readf64(b, o) return ffi.cast(f64p, b.p + o)[0] end function buffer.writef64(b, o, v) ffi.cast(f64p, b.p + o)[0] = v end function buffer.readstring(b, o, n) return ffi.string(b.p + o, n) end function buffer.writestring(b, o, s, n) ffi.copy(b.p + o, s, n or #s) end function buffer.copy(dst, doff, src, soff, n) soff = soff or 0 n = n or (src.n - soff) if n > 0 then C.memmove(dst.p + doff, src.p + soff, n) end end function buffer.fill(b, o, v, n) n = n or (b.n - o); if n > 0 then C.memset(b.p + o, v, n) end end function buffer.tostring(b) return ffi.string(b.p, b.n) end function buffer.fromstring(s) local b = buffer.create(#s); ffi.copy(b.p, s, #s); return b end end -- table / math / utf8 additions from Luau / Lua 5.3 do local ok, clear = pcall(require, "table.clear") table.clear = table.clear or (ok and clear) or function(t) for k in pairs(t) do t[k] = nil end end table.unpack = table.unpack or unpack table.find = table.find or function(t, v, init) for i = init or 1, #t do if t[i] == v then return i end end end table.move = table.move or function(a1, f, e, t, a2) a2 = a2 or a1 if e >= f then if t > f or t > e or a1 ~= a2 then for i = 0, e - f do a2[t + i] = a1[f + i] end else for i = e - f, 0, -1 do a2[t + i] = a1[f + i] end end end return a2 end math.pow = math.pow or function(a, b) return a ^ b end end if not utf8 then utf8 = { charpattern = "[\0-\x7F\xC2-\xFD][\x80-\xBF]*" } function utf8.char(...) local out = {} for i = 1, select("#", ...) do local c = select(i, ...) if c < 0x80 then out[#out + 1] = string.char(c) elseif c < 0x800 then out[#out + 1] = string.char(0xC0 + floor(c / 64), 0x80 + c % 64) elseif c < 0x10000 then out[#out + 1] = string.char(0xE0 + floor(c / 4096), 0x80 + floor(c / 64) % 64, 0x80 + c % 64) else out[#out + 1] = string.char(0xF0 + floor(c / 262144), 0x80 + floor(c / 4096) % 64, 0x80 + floor(c / 64) % 64, 0x80 + c % 64) end end return table.concat(out) end local function decode(s, i) local c = s:byte(i) if not c then return nil end if c < 0x80 then return c, 1 end if c < 0xE0 then return (c % 32) * 64 + s:byte(i + 1) % 64, 2 end if c < 0xF0 then return (c % 16) * 4096 + (s:byte(i + 1) % 64) * 64 + s:byte(i + 2) % 64, 3 end return (c % 8) * 262144 + (s:byte(i + 1) % 64) * 4096 + (s:byte(i + 2) % 64) * 64 + s:byte(i + 3) % 64, 4 end function utf8.codes(s) local i = 1 return function() if i > #s then return nil end local c, n = decode(s, i) local p = i; i = i + n return p, c end end function utf8.codepoint(s, i, j) i = i or 1; j = j or i local out = {} while i <= j do local c, n = decode(s, i); out[#out + 1] = c; i = i + n end return unpack(out) end function utf8.len(s) local n = 0; for _ in utf8.codes(s) do n = n + 1 end return n end function utf8.offset(s, n, i) i = i or (n >= 0 and 1 or #s + 1) if n > 0 then n = n - 1 while n > 0 and i <= #s do i = i + 1; while i <= #s and s:byte(i) >= 0x80 and s:byte(i) < 0xC0 do i = i + 1 end; n = n - 1 end if n > 0 then return nil end return i end return i end end local ImGui, ImVec2, ImVec4, ImRect, HelpMarker, ImVec2_Copy, IMGUI_DEMO_MARKER, ImGuiTableFlags, ImStd, ImVector, ImGuiKey, ImGuiInputFlags, ImRect_Copy, ImVec2_CopyV, ImGuiDataType, ImStb, IM_TRUNC, ImGuiStyleVarInfo, IM_ASSERT_USER_ERROR, ImGuiHoveredFlags, ImFormatString, ImHashStr, ImS32, IM_ASSERT_USER_ERROR_RET, ImGuiColorEditFlags, ImDrawFlags, ImIsPowerOfTwo, ImVec4_Copy, ExampleAppConsoleMT, IM_ROUND, ImGuiTableColumnFlags, ImGuiTreeNodeFlags, PopStyleCompact, PushStyleCompact, ImAbs, ImU16, ExampleNames, ImGuiWindowFlags, ImGuiItemFlags, stbte, ImColor, ImGuiButtonFlags, ImGuiDebugLogFlags, ImGuiLocKey, ImU32, ExampleTreeFuncs, ImCos, ImGuiListClipper, ImS16, ImGuiMultiSelectFlags, ImGuiTabBarFlags, ImSin, ImUpperPowerOfTwo, ImVec2_MulVX, IM_F32_TO_INT8_SAT, ImFontAtlasPackGetRect, ImGuiMouseCursor, DockSettingsRenameNodeReferences, ExampleDualListBoxMT, IM_ASSERT_PARANOID, ImCeil, ImGuiCol, ImGuiSelectionBasicStorage, ImLengthSqr, ImS8, ImU8, _PathArcToFastExXY, ExampleAppPropertyEditorMT, ImFabs, ImGuiScrollFlags, ImGui_ImplLOVE_GetBackendData, ImLog, ExampleSelectionWithDeletionMT, CustomConstraints, ExampleAppLogMT, IMGUI_DEBUG_LOG_FONT, ImFontAtlasBuildInit, ImGuiComboFlags, ImGuiPopupFlags, ImGuiSliderFlags, ImTextClassifierSetCharClass, ImVec2_AddVA, ImVec2_SubVA, MyDocument, ShowExampleMenuFile, ImFontAtlasBakedAddFontGlyph, ImFontAtlasPackAddRect, ImFontBaked_BuildLoadGlyph, ImGuiInputTextFlags, ImGuiStyle_Copy, ExampleAsset_s_current_sort_specs, ExampleMemberInfo, ExampleTree_CreateNode, ImFontAtlasBuildRenderBitmapFromString, ImFontAtlasFontDestroyOutput, ImFontAtlasFontSourceAddToFont, ImFontAtlasFontSourceInit, ImFontAtlasTextureAdd, ImGuiTableColumn, stb_textedit_key, stbtt_GetGlyphBitmapBoxSubpixel, IM_FREE, ImDrawListSplitter, stb_text_locate_coord, stb_text_makeundo_insert, stb_text_makeundo_replace, stb_textedit_find_charpos, stbtt_GetGlyphShape, ImGuiTableColumnSortSpecs, ImGuiTableInstanceData, ImGuiTableSettings, stb_text_makeundo_delete, stb_text_redo, stb_text_undo, stb_textedit_click, stb_textedit_drag, stbtt_FindGlyphIndex, stbtt_GetFontOffsetForIndex, stbtt_GetFontVMetrics, stbtt_GetGlyphBitmapBox, stbtt_GetGlyphHMetrics, stbtt_InitFont, stbtt_MakeGlyphBitmapSubpixelPrefilter, stbtt_ScaleForPixelHeight, stbtt__GetGlyphInfoT2, stbtt__GetGlyphShapeT2, stbtt_fontinfo, ImGuiOldColumnData, ImGuiOldColumnFlags, ImGuiOldColumns, ImGuiTable, ImGuiTableColumnSettings, ImGuiTableSortSpecs, ImGuiTableTempData, ImGui_ImplLOVE_CreateTexture, ImGui_ImplLOVE_DestroyTexture, ImGui_ImplLOVE_Init, ImGui_ImplLOVE_NewFrame, ImGui_ImplLOVE_RenderDrawData, ImGui_ImplLOVE_Shutdown, ImGui_ImplLOVE_UpdateTexture, stbrp_init_target, IMGUI_TABLE_MAX_COLUMNS, IMSTB_TEXTEDIT_UNDOSTATECOUNT, IM_COL32_DISABLE, ImGui_ImplLove, STB_TEXTEDIT_K_BACKSPACE, STB_TEXTEDIT_K_DELETE, STB_TEXTEDIT_K_DOWN, STB_TEXTEDIT_K_LEFT, STB_TEXTEDIT_K_LINEEND, STB_TEXTEDIT_K_LINESTART, STB_TEXTEDIT_K_PGDOWN, STB_TEXTEDIT_K_PGUP, STB_TEXTEDIT_K_REDO, STB_TEXTEDIT_K_RIGHT, STB_TEXTEDIT_K_SHIFT, STB_TEXTEDIT_K_TEXTEND, STB_TEXTEDIT_K_TEXTSTART, STB_TEXTEDIT_K_UNDO local type, mathMin, mathMax, mathFloor, mathCeil, bitOr, bitLShift = type, math.min, math.max, math.floor, math.ceil, bit32.bor, bit32.lshift local function IM_COL32(R, G, B, A) return (bitOr(bitLShift(A, 24 --[[IM_COL32_A_SHIFT]]), bitLShift(B, 16 --[[IM_COL32_B_SHIFT]]), bitLShift(G, 8 --[[IM_COL32_G_SHIFT]]), bitLShift(R, 0 --[[IM_COL32_R_SHIFT]]))) end local function ImMin(lhs, rhs) if type(lhs) == "number" then return mathMin(lhs, rhs) end return ImVec2(mathMin(lhs.x, rhs.x), mathMin(lhs.y, rhs.y)) end local function ImMax(lhs, rhs) if type(lhs) == "number" then return mathMax(lhs, rhs) end return ImVec2(mathMax(lhs.x, rhs.x), mathMax(lhs.y, rhs.y)) end local 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.x, mathMin(v.x, mx.x)), mathMax(mn.y, mathMin(v.y, mx.y))) end end local 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.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t) elseif type(a) == "table" and type(b) == "table" and type(t) == "table" then return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y) end end local function _Trunc(val) if val >= 0 then return mathFloor(val) else return mathCeil(val) end end local function ImTrunc(v) if type(v) == "number" then return _Trunc(v) elseif type(v) == "table" then return ImVec2(_Trunc(v.x), _Trunc(v.y)) end end local function ImFloor(f) return math.floor(f) end local function ImSaturate(f) return ((f < 0.0 and 0.0) or (f > 1.0 and 1.0) or f) end 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() -- dear imgui, v1.93 WIP (Luau port) -- (main code and documentation) -- This file is a Lua/Luau port of Dear ImGui's imgui.cpp (docking branch, 1.93 WIP), following imgui.cpp function by function. -- It runs on Roblox (Luau, primary target) and LÖVE (LuaJIT). Upstream documentation, examples and the demo apply almost directly. -- Help: -- - Call and read ImGui.ShowDemoWindow() in imgui_demo.lua. All applications in examples/ are doing that. -- - Read top of imgui.lua for more details, links and comments. -- - ImVec2 and ImVec4 have arithmetic metamethods (a + b, a * 2.0, etc.); fields are .x, .y (.z, .w). -- - See README.md "Differences from C++ Dear ImGui" for the Luau conventions (out-params become return values, flags enums, text buffers). -- Resources: -- - FAQ ........................ https://dearimgui.com/faq (in upstream repository as docs/FAQ.md) -- - Homepage ................... https://github.com/ocornut/imgui -- - Releases & Changelog ....... https://github.com/ocornut/imgui/releases -- - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) -- - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) -- - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) -- - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) -- - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines) -- - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools -- - Glossary https://github.com/ocornut/imgui/wiki/Glossary -- - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui -- - Issues & support ........... https://github.com/ocornut/imgui/issues (upstream; for issues specific to this port, use this port's repository) -- - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) -- - Web version of the Demo .... https://pthom.github.io/imgui_explorer (w/ source code browser) -- Copyright (c) 2014-2026 Omar Cornut -- Developed by Omar Cornut and every direct or indirect contributors to the GitHub. -- See LICENSE.txt for copyright and licensing details (standard MIT License). -- This library is free but needs your support to sustain development and maintenance. -- Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts. -- PLEASE reach out at omar AT discohello DOT com. See https://github.com/ocornut/imgui/wiki/Funding -- Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. -- This port is unofficial and not affiliated with the Dear ImGui project; it is distributed under the same license. -- It is recommended that you don't modify imgui.lua! It will become difficult for you to update the library. -- Note that 'ImGui' being a plain table, you can add functions into it from your own source files, without -- modifying imgui.lua. You may use the internal functions and data structures (imgui_internal.lua), but they don't -- come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you -- to a better solution or official support for them. -- -- Index of this file: -- -- DOCUMENTATION -- -- - MISSION STATEMENT -- - CONTROLS GUIDE -- - PROGRAMMER GUIDE -- - READ FIRST -- - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI -- - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE -- - HOW A SIMPLE APPLICATION MAY LOOK LIKE -- - USING CUSTOM BACKEND / CUSTOM ENGINE -- - API BREAKING CHANGES (read me when you update!) -- - FREQUENTLY ASKED QUESTIONS (FAQ) -- - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer) -- -- CODE -- (search for "[SECTION]" in the code to find them) -- -- [SECTION] INCLUDES -- [SECTION] FORWARD DECLARATIONS -- [SECTION] CONTEXT AND MEMORY ALLOCATORS -- [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) -- [SECTION] MISC HELPERS/UTILITIES (Geometry functions) -- [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) -- [SECTION] MISC HELPERS/UTILITIES (File functions) -- [SECTION] MISC HELPERS/UTILITIES (ImText* functions) -- [SECTION] MISC HELPERS/UTILITIES (Color functions) -- [SECTION] ImGuiStorage -- [SECTION] ImGuiTextFilter -- [SECTION] ImGuiTextBuffer, ImGuiTextIndex -- [SECTION] ImGuiListClipper -- [SECTION] STYLING -- [SECTION] RENDER HELPERS -- [SECTION] INITIALIZATION, SHUTDOWN -- [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) -- [SECTION] FONTS, TEXTURES -- [SECTION] ID STACK -- [SECTION] INPUTS -- [SECTION] ERROR CHECKING, STATE RECOVERY -- [SECTION] ITEM SUBMISSION -- [SECTION] LAYOUT -- [SECTION] SCROLLING -- [SECTION] TOOLTIPS -- [SECTION] POPUPS -- [SECTION] WINDOW FOCUS -- [SECTION] KEYBOARD/GAMEPAD NAVIGATION -- [SECTION] DRAG AND DROP -- [SECTION] LOGGING/CAPTURING -- [SECTION] SETTINGS -- [SECTION] LOCALIZATION -- [SECTION] VIEWPORTS, PLATFORM WINDOWS -- [SECTION] DOCKING -- [SECTION] PLATFORM DEPENDENT HELPERS -- [SECTION] METRICS/DEBUGGER WINDOW -- [SECTION] DEBUG LOG WINDOW -- [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) -- -- (In this port, the sections keep upstream's names but may appear in a different order: -- e.g. DRAG AND DROP and DOCKING are near the top of imgui.lua. Some are partial or empty, see docs/TODO.txt.) -- ------------------------------------------------------------------------------- -- DOCUMENTATION ------------------------------------------------------------------------------- -- -- MISSION STATEMENT -- ================= -- -- - Easy to use to create code-driven and data-driven tools. -- - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. -- - Easy to hack and improve. -- - Minimize setup and maintenance. -- - Minimize state storage on user side. -- - Minimize state synchronization. -- - Portable, minimize dependencies, run on target (consoles, phones, etc.). -- - Efficient runtime and memory consumption. -- -- Designed primarily for developers and content-creators, not the typical end-user! -- Some of the current weaknesses (which we aim to address in the future) includes: -- -- - Doesn't look fancy by default. -- - Limited layout features, intricate layouts are typically crafted in code. -- -- -- CONTROLS GUIDE -- ============== -- -- - MOUSE CONTROLS -- - Mouse wheel: Scroll vertically. -- - Shift+Mouse wheel: Scroll horizontally. -- - Click [X]: Close a window, available when an 'open' value is passed to ImGui.Begin() (open = ImGui.Begin(name, open)). -- - Click ^, Double-Click title: Collapse window. -- - Drag on corner/border: Resize window (double-click to auto fit window to its contents). -- - Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true). -- - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). -- -- - TEXT EDITOR -- - Hold Shift or Drag Mouse: Select text. -- - Ctrl+Left/Right: Word jump. -- - Ctrl+Shift+Left/Right: Select words. -- - Ctrl+A or Double-Click: Select All. -- - Ctrl+X, Ctrl+C, Ctrl+V: Use OS clipboard (on Roblox, requires ImGui_ImplRoblox.SetTextProxy(true)). -- - Ctrl+Z Undo. -- - Ctrl+Y or Ctrl+Shift+Z: Redo. -- - ESCAPE: Revert text to its original value. -- - On macOS, controls are automatically adjusted to match standard macOS text editing and behaviors. -- (for 99% of shortcuts, Ctrl is replaced by Cmd on macOS). -- -- - KEYBOARD CONTROLS -- - Basic: -- - Tab, Shift+Tab Cycle through text editable fields. -- - Ctrl+Tab, Ctrl+Shift+Tab Cycle through windows. -- - Ctrl+Click Input text into a Slider or Drag widget. -- - Extended features with `io.ConfigFlags = bit32.bor(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard)`: -- - Tab, Shift+Tab: Cycle through every items. -- - Arrow keys Move through items using directional navigation. Tweak value. -- - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). -- - Enter Activate item (prefer text input when possible). -- - Space Activate item (prefer tweaking with arrows when possible). -- - Escape Deactivate item, leave child window, close popup. -- - Page Up, Page Down Previous page, next page. -- - Home, End Scroll to top, scroll to bottom. -- - Alt Toggle between scrolling layer and menu layer. -- - Ctrl+Tab then Ctrl+Arrows Move window. Hold Shift to resize instead of moving. -- - Menu or Shift+F10 Open context menu. -- - Output when ImGuiConfigFlags.NavEnableKeyboard set, -- - io.WantCaptureKeyboard flag is set when keyboard is claimed. -- - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags.NoNavInputs flag set. -- - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used). -- -- - GAMEPAD CONTROLS -- - Enable with 'io.ConfigFlags = bit32.bor(io.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad)'. -- - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! -- - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets -- - Backend support: backend needs to: -- - Set 'io.BackendFlags = bit32.bor(io.BackendFlags, ImGuiBackendFlags.HasGamepad)' + call io:AddKeyEvent()/io:AddKeyAnalogEvent() with ImGuiKey.GamepadXXX keys. -- - For analog values (0.0 to 1.0), backend is responsible to handling a dead-zone and rescaling inputs accordingly. -- Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). -- - (The Roblox and LÖVE backends of this port currently handle mouse and keyboard only: gamepad and touch are not wired up yet.) -- - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, -- with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. -- -- - REMOTE INPUTS SHARING & MOUSE EMULATION -- - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions. -- - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the io.ConfigNavMoveSetMousePos flag. -- Enabling io.ConfigNavMoveSetMousePos + ImGuiBackendFlags.HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. -- When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. -- When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. -- (If you set the io.ConfigNavMoveSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!) -- -- -- PROGRAMMER GUIDE -- ================ -- -- READ FIRST -- ---------- -- - Remember to check the wonderful Wiki: https://github.com/ocornut/imgui/wiki -- - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone! -- The UI can be highly dynamic, there are no construction or destruction steps, less superfluous -- data retention on your side, less state duplication, less state synchronization, fewer bugs. -- - Call and read ImGui.ShowDemoWindow() for demo code demonstrating most features (imgui_demo.lua, a port of imgui_demo.cpp). -- Or browse pthom's online imgui_explorer: https://pthom.github.io/imgui_explorer for a web version w/ source code browser. -- - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). -- You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. -- - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. -- For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, -- where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. -- - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. -- - IM_ASSERT() is used throughout the code, like upstream. -- If you get an assert, read the messages and comments around the assert. -- - This codebase aims to be highly optimized: -- - A typical idle frame should allocate as little as possible (in Luau: avoid creating tables/closures per frame). -- - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible. -- - This codebase aims to be both highly opinionated and highly flexible: -- - This code works because of the things it choose to solve or not solve. -- - The port keeps upstream's structure (ImGui is a table of free functions, structures are plain tables) -- so that upstream code, comments and documentation map almost 1:1. See docs/PORTING.md for the porting rules. -- -- -- HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI -- ---------------------------------------------- -- - Update by re-pulling this repository (or updating the Wally package / downloading a newer release), -- then rebuild the bundle (python3 tools/bundle.py, or --target love) and overwrite every file. -- - This port tracks upstream; read upstream's "API BREAKING CHANGES" (see below) when the tracked upstream version changes. -- If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed -- from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will -- likely be a comment about it. Please report any issue to the GitHub page! -- - Try to keep your copy of Dear ImGui reasonably up to date! -- -- -- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE -- --------------------------------------------------------------- -- - See https://github.com/ocornut/imgui/wiki/Getting-Started, and README.md of this repository. -- - Run and study the examples and demo in imgui_demo.lua to get acquainted with the library. -- - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder -- (backends/imgui_impl_roblox.lua for Roblox, backends/imgui_impl_love.lua for LÖVE). -- - Build a single file with tools/bundle.py: build/ImGui.luau (Roblox ModuleScript) or build/imgui_love.lua (LÖVE), -- then require() / load it. All exported names (ImGui, ImVec2, ImVec4, IM_COL32, every ImGui*Flags enum...) are fields of the returned table. -- - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. -- - Dear ImGui never touches or knows about your GPU state. The only function that knows about rendering is the draw function that you provide (the backend's RenderDrawData). -- Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" -- phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui.Render(). -- - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. -- -- -- HOW A SIMPLE APPLICATION MAY LOOK LIKE -- -------------------------------------- -- -- USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.lua files from the backends/ folder). -- The sub-folders in examples/ contain examples applications following this structure. -- -- Roblox (LocalScript, see examples/example_roblox/main.client.luau): -- -- local G = require(ReplicatedStorage:WaitForChild("ImGui")) -- local ImGui, ImGui_ImplRoblox = G.ImGui, G.ImGui_ImplRoblox -- -- -- Application init: create a dear imgui context, setup some options, load fonts -- ImGui.CreateContext() -- local io = ImGui.GetIO() -- -- TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.NavEnableKeyboard)' to enable keyboard controls. -- -- TODO: Fill optional fields of the io structure later. -- -- TODO: Load TTF/OTF fonts if you don't want to use the default font. -- -- -- Initialize helper Platform and Renderer backend (here we are using imgui_impl_roblox.lua) -- ImGui_ImplRoblox.Init() -- -- -- Application main loop -- RunService.Stepped:Connect(function() -- -- Feed inputs to dear imgui, start new frame -- ImGui_ImplRoblox.NewFrame() -- ImGui.NewFrame() -- -- -- Any application code here -- ImGui.Text("Hello, world!") -- -- -- Render dear imgui -- ImGui.Render() -- ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData()) -- end) -- -- -- Shutdown -- ImGui_ImplRoblox.Shutdown() -- ImGui.DestroyContext() -- -- LÖVE (see examples/example_love/main.lua): -- -- function love.load() -- ImGui.CreateContext() -- G.ImGui_ImplLove.Init({ root = ROOT }) -- end -- function love.update(dt) -- G.ImGui_ImplLove.NewFrame() -- ImGui.NewFrame() -- ImGui.Text("Hello, world!") -- ImGui.Render() -- end -- function love.draw() -- G.ImGui_ImplLove.RenderDrawData(ImGui.GetDrawData()) -- end -- -- + forward love.mousemoved/mousepressed/mousereleased/wheelmoved/keypressed/keyreleased/textinput/focus -- -- to G.ImGui_ImplLove.MouseMoved/MousePressed/MouseReleased/WheelMoved/KeyPressed/KeyReleased/TextInput/Focus. -- -- To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, -- you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! -- Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. -- -- -- USAGE -- ----- -- -- Widget functions are called every frame; their return values tell you what the user did. -- Out-parameters of the C++ API (bool* p_open, float* v, int* v...) are passed by value and the new value is returned: -- -- ImGui.Text("Hello, world %d", 123) -- if ImGui.Button("Save") then -- MySaveFunction() -- end -- ImGui.InputText("string", buf, 256) -- buf = ImGui.NewTextBuffer("...", 256), edited in place -- f = ImGui.SliderFloat("float", f, 0.0, 1.0) -- returns (value, changed) -- pressed, v = ImGui.Checkbox("checkbox", v) -- -- -- Create a window called "My First Tool", with a menu bar. -- my_tool_active = ImGui.Begin("My First Tool", my_tool_active, ImGuiWindowFlags.MenuBar) -- returns (open, visible) -- if ImGui.BeginMenuBar() then -- if ImGui.BeginMenu("File") then -- if ImGui.MenuItem("Close", "Ctrl+W") then my_tool_active = false end -- ImGui.EndMenu() -- end -- ImGui.EndMenuBar() -- end -- ImGui.ColorEdit4("Color", my_color) -- ImVec4 / arrays are edited in place -- ImGui.End() -- -- -- USING CUSTOM BACKEND / CUSTOM ENGINE -- ------------------------------------ -- -- A backend implements the usual Dear ImGui contract: Init, NewFrame, RenderDrawData, inputs -> io:AddXXXEvent(), -- texture updates via ImTextureData. Adding another Lua host means a new backends/imgui_impl_.lua. -- -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for basic instructions. -- -> the backends in backends/imgui_impl_roblox.lua and backends/imgui_impl_love.lua are complete implementations. -- -- Basic application/backend skeleton: -- -- -- Application init: create a Dear ImGui context, setup some options, load fonts -- ImGui.CreateContext() -- local io = ImGui.GetIO() -- -- TODO: set io.ConfigXXX values, e.g. -- io.ConfigFlags = bit32.bor(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard) -- Enable keyboard controls -- -- -- TODO: Load TTF/OTF fonts if you don't want to use the default font. -- io.Fonts:AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0) -- -- -- Application main loop (called once per frame) -- local function OnFrame(dt) -- -- Setup low-level inputs, or write to those fields from your input event handlers, etc. -- -- (In the examples/ app this is usually done within the ImGui_ImplXXX.NewFrame() function from one of the Backends) -- io.DeltaTime = dt -- set the time elapsed since the previous frame (in seconds) -- io.DisplaySize.x = 1920.0 -- set the current display width -- io.DisplaySize.y = 1280.0 -- set the current display height here -- io:AddMousePosEvent(mouse_x, mouse_y) -- update mouse position -- io:AddMouseButtonEvent(0, mouse_b0) -- update mouse button states -- io:AddMouseButtonEvent(1, mouse_b1) -- update mouse button states -- -- -- Call NewFrame(), after this point you can use ImGui.* functions anytime -- -- (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) -- ImGui.NewFrame() -- -- -- Most of your application code here -- ImGui.Text("Hello, world!") -- MyGameUpdate() -- may use any Dear ImGui functions, e.g. ImGui.Begin("My window"); ImGui.Text("Hello, world!"); ImGui.End() -- MyGameRender() -- may use any Dear ImGui functions as well! -- -- -- End the dear imgui frame -- -- (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) -- ImGui.EndFrame() -- this is automatically called by Render(), but available -- ImGui.Render() -- -- -- Update textures -- local draw_data = ImGui.GetDrawData() -- for _, tex in draw_data.Textures:iter() do -- if tex.Status ~= ImTextureStatus.OK then -- MyImGuiBackend_UpdateTexture(tex) -- end -- end -- -- -- Render dear imgui contents -- MyImGuiBackend_RenderDrawData(draw_data) -- end -- -- -- Shutdown -- ImGui.DestroyContext() -- -- -- -- API BREAKING CHANGES -- ==================== -- -- This port tracks upstream Dear ImGui 1.93 WIP (docking branch). -- For the change-log of API breaking changes, see the top of upstream imgui.cpp, or https://github.com/ocornut/imgui/releases -- -- -- FREQUENTLY ASKED QUESTIONS (FAQ) -- ================================ -- -- Read all answers online: -- https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) -- For questions specific to this port (Roblox, LÖVE, performance, differences from C++), see the FAQ in README.md of this repository. -- --- Dear ImGui 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 -- Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be ~= nil. -- - ImGui.CreateContext() will automatically set this pointer if it is nil. -- Change to a different context by calling ImGui.SetCurrentContext(). --- @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 -- Memory Allocator functions. Use SetAllocatorFunctions() to change them. -- - You probably don't want to modify that mid-program. local GImAllocatorAllocFunc = LUA_TableConstructorWrapper local GImAllocatorFreeFunc = function(p0, p1, p2) end local GImAllocatorUserData = nil -- IM_ALLOC() == ImGui.MemAlloc() --- @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 -- IM_FREE() == ImGui.MemFree() -- 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 -- We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames" --- @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" do --[[ [SECTION] imgui_dragdrop (was imgui_dragdrop.lua) ]] --- Dear ImGui -- 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. ------------------------------------------------------------------------------- -- [SECTION] DRAG AND DROP ------------------------------------------------------------------------------- function ImGui.IsDragDropActive() return ImGui.GetCurrentContext().DragDropActive end function ImGui.ClearDragDrop() local g = ImGui.GetCurrentContext() g.DragDropActive = false ImGuiPayload_Clear(g.DragDropPayload) g.DragDropAcceptFlagsCurr = 0 --[[ImGuiDragDropFlags.None]] g.DragDropAcceptIdCurr = 0 g.DragDropAcceptIdPrev = 0 g.DragDropAcceptIdCurrRectSurface = 3.4028234663853e+38 --[[FLT_MAX]] g.DragDropAcceptFrameCount = -1 end -- When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() -- If the item has an identifier: -- - This assume/require the item to be activated (typically via ButtonBehavior). -- - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. -- - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. -- If the item has no identifier: -- - Currently always assume left mouse button. function ImGui.BeginDragDropSource(flags) if flags == nil then flags = 0 end local g = ImGui.GetCurrentContext() local window = g.CurrentWindow -- FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, -- in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). local mouse_button = 0 --[[ImGuiMouseButton.Left]] local source_drag_active = false local source_id = 0 local source_parent_id = 0 if bit32.band(flags, 16 --[[ImGuiDragDropFlags.SourceExtern]]) == 0 then source_id = g.LastItemData.ID if source_id ~= 0 then -- Common path: items with ID 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 -- Uncommon path: items without ID if g.IO.MouseDown[mouse_button] == false or window.SkipItems then return false end if bit32.band(g.LastItemData.StatusFlags, 1 --[[ImGuiItemStatusFlags.HoveredRect]]) == 0 and (g.ActiveId == 0 or g.ActiveIdWindow ~= window) then return false end -- If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: -- A) Read the explanation below, B) Use the ImGuiDragDropFlags.SourceAllowNullID flag. if bit32.band(flags, 8 --[[ImGuiDragDropFlags.SourceAllowNullID]]) == 0 then assert(false, "Use ImGuiDragDropFlags.SourceAllowNullID for items without an ID") return false end -- Magic fallback to handle items with no assigned ID, e.g. Text(), Image() -- We build a throwaway ID based on current ID stack + relative AABB of items in window. -- THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. -- We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. -- Rely on keeping other window.LastItemXXX fields intact. source_id = 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 -- Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. 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) -- Disable navigation and key inputs while dragging + cancel existing request if any ImGui.SetActiveIdUsingAllKeyboardKeys() else -- When ImGuiDragDropFlags.SourceExtern is set: 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 assert(g.DragDropWithinTarget == false) -- Can't nest BeginDragDropSource() and BeginDragDropTarget() if not source_drag_active then return false end -- Activate drag and drop if not g.DragDropActive then 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, 1 --[[ImGuiDragDropFlags.SourceNoPreviewTooltip]]) == 0 then -- Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) -- We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. local ret if g.DragDropAcceptIdPrev ~= 0 and bit32.band(g.DragDropAcceptFlagsPrev, 4096 --[[ImGuiDragDropFlags.AcceptNoPreviewTooltip]]) ~= 0 then ret = ImGui.BeginTooltipHidden() else ret = ImGui.BeginTooltip() end assert(ret) -- FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", nil, ImGuiWindowFlags.NoSavedSettings) + SetWindowHiddenAndSkipItemsForCurrentFrame(). end if bit32.band(flags, 2 --[[ImGuiDragDropFlags.SourceNoDisableHover]]) == 0 and bit32.band(flags, 16 --[[ImGuiDragDropFlags.SourceExtern]]) == 0 then g.LastItemData.StatusFlags = bit32.band(g.LastItemData.StatusFlags, bit32.bnot(1 --[[ImGuiItemStatusFlags.HoveredRect]])) end return true end function ImGui.EndDragDropSource() local g = ImGui.GetCurrentContext() assert(g.DragDropActive) assert(g.DragDropWithinSource, "Not after a BeginDragDropSource()?") if bit32.band(g.DragDropSourceFlags, 1 --[[ImGuiDragDropFlags.SourceNoPreviewTooltip]]) == 0 then ImGui.EndTooltip() end -- Discard the drag if have not called SetDragDropPayload() if g.DragDropPayload.DataFrameCount == -1 then ImGui.ClearDragDrop() end g.DragDropWithinSource = false end -- Use 'cond' to choose to submit payload on drag start or every frame --- @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 = 1 --[[ImGuiCond.Always]] end assert(type ~= nil) assert(#type < 32, "Payload type can be at most 32 characters long") assert(cond == 1 --[[ImGuiCond.Always]] or cond == 2 --[[ImGuiCond.Once]]) assert(payload.SourceId ~= 0) -- Not called between BeginDragDropSource() and EndDragDropSource() if cond == 1 --[[ImGuiCond.Always]] or payload.DataFrameCount == -1 then -- Copy payload payload.DataType = type payload.Data = data payload.DataSize = data_size or ((data ~= nil) and 1 or 0) end payload.DataFrameCount = g.FrameCount -- Return whether the payload has been accepted 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 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 assert(g.DragDropWithinTarget == false and g.DragDropWithinSource == false) -- Can't nest BeginDragDropSource() and BeginDragDropTarget() g.DragDropTargetRect = ImRect(bb.Min, bb.Max) g.DragDropTargetClipRect = ImRect(window.ClipRect.Min, window.ClipRect.Max) -- May want to be overridden by user depending on use case? g.DragDropTargetId = id g.DragDropTargetFullViewport = 0 g.DragDropWithinTarget = true return true end -- Typical usage would be: -- if not ImGui.IsWindowHovered(bit32.bor(ImGuiHoveredFlags.AnyWindow, ImGuiHoveredFlags.AllowWhenBlockedByActiveItem)) then -- if ImGui.BeginDragDropTargetViewport(ImGui.GetMainViewport(), nil) then -- But we are leaving the hover test to the caller for maximum flexibility. 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 assert(g.DragDropWithinTarget == false and g.DragDropWithinSource == false) -- Can't nest BeginDragDropSource() and BeginDragDropTarget() 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 -- We don't use BeginDragDropTargetCustom() and duplicate its code because: -- 1) we use LastItemData's ImGuiItemStatusFlags.HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. -- 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. -- Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) 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, 1 --[[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, 2 --[[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 assert(g.DragDropWithinTarget == false and g.DragDropWithinSource == false) -- Can't nest BeginDragDropSource() and BeginDragDropTarget() g.DragDropTargetRect = ImRect(display_rect.Min, display_rect.Max) local clip = (bit32.band(g.LastItemData.StatusFlags, 512 --[[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 assert(g.DragDropActive) -- Not called between BeginDragDropTarget() and EndDragDropTarget() ? assert(payload.DataFrameCount ~= -1) -- Forgot to call EndDragDropTarget() ? if type ~= nil and not ImGuiPayload_IsDataType(payload, type) then return nil end -- Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. -- NB: We currently accept nil id as target. However, overlapping targets requires a unique ID to function! 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 -- IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId) -- Render default drop visuals payload.Preview = was_accepted_previously flags = bit32.bor(flags, bit32.band(g.DragDropSourceFlags, 2048 --[[ImGuiDragDropFlags.AcceptNoDrawDefaultRect]])) -- Source can also inhibit the preview (useful for external sources that live for 1 frame) local draw_target_rect = payload.Preview and bit32.band(flags, 2048 --[[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, 16 --[[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) -- For extern drag sources affecting OS window focus, it's easier to just test not IsMouseDown() instead of IsMouseReleased() end if not payload.Delivery and bit32.band(flags, 1024 --[[ImGuiDragDropFlags.AcceptBeforeDelivery]]) == 0 then return nil end return payload end -- FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. 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) -- Clip THEN expand so we have a way to visualize that target is not entirely visible. 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) 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(57 --[[ImGuiCol.DragDropTargetBg]]), rounding, 0) draw_list:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(56 --[[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() assert(g.DragDropActive) assert(g.DragDropWithinTarget) g.DragDropWithinTarget = false -- Clear drag and drop state payload right after delivery 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 end --[[ [SECTION] imgui_dragdrop (was imgui_dragdrop.lua) ]] do --[[ [SECTION] imgui_docking (was imgui_docking.lua) ]] --- Dear ImGui -- 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. ------------------------------------------------------------------------------- -- [SECTION] DOCKING ------------------------------------------------------------------------------- -- Docking: Internal Types -- Docking: Forward Declarations -- Docking: ImGuiDockContext -- Docking: ImGuiDockContext Docking/Undocking functions -- Docking: ImGuiDockNode -- Docking: ImGuiDockNode Tree manipulation functions -- Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) -- Docking: Builder Functions -- Docking: Begin/End Support Functions (called from Begin/End) -- Docking: Settings ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- -- Typical Docking call flow: (root level is generally public API): ------------------------------------------------------------------------------- -- - NewFrame() new dear imgui frame -- | DockContextNewFrameUpdateUndocking() - process queued undocking requests -- | - DockContextProcessUndockWindow() - process one window undocking request -- | - DockContextProcessUndockNode() - process one whole node undocking request -- | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes -- | - update g.HoveredDockNode - [debug] update node hovered by mouse -- | - DockContextProcessDock() - process one docking request -- | - DockNodeUpdate() -- | - DockNodeUpdateForRootNode() -- | - DockNodeUpdateFlagsAndCollapse() -- | - DockNodeFindInfo() -- | - destroy unused node or tab bar -- | - create dock node host window -- | - Begin() etc. -- | - DockNodeStartMouseMovingWindow() -- | - DockNodeTreeUpdatePosSize() -- | - DockNodeTreeUpdateSplitter() -- | - draw node background -- | - DockNodeUpdateTabBar() - create/update tab bar for a docking node -- | - DockNodeAddTabBar() -- | - DockNodeWindowMenuUpdate() -- | - DockNodeCalcTabBarLayout() -- | - BeginTabBarEx() -- | - TabItemEx() calls -- | - EndTabBar() -- | - BeginDockableDragDropTarget() -- | - DockNodeUpdate() - recurse into child nodes... ------------------------------------------------------------------------------- -- - DockSpace() user submit a dockspace into a window -- | Begin(Child) - create a child window -- | DockNodeUpdate() - call main dock node update function -- | End(Child) -- | ItemSize() ------------------------------------------------------------------------------- -- - Begin() -- | BeginDocked() -- | BeginDockableDragDropSource() -- | BeginDockableDragDropTarget() -- | - DockNodePreviewDockRender() ------------------------------------------------------------------------------- -- - EndFrame() -- | DockContextEndFrame() ------------------------------------------------------------------------------- local MT = ImGui.GetMetatables() IMGUI_PAYLOAD_TYPE_WINDOW = "_IMWINDOW" -- Payload == ImGuiWindow 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 ------------------------------------------------------------------------------- -- Flags for ImGui.DockSpace(), shared/inherited by child nodes. -- (Some flags can be applied to individual nodes directly) -- FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. ImGuiDockNodeFlags = { None = 0, KeepAliveOnly = bit32.lshift(1, 0), -- -- Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. -- NoCentralNode = bit32.lshift(1, 1), -- -- Disable Central Node (the node which can stay empty) NoDockingOverCentralNode = bit32.lshift(1, 2), -- -- Disable docking over the Central Node, which will be always kept empty. PassthruCentralNode = bit32.lshift(1, 3), -- -- Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol.WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. NoDockingSplit = bit32.lshift(1, 4), -- -- Disable other windows/nodes from splitting this node. NoResize = bit32.lshift(1, 5), -- Saved -- Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. AutoHideTabBar = bit32.lshift(1, 6), -- -- Tab bar will automatically hide when there is a single window in the dock node. NoUndocking = bit32.lshift(1, 7), -- -- Disable undocking this node. -- Extend ImGuiDockNodeFlags_ (ImGuiDockNodeFlagsPrivate_) -- [Internal] DockSpace = bit32.lshift(1, 10), -- Saved -- A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. CentralNode = bit32.lshift(1, 11), -- Saved -- The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. NoTabBar = bit32.lshift(1, 12), -- Saved -- Tab bar is completely unavailable. No triangle in the corner to enable it back. HiddenTabBar = bit32.lshift(1, 13), -- Saved -- Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) NoWindowMenuButton = bit32.lshift(1, 14), -- Saved -- Disable window/docking menu (that one that appears instead of the collapse button) NoCloseButton = bit32.lshift(1, 15), -- Saved -- Disable close button NoResizeX = bit32.lshift(1, 16), -- -- NoResizeY = bit32.lshift(1, 17), -- -- DockedWindowsInFocusRoute = bit32.lshift(1, 18), -- -- Any docked window will be automatically be focus-route chained (window.ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused. -- Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved) -- Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand. -- The two public flags ImGuiDockNodeFlags.NoDockingOverCentralNode/ImGuiDockNodeFlags.NoDockingSplit don't have those issues. NoDockingSplitOther = bit32.lshift(1, 19), -- -- Disable this node from splitting other windows/nodes. NoDockingOverMe = bit32.lshift(1, 20), -- -- Disable other windows/nodes from being docked over this node. NoDockingOverOther = bit32.lshift(1, 21), -- -- Disable this node from being docked over another window or non-empty node. NoDockingOverEmpty = bit32.lshift(1, 22), -- -- Disable this node from being docked over an empty node (e.g. DockSpace with no other windows) } do local F = ImGuiDockNodeFlags F.NoSplit = F.NoDockingSplit -- Renamed in 1.90 F.NoDockingInCentralNode = F.NoDockingOverCentralNode -- Renamed in 1.90 F.NoDocking = bit32.bor(F.NoDockingOverMe, F.NoDockingOverOther, F.NoDockingOverEmpty, F.NoDockingSplit, F.NoDockingSplitOther) -- Masks F.SharedFlagsInheritMask_ = 0xFFFFFFFF F.NoResizeFlagsMask_ = bit32.bor(F.NoResize, F.NoResizeX, F.NoResizeY) -- When splitting, those local flags are moved to the inheriting child, never duplicated 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 -- Store the source authority (dock node vs window) of a field ImGuiDataAuthority = { Auto = 0, DockNode = 1, Window = 2 } ImGuiDockNodeState = { Unknown = 0, HostWindowHiddenBecauseSingleWindow = 1, HostWindowHiddenBecauseWindowsAreResizing = 2, HostWindowVisible = 3, } -- List of colors that are stored at the time of Begin() into Docked Windows. -- We currently store the packed colors in a simple array window.DockStyle.Colors[]. -- A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow, -- but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. ImGuiWindowDockStyleCol = { Text = 0, TabHovered = 1, TabFocused = 2, TabSelected = 3, TabSelectedOverline = 4, TabDimmed = 5, TabDimmedSelected = 6, TabDimmedSelectedOverline = 7, UnsavedMarker = 8, COUNT = 9, } ------------------------------------------------------------------------------- -- Docking: Internal Types ------------------------------------------------------------------------------- -- - ImGuiDockRequestType -- - ImGuiDockRequest -- - ImGuiDockPreviewData -- - ImGuiDockNodeSettings -- - ImGuiDockContext ------------------------------------------------------------------------------- local ImGuiDockRequestType = { None = 0, Dock = 1, Undock = 2, Split = 3 } -- Split is the same as Dock but without a DockPayload local function ImGuiDockRequest() return { Type = ImGuiDockRequestType.None, -- DockTargetWindow: Destination/Target Window to dock into (may be a loose window or a DockNode, might be nil in which case DockTargetNode cannot be nil) -- DockTargetNode: Destination/Target Node to dock into -- DockPayload: Source/Payload window to dock (may be a loose window or a DockNode), [Optional] DockTargetWindow = nil, DockTargetNode = nil, DockPayload = nil, DockSplitDir = (-1) --[[ImGuiDir.None]], DockSplitRatio = 0.5, DockSplitOuter = false, UndockTargetWindow = nil, UndockTargetNode = nil, } end -- Persistent Settings data, stored contiguously in SettingsNodes local function ImGuiDockNodeSettings() return { ID = 0, ParentNodeId = 0, ParentWindowId = 0, SelectedTabId = 0, SplitAxis = 0 --[[ImGuiAxis.None]], Depth = 0, Flags = 0, -- Flags: NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags.SavedFlagsMask_) Pos = ImVec2(0, 0), Size = ImVec2(0, 0), SizeRef = ImVec2(0, 0), } end function ImGuiDockContext() -- Nodes: Map ID -> ImGuiDockNode: Active nodes 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: (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) -- LocalFlags: (Write) Flags specific to this node -- LocalFlagsInWindows: (Write) Flags specific to this node, applied from windows -- MergedFlags: (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) SharedFlags = 0, LocalFlags = 0, LocalFlagsInWindows = 0, MergedFlags = 0, State = 0 --[[ImGuiDockNodeState.Unknown]], ParentNode = nil, ChildNodes = { [0] = nil, [1] = nil }, -- [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. Windows = ImVector(), -- Note: unordered list! Iterate TabBar.Tabs for user-order. TabBar = nil, -- Pos: Current position -- Size: Current size -- SizeRef: [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. Pos = ImVec2(0, 0), Size = ImVec2(0, 0), SizeRef = ImVec2(0, 0), SplitAxis = 0 --[[ImGuiAxis.None]], -- [Split node only] Split axis (X or Y) LastBgColor = 4294967295 --[[IM_COL32_WHITE]], WindowClass = ImGuiWindowClass(), -- [Root node only] -- VisibleWindow: Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. HostWindow = nil, VisibleWindow = nil, -- CentralNode: [Root node only] Pointer to central node. -- OnlyNodeWithWindows: [Root node only] Set when there is a single visible node within the hierarchy. CentralNode = nil, OnlyNodeWithWindows = nil, CountNodeWithWindows = 0, -- [Root node only] -- LastFrameAlive: Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags.KeepAliveOnly -- LastFrameActive: Last frame number the node was updated. -- LastFrameFocused: Last frame number the node was focused. LastFrameAlive = -1, LastFrameActive = -1, LastFrameFocused = -1, -- LastFocusedNodeId: [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. -- SelectedTabId: [Leaf node only] Which of our tab/window is selected. -- WantCloseTabId: [Leaf node only] Set when closing a specific tab/window. -- RefViewportId: Reference viewport ID from visible window when HostWindow == nil. LastFocusedNodeId = 0, SelectedTabId = 0, WantCloseTabId = 0, RefViewportId = 0, AuthorityForPos = 1 --[[ImGuiDataAuthority.DockNode]], AuthorityForSize = 1 --[[ImGuiDataAuthority.DockNode]], -- ImGuiDataAuthority AuthorityForViewport = 0 --[[ImGuiDataAuthority.Auto]], IsVisible = true, IsFocused = false, IsBgDrawnThisFrame = false, -- IsVisible: Set to false when the node is hidden (usually disabled as it has no active window) HasCloseButton = false, HasWindowMenuButton = false, HasCentralNodeChild = false, -- HasCloseButton: Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. -- WantCloseAll: Set when closing all tabs at once. -- WantMouseMove: After a node extraction we need to transition toward moving the newly created host window 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, 1024 --[[ImGuiDockNodeFlags.DockSpace]]) ~= 0 end function DN:IsFloatingNode() return self.ParentNode == nil and bit32.band(self.MergedFlags, 1024 --[[ImGuiDockNodeFlags.DockSpace]]) == 0 end function DN:IsCentralNode() return bit32.band(self.MergedFlags, 2048 --[[ImGuiDockNodeFlags.CentralNode]]) ~= 0 end function DN:IsHiddenTabBar() return bit32.band(self.MergedFlags, 8192 --[[ImGuiDockNodeFlags.HiddenTabBar]]) ~= 0 end -- Hidden tab bar can be shown back by clicking the small triangle function DN:IsNoTabBar() return bit32.band(self.MergedFlags, 4096 --[[ImGuiDockNodeFlags.NoTabBar]]) ~= 0 end -- Never show a tab bar 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), -- IsSidesAvailable: Hold your breath, grammar freaks.. -- IsSplitDirExplicit: Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) IsDropAllowed = false, IsCenterAvailable = false, IsSidesAvailable = false, IsSplitDirExplicit = false, SplitNode = nil, SplitDir = (-1) --[[ImGuiDir.None]], SplitRatio = 0.0, DropRectsDraw = {}, -- May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() } for n = 0, 4 do d.DropRectsDraw[n] = ImRect(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[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: Forward Declarations ------------------------------------------------------------------------------- -- Settings local DockSettingsHandler_ClearAll, DockSettingsHandler_ApplyAll, DockSettingsHandler_ReadOpen, DockSettingsHandler_ReadLine, DockSettingsHandler_WriteAll local DockSettingsRenameNodeReferences, DockSettingsRemoveNodeReferences, DockSettingsFindNodeSettings ------------------------------------------------------------------------------- -- Docking: ImGuiDockContext ------------------------------------------------------------------------------- -- The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, -- or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. -- At boot time only, we run a simple GC to remove nodes that have no references. -- Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), -- we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). -- This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. ------------------------------------------------------------------------------- -- - DockContextInitialize() -- - DockContextShutdown() -- - DockContextClearNodes() -- - DockContextRebuildNodes() -- - DockContextNewFrameUpdateUndocking() -- - DockContextNewFrameUpdateDocking() -- - DockContextEndFrame() -- - DockContextFindNodeByID() -- - DockContextBindNodeToWindow() -- - DockContextGenNodeID() -- - DockContextAddNode() -- - DockContextRemoveNode() -- - ImGuiDockContextPruneNodeData -- - DockContextPruneUnusedSettingsNodes() -- - DockContextBuildNodesFromSettings() -- - DockContextBuildAddWindowsToNodes() ------------------------------------------------------------------------------- function ImGui.DockContextInitialize(ctx) local g = ctx -- Add .ini handle for persistent docking data local ini_handler = ImGuiSettingsHandler() ini_handler.TypeName = "Docking" ini_handler.TypeHash = ImHashStr("Docking") ini_handler.ClearAllFn = DockSettingsHandler_ClearAll ini_handler.ReadInitFn = DockSettingsHandler_ClearAll -- Also clear on read ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen ini_handler.ReadLineFn = DockSettingsHandler_ReadLine ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll ini_handler.WriteAllFn = DockSettingsHandler_WriteAll g.SettingsHandlers:push_back(ini_handler) g.DockNodeWindowMenuHandler = 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 -- [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch -- (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) function ImGui.DockContextRebuildNodes(ctx) local dc = ctx.DockContext ImGui.SaveIniSettingsToMemory() local root_id = 0 -- Rebuild all ImGui.DockContextClearNodes(ctx, root_id, false) ImGui.DockContextBuildNodesFromSettings(ctx, dc.NodesSettings.Data, dc.NodesSettings.Size) ImGui.DockContextBuildAddWindowsToNodes(ctx, root_id) end -- Docking context update function, called by NewFrame() function ImGui.DockContextNewFrameUpdateUndocking(ctx) local g = ctx local dc = ctx.DockContext if bit32.band(g.IO.ConfigFlags, 128 --[[ImGuiConfigFlags.DockingEnable]]) == 0 then if next(dc.Nodes) ~= nil or dc.Requests.Size > 0 then ImGui.DockContextClearNodes(ctx, 0, true) end return end -- Setting NoSplit at runtime merges all nodes 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) -- dc.WantFullRebuild = true end end end -- Process full rebuild if dc.WantFullRebuild then ImGui.DockContextRebuildNodes(ctx) dc.WantFullRebuild = false end -- Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) 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 -- Docking context update function, called by NewFrame() function ImGui.DockContextNewFrameUpdateDocking(ctx) local g = ctx local dc = ctx.DockContext if bit32.band(g.IO.ConfigFlags, 128 --[[ImGuiConfigFlags.DockingEnable]]) == 0 then return end -- [DEBUG] Store hovered dock node. -- We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using .DockNode is a good shortcut. -- Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. g.DebugHoveredDockNode = 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 -- Process Docking requests for _, req in dc.Requests:iter() do if req.Type == ImGuiDockRequestType.Dock then ImGui.DockContextProcessDock(ctx, req) end end dc.Requests:resize(0) -- Create windows for each automatic docking nodes 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) -- Draw backgrounds of node missing their window 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) -- Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) -- FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 -- We should poke in ctx.Nodes to find a suitable ID faster. Even more so trivial that ctx.Nodes lookup is already sorted. local id = 0x0001 while ImGui.DockContextFindNodeByID(ctx, id) ~= nil do id = id + 1 end return id end function ImGui.DockContextAddNode(ctx, id) -- Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. if id == 0 then id = ImGui.DockContextGenNodeID(ctx) else assert(ImGui.DockContextFindNodeByID(ctx, id) == nil) end -- We don't set node.LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! local node = ImGuiDockNode(id) ctx.DockContext.Nodes[node.ID] = node return node end function ImGui.DockContextRemoveNode(ctx, node, merge_sibling_into_parent_node) assert(ImGui.DockContextFindNodeByID(ctx, node.ID) == node) assert(node.ChildNodes[0] == nil and node.ChildNodes[1] == nil) 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 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 -- Raw-ish delete function ImGui.DockContextDeleteNode(ctx, node) local dc = ctx.DockContext node.TabBar = nil dc.Nodes[node.ID] = nil end -- Garbage collect unused nodes (run once at init time) function ImGui.DockContextPruneUnusedSettingsNodes(ctx) local g = ctx local dc = ctx.DockContext 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 -- Count child nodes and compute RootID for _, settings in dc.NodesSettings:iter() do if pool[settings.ID] ~= nil then settings.ID = 0 -- Duplicate 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 -- Count reference to dock ids from dockspaces -- We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() for _, 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 -- Count reference to dock ids from window settings -- We guard against the possibility of an invalid .ini file (RootID may point to a missing node) for _, 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 -- Prune 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, 2048 --[[ImGuiDockNodeFlags.CentralNode]]) == 0) -- Floating root node with only 1 window remove = remove or (data.CountWindows == 0 and settings.ParentNodeId == 0 and data.CountChildNodes == 0) -- Leaf nodes with 0 window 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) -- Build nodes 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 = 1 --[[ImGuiDataAuthority.DockNode]] node.AuthorityForSize = 1 --[[ImGuiDataAuthority.DockNode]] node.AuthorityForViewport = 1 --[[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, 261152 --[[ImGuiDockNodeFlags.SavedFlagsMask_]])) -- Bind host window immediately if it already exist (in case of a rebuild) -- This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node.HostWindow to be set. local root_node = ImGui.DockNodeGetRootNode(node) node.HostWindow = ImGui.FindWindowByName(DockNodeGetHostWindowTitle(root_node)) end end end function ImGui.DockContextBuildAddWindowsToNodes(ctx, root_id) -- Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) 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) assert(node ~= nil) -- This should have been called after DockContextBuildNodesFromSettings() 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 ------------------------------------------------------------------------------- -- - DockContextQueueDock() -- - DockContextQueueUndockWindow() -- - DockContextQueueUndockNode() -- - DockContextQueueNotifyRemovedNode() -- - DockContextProcessDock() -- - DockContextProcessUndockWindow() -- - DockContextProcessUndockNode() -- - DockContextCalcDropPosForDocking() ------------------------------------------------------------------------------- function ImGui.DockContextQueueDock(ctx, target, target_node, payload, split_dir, split_ratio, split_outer) 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) assert((req.Type == ImGuiDockRequestType.Dock and req.DockPayload ~= nil) or (req.Type == ImGuiDockRequestType.Split and req.DockPayload == nil)) assert(req.DockTargetWindow ~= nil or req.DockTargetNode ~= nil) local g = ctx local payload_window = req.DockPayload -- Optional local target_window = req.DockTargetWindow local node = req.DockTargetNode -- Decide which Tab will be selected at the end of the operation local next_selected_id = 0 local payload_node = nil if payload_window then payload_node = payload_window.DockNodeAsHost payload_window.DockNodeAsHost = nil -- Important to clear this as the node will have its life as a child which might be merged/deleted later. 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 -- FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well -- When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. if node then assert(node.LastFrameAlive <= g.FrameCount) end if node and target_window and node == target_window.DockNodeAsHost then assert(node.Windows.Size > 0 or node:IsSplitNode() or node:IsCentralNode()) end -- Create new node and add existing window to it 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(8388608 --[[ImGuiTabItemFlags.Unsorted]])) target_window.DockIsActive = true end end local split_dir = req.DockSplitDir if split_dir ~= (-1) --[[ImGuiDir.None]] then -- Split into two, one side will be our payload node unless we are dropping a loose window local split_axis = (split_dir == 0 --[[ImGuiDir.Left]] or split_dir == 1 --[[ImGuiDir.Right]]) and 1 --[[ImGuiAxis.X]] or 2 --[[ImGuiAxis.Y]] local split_inheritor_child_idx = (split_dir == 0 --[[ImGuiDir.Left]] or split_dir == 2 --[[ImGuiDir.Up]]) and 1 or 0 -- Current contents will be moved to the opposite side local split_ratio = req.DockSplitRatio ImGui.DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node) -- payload_node may be nil here! 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(8192 --[[ImGuiDockNodeFlags.HiddenTabBar]]))) if node ~= payload_node then -- Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) if node.Windows.Size > 0 and node.TabBar == nil then ImGui.DockNodeAddTabBar(node) for n = 1, node.Windows.Size do ImGui.TabBarAddTab(node.TabBar, 0 --[[ImGuiTabItemFlags.None]], node.Windows.Data[n]) end end if payload_node ~= nil then -- Transfer full payload node (with 1+ child windows or child nodes) if payload_node:IsSplitNode() then if node.Windows.Size > 0 then -- We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. -- In this situation, we move the windows of the target node into the currently visible node of the payload. -- This allows us to preserve some of the underlying dock tree settings nicely. assert(payload_node.OnlyNodeWithWindows ~= nil) -- The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. local visible_node = payload_node.OnlyNodeWithWindows if visible_node.TabBar then 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 -- Central node property needs to be moved to a leaf node, pick the last focused one. -- FIXME-DOCK: If we had to transfer other flags here, what would the policy be? local last_focused_node = ImGui.DockContextFindNodeByID(ctx, payload_node.LastFocusedNodeId) assert(last_focused_node ~= nil) local last_focused_root_node = ImGui.DockNodeGetRootNode(last_focused_node) assert(last_focused_root_node == ImGui.DockNodeGetRootNode(payload_node)) last_focused_node:SetLocalFlags(bit32.bor(last_focused_node.LocalFlags, 2048 --[[ImGuiDockNodeFlags.CentralNode]])) node:SetLocalFlags(bit32.band(node.LocalFlags, bit32.bnot(2048 --[[ImGuiDockNodeFlags.CentralNode]]))) last_focused_root_node.CentralNode = last_focused_node end 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 -- Transfer single window 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 -- When docking a floating single window node we want to reevaluate auto-hiding of the tab bar node.WantHiddenTabBarUpdate = true end -- Update selection immediately local tab_bar = node.TabBar if tab_bar then tab_bar.NextSelectedTabId = next_selected_id end ImGui.MarkIniSettingsDirty() end -- Problem: -- Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more -- than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic -- with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be -- due to missing ImGuiBackendFlags.HasMouseCursors backend flag). -- Solution: -- When undocking a window we currently force its maximum size to 90% of the host viewport. -- Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). 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) assert(node:IsLeafNode()) assert(node.Windows.Size >= 1) if node:IsRootNode() or node:IsCentralNode() then -- In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. 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 -- Otherwise extract our node and merge our sibling back into the parent node. 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 = 2 --[[ImGuiDataAuthority.Window]] -- The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport node.ParentNode = nil end for _, window in node.Windows:iter() do window.Flags = bit32.band(window.Flags, bit32.bnot(16777216 --[[ImGuiWindowFlags.ChildWindow]])) if window.ParentWindow then window.ParentWindow.DC.ChildWindows:find_erase(window) end ImGui.UpdateWindowParentAndRootLinks(window, window.Flags, nil) end node.AuthorityForPos = 1 --[[ImGuiDataAuthority.DockNode]] node.AuthorityForSize = 1 --[[ImGuiDataAuthority.DockNode]] node.Size = FixLargeWindowsWhenUndocking(node.Size, node.Windows.Data[1].Viewport) node.WantMouseMove = true ImGui.MarkIniSettingsDirty() end -- This is mostly used for automation. --- @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 -- In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects -- (which would be functionally identical) we only show the outer one. Reflect this here. if target_node and target_node.ParentNode == nil and target_node:IsCentralNode() and split_dir ~= (-1) --[[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 ------------------------------------------------------------------------------- -- - DockNodeGetTabOrder() -- - DockNodeAddWindow() -- - DockNodeRemoveWindow() -- - DockNodeMoveChildNodes() -- - DockNodeMoveWindows() -- - DockNodeApplyPosSizeToWindows() -- - DockNodeHideHostWindow() -- - ImGuiDockNodeFindInfoResults -- - DockNodeFindInfo() -- - DockNodeFindWindowByID() -- - DockNodeUpdateFlagsAndCollapse() -- - DockNodeUpdateHasCentralNodeFlag() -- - DockNodeUpdateVisibleFlag() -- - DockNodeStartMouseMovingWindow() -- - DockNodeUpdate() -- - DockNodeUpdateWindowMenu() -- - DockNodeBeginAmendTabBar() -- - DockNodeEndAmendTabBar() -- - DockNodeUpdateTabBar() -- - DockNodeAddTabBar() -- - DockNodeRemoveTabBar() -- - DockNodeIsDropAllowedOne() -- - DockNodeIsDropAllowed() -- - DockNodeCalcTabBarLayout() -- - DockNodeCalcSplitRects() -- - DockNodeCalcDropRectsAndTestMousePos() -- - DockNodePreviewDockSetup() -- - DockNodePreviewDockRender() ------------------------------------------------------------------------------- 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 -- Can overwrite an existing window.DockNode (e.g. pointing to a disabled DockSpace node) assert(window.DockNode.ID ~= node.ID) ImGui.DockNodeRemoveWindow(window.DockNode, window, 0) end assert(window.DockNode == nil or window.DockNodeAsHost == nil) -- If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, -- we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). -- We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() if node.HostWindow == 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 -- When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. -- In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. if node.HostWindow == nil and node:IsFloatingNode() then if node.AuthorityForPos == 0 --[[ImGuiDataAuthority.Auto]] then node.AuthorityForPos = 2 --[[ImGuiDataAuthority.Window]] end if node.AuthorityForSize == 0 --[[ImGuiDataAuthority.Auto]] then node.AuthorityForSize = 2 --[[ImGuiDataAuthority.Window]] end if node.AuthorityForViewport == 0 --[[ImGuiDataAuthority.Auto]] then node.AuthorityForViewport = 2 --[[ImGuiDataAuthority.Window]] end end -- Add to tab bar if requested if add_to_tab_bar then if node.TabBar == nil then ImGui.DockNodeAddTabBar(node) node.TabBar.SelectedTabId = node.SelectedTabId node.TabBar.NextSelectedTabId = node.SelectedTabId -- Add existing windows for n = 1, node.Windows.Size - 1 do ImGui.TabBarAddTab(node.TabBar, 0 --[[ImGuiTabItemFlags.None]], node.Windows.Data[n]) end end ImGui.TabBarAddTab(node.TabBar, 8388608 --[[ImGuiTabItemFlags.Unsorted]], window) end ImGui.DockNodeUpdateVisibleFlag(node) -- Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. if node.HostWindow then ImGui.UpdateWindowParentAndRootLinks(window, bit32.bor(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]), node.HostWindow) end end function ImGui.DockNodeRemoveWindow(node, window, save_dock_id) assert(window.DockNode == node) -- IM_ASSERT(window.RootWindowDockTree == node.HostWindow) -- IM_ASSERT(window.LastFrameActive < g.FrameCount) -- We may call this from Begin() 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(16777216 --[[ImGuiWindowFlags.ChildWindow]])) if window.ParentWindow then window.ParentWindow.DC.ChildWindows:find_erase(window) end ImGui.UpdateWindowParentAndRootLinks(window, window.Flags, nil) -- Update immediately if node.HostWindow and node.HostWindow.ViewportOwned then -- When undocking from a user interaction this will always run in NewFrame() and have not much effect. -- But mid-frame, if we clear viewport we need to mark window as hidden as well. window.Viewport = nil window.ViewportId = 0 window.ViewportOwned = false window.Hidden = true end -- Remove window local idx = node.Windows:find_index(window) assert(idx ~= nil) node.Windows:erase(idx) if node.VisibleWindow == window then node.VisibleWindow = nil end -- Remove tab and possibly tab bar 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 -- Automatic dock node delete themselves if they are not holding at least one tab 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] -- Note: we used to transport viewport ownership here. remaining_window.Collapsed = node.HostWindow.Collapsed end -- Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree ImGui.DockNodeUpdateVisibleFlag(node) end function ImGui.DockNodeMoveChildNodes(dst_node, src_node) 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) -- Insert tabs in the same orders as currently ordered (node.Windows isn't ordered) assert(src_node and dst_node and dst_node ~= src_node) local src_tab_bar = src_node.TabBar if src_tab_bar ~= nil then assert(src_node.Windows.Size <= src_node.TabBar.Tabs.Size) end -- If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) 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 -- Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar(). -- 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, 1 --[[ImGuiCond.Always]]) -- We don't assign directly to Pos because it can break the calculation of SizeContents on next frame ImGui.SetWindowSize(window, node.Size, 1 --[[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 -- Search function called once by root node in DockNodeUpdate() 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 assert(info.CentralNode == nil) -- Should be only one 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) assert(id ~= 0) for _, window in node.Windows:iter() do if window.ID == id then return window end end return nil end -- - Remove inactive windows/nodes. -- - Update visibility flag. function ImGui.DockNodeUpdateFlagsAndCollapse(node) local g = ImGui.GetCurrentContext() assert(node.ParentNode == nil or node.ParentNode.ChildNodes[0] == node or node.ParentNode.ChildNodes[1] == node) -- Inherit most flags if node.ParentNode then node.SharedFlags = bit32.band(node.ParentNode.SharedFlags, 4294967295 --[[ImGuiDockNodeFlags.SharedFlagsInheritMask_]]) end -- Recurse into children -- There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. -- If 'node.ChildNode[0]' delete itself, then 'node.ChildNode[1].Windows' will be moved into 'node' -- If 'node.ChildNode[1]' delete itself, then 'node.ChildNode[0].Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) node.HasCentralNodeChild = false if node.ChildNodes[0] then ImGui.DockNodeUpdateFlagsAndCollapse(node.ChildNodes[0]) end if node.ChildNodes[1] then ImGui.DockNodeUpdateFlagsAndCollapse(node.ChildNodes[1]) end -- Remove inactive windows, collapse nodes -- Merge node flags overrides stored in windows node.LocalFlagsInWindows = 0 --[[ImGuiDockNodeFlags.None]] local window_n = 1 while window_n <= node.Windows.Size do local window = node.Windows.Data[window_n] 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)) -- Can't use 'window.LastFrameActive + 1 < g.FrameCount'. (see #9151) remove = remove or (node_was_active and (node.WantCloseAll or node.WantCloseTabId == window.TabId) and window.HasCloseButton and bit32.band(window.Flags, 262144 --[[ImGuiWindowFlags.UnsavedDocument]]) == 0) -- Submit all _expected_ closure from last frame 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 = 1 --[[ImGuiDockNodeState.HostWindowHiddenBecauseSingleWindow]] ImGui.DockNodeRemoveWindow(node, window, node.ID) -- Will delete the node so it'll be invalid on return return end ImGui.DockNodeRemoveWindow(node, window, node.ID) else -- FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. -- node.LocalFlagsInWindow = bit32.band(node.LocalFlagsInWindow, bit32.bnot(window.WindowClass.DockNodeFlagsOverrideClear)) node.LocalFlagsInWindows = bit32.bor(node.LocalFlagsInWindows, window.WindowClass.DockNodeFlagsOverrideSet) window_n = window_n + 1 end end node:UpdateMergedFlags() -- Auto-hide tab bar option local node_flags = node.MergedFlags if node.WantHiddenTabBarUpdate and node.Windows.Size == 1 and bit32.band(node_flags, 64 --[[ImGuiDockNodeFlags.AutoHideTabBar]]) ~= 0 and not node:IsHiddenTabBar() then node.WantHiddenTabBarToggle = true end node.WantHiddenTabBarUpdate = false -- Cancel toggling if we know our tab bar is enforced to be hidden at all times if node.WantHiddenTabBarToggle and node.VisibleWindow and bit32.band(node.VisibleWindow.WindowClass.DockNodeFlagsOverrideSet, 8192 --[[ImGuiDockNodeFlags.HiddenTabBar]]) ~= 0 then node.WantHiddenTabBarToggle = false end -- Apply toggles at a single point of the frame (here!) local prev_local_flags = node.LocalFlags if node.Windows.Size > 1 then node:SetLocalFlags(bit32.band(node.LocalFlags, bit32.bnot(8192 --[[ImGuiDockNodeFlags.HiddenTabBar]]))) elseif node.WantHiddenTabBarToggle then node:SetLocalFlags(bit32.bxor(node.LocalFlags, 8192 --[[ImGuiDockNodeFlags.HiddenTabBar]])) end if bit32.band(bit32.bxor(node.LocalFlags, prev_local_flags), 261152 --[[ImGuiDockNodeFlags.SavedFlagsMask_]]) ~= 0 then ImGui.MarkIniSettingsDirty() -- Bit flaky to only do this here. Perhaps compare node flags every frame? #9380 end node.WantHiddenTabBarToggle = false ImGui.DockNodeUpdateVisibleFlag(node) end -- This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. 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) -- Update visibility flag 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() assert(node.WantMouseMove == true) ImGui.StartMouseMovingWindow(window) ImVec2_Copy(g.ActiveIdClickOffset, g.IO.MouseClickedPos[0] - node.Pos) g.MovingWindow = window -- If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. node.WantMouseMove = false end -- Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. function ImGui.DockNodeUpdateForRootNode(node) ImGui.DockNodeUpdateFlagsAndCollapse(node) -- - Setup central node pointers -- - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) -- Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing 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 -- Copy the window class from of our first window so it can be used for proper dock filtering. -- When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. -- FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. 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) -- Remove ourselves from any previous different host window -- This can happen if a user mistakenly does (see #4295 for details): -- - N+0: DockBuilderAddNode(id, 0) -- missing ImGuiDockNodeFlags.DockSpace -- - N+1: NewFrame() -- will create floating host window for that node -- - N+1: DockSpace(id) -- requalify node as dockspace, moving host window if node.HostWindow 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() 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 -- Remove tab bar if not needed if node.TabBar and node:IsNoTabBar() then ImGui.DockNodeRemoveTabBar(node) end -- Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) 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 -- Floating window pos/size is authoritative 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 = 2 --[[ImGuiDataAuthority.Window]] node.AuthorityForSize = 2 --[[ImGuiDataAuthority.Window]] node.AuthorityForViewport = 2 --[[ImGuiDataAuthority.Window]] -- Transfer focus immediately so when we revert to a regular window it is immediately selected 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 = 1 --[[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 -- In some circumstance we will defer creating the host window (so everything will be kept hidden), -- while the expected visible window is resizing itself. -- This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, -- otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: -- N+0: Begin(): window created (with no known size), node is created -- N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible -- N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible -- We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. -- It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). -- In reality it isn't very important as user quickly ends up with size data in .ini file. if node.IsVisible and node.HostWindow == nil and node:IsFloatingNode() and node:IsLeafNode() then assert(node.Windows.Size > 0) local ref_window = nil -- Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! 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 = 2 --[[ImGuiDockNodeState.HostWindowHiddenBecauseWindowsAreResizing]] return end end local node_flags = node.MergedFlags -- Decide if the node will have a close button and a window menu button node.HasWindowMenuButton = (node.Windows.Size > 0) and bit32.band(node_flags, 16384 --[[ImGuiDockNodeFlags.NoWindowMenuButton]]) == 0 node.HasCloseButton = false for _, window in node.Windows:iter() do -- FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. node.HasCloseButton = node.HasCloseButton or window.HasCloseButton window.DockIsActive = (node.Windows.Size > 1) end if bit32.band(node_flags, 32768 --[[ImGuiDockNodeFlags.NoCloseButton]]) ~= 0 or not g.Style.DockingNodeHasCloseButton then node.HasCloseButton = false end -- Bind or create host window local host_window = nil local beginned_into_host_window = false if node:IsDockSpace() then -- [Explicit root dockspace node] assert(node.HostWindow) host_window = node.HostWindow else -- [Automatic root or child nodes] if node:IsRootNode() and node.IsVisible then local ref_window = (node.Windows.Size > 0) and node.Windows.Data[1] or nil -- Sync Pos if node.AuthorityForPos == 2 --[[ImGuiDataAuthority.Window]] and ref_window then ImGui.SetNextWindowPos(ref_window.Pos) elseif node.AuthorityForPos == 1 --[[ImGuiDataAuthority.DockNode]] then ImGui.SetNextWindowPos(node.Pos) end -- Sync Size if node.AuthorityForSize == 2 --[[ImGuiDataAuthority.Window]] and ref_window then ImGui.SetNextWindowSize(ref_window.SizeFull) elseif node.AuthorityForSize == 1 --[[ImGuiDataAuthority.DockNode]] then ImGui.SetNextWindowSize(node.Size) end -- Sync Collapsed if node.AuthorityForSize == 2 --[[ImGuiDataAuthority.Window]] and ref_window then ImGui.SetNextWindowCollapsed(ref_window.Collapsed) end ImGui.SetNextWindowClass(node.WindowClass) -- Begin into the host window local window_label = DockNodeGetHostWindowTitle(node) local window_flags = bit32.bor(8 --[[ImGuiWindowFlags.NoScrollbar]], 16 --[[ImGuiWindowFlags.NoScrollWithMouse]], 8388608 --[[ImGuiWindowFlags.DockNodeHost]]) window_flags = bit32.bor(window_flags, 4096 --[[ImGuiWindowFlags.NoFocusOnAppearing]]) window_flags = bit32.bor(window_flags, 256 --[[ImGuiWindowFlags.NoSavedSettings]], 131072 --[[ImGuiWindowFlags.NoNavFocus]], 32 --[[ImGuiWindowFlags.NoCollapse]]) window_flags = bit32.bor(window_flags, 1 --[[ImGuiWindowFlags.NoTitleBar]]) ImGui.SetNextWindowBgAlpha(0.0) -- Don't set ImGuiWindowFlags.NoBackground because it disables borders ImGui.PushStyleVar(2 --[[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) -- We set ImGuiWindowFlags.NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) -- But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. -- One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. -- When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window -- during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back -- after the dock host window, losing their top-most status. if node.HostWindow.Appearing then ImGui.BringWindowToDisplayFront(node.HostWindow) end node.AuthorityForPos = 0 --[[ImGuiDataAuthority.Auto]] node.AuthorityForSize = 0 --[[ImGuiDataAuthority.Auto]] node.AuthorityForViewport = 0 --[[ImGuiDataAuthority.Auto]] elseif node.ParentNode then host_window = node.ParentNode.HostWindow node.HostWindow = host_window node.AuthorityForPos = 0 --[[ImGuiDataAuthority.Auto]] node.AuthorityForSize = 0 --[[ImGuiDataAuthority.Auto]] node.AuthorityForViewport = 0 --[[ImGuiDataAuthority.Auto]] end if node.WantMouseMove and node.HostWindow then ImGui.DockNodeStartMouseMovingWindow(node, node.HostWindow) end end node.RefViewportId = 0 -- Clear when we have a host window -- Update focused node (the one whose title bar is highlight) within a node tree if node:IsSplitNode() then 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 -- Note: not using root node ID! break end p_window = p_node.HostWindow and p_node.HostWindow.RootWindow or nil end end -- Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace local central_node = node.CentralNode local central_node_hole = node:IsRootNode() and host_window ~= nil and bit32.band(node_flags, 8 --[[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 -- We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. -- (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen -- covering passthru node we'd have a gap on the edge not covered by the hole) assert(node:IsDockSpace()) -- We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window.ParentNode 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 -- GetForegroundDrawList():AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)) 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 -- Update position/size, process and draw resizing splitters if node:IsRootNode() and host_window then ImGui.DockNodeTreeUpdatePosSize(node, host_window.Pos, host_window.Size) ImGui.PushStyleColor(28 --[[ImGuiCol.Separator]], g.Style.Colors[5 --[[ImGuiCol.Border]]]) ImGui.PushStyleColor(30 --[[ImGuiCol.SeparatorActive]], g.Style.Colors[33 --[[ImGuiCol.ResizeGripActive]]]) ImGui.PushStyleColor(29 --[[ImGuiCol.SeparatorHovered]], g.Style.Colors[32 --[[ImGuiCol.ResizeGripHovered]]]) ImGui.DockNodeTreeUpdateSplitter(node) ImGui.PopStyleColor(3) end -- Draw empty node background (currently can only be the Central Node) 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, 8 --[[ImGuiDockNodeFlags.PassthruCentralNode]]) ~= 0) and 0 or ImGui.GetColorU32(43 --[[ImGuiCol.DockingEmptyBg]]) if node.LastBgColor ~= 0 then host_window.DrawList:AddRectFilled(node.Pos, node.Pos + node.Size, node.LastBgColor) end node.IsBgDrawnThisFrame = true end -- Draw whole dockspace background if ImGuiDockNodeFlags.PassthruCentralNode if set. -- We need to draw a background at the root level if requested by ImGuiDockNodeFlags.PassthruCentralNode, but we will only know the correct pos/size -- _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! local render_dockspace_bg = node:IsRootNode() and host_window ~= nil and bit32.band(node_flags, 8 --[[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(2 --[[ImGuiCol.WindowBg]]), 0.0) else host_window.DrawList:AddRectFilled(node.Pos, node.Pos + node.Size, ImGui.GetColorU32(2 --[[ImGuiCol.WindowBg]]), 0.0) end end -- Draw and populate Tab Bar 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 -- Draw payload drop target 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 -- We update this after DockNodeUpdateTabBar() node.LastFrameActive = g.FrameCount -- Recurse into children -- FIXME-DOCK FIXME-OPT: Should not need to recurse into children if host_window then if node.ChildNodes[0] then ImGui.DockNodeUpdate(node.ChildNodes[0]) end if node.ChildNodes[1] then ImGui.DockNodeUpdate(node.ChildNodes[1]) end -- Render outer borders last (after the tab bar) if node:IsRootNode() then ImGui.RenderWindowOuterBorders(host_window) end end -- End host window 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 -- Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. local function TabItemComparerByDockOrder(ta, tb) local a, b = ta.Window, tb.Window local ao = (a.DockOrder == -1) and 2147483647 --[[INT_MAX]] or a.DockOrder local bo = (b.DockOrder == -1) and 2147483647 --[[INT_MAX]] or b.DockOrder if ao ~= bo then return ao < bo end return a.BeginOrderWithinContext < b.BeginOrderWithinContext end -- Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node. -- This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented) -- Custom overrides may want to decorate, group, sort entries. -- Please note those are internal structures: if you copy this expect occasional breakage. -- (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler) function ImGui.DockNodeWindowMenuHandler_Default(ctx, node, tab_bar) if tab_bar.Tabs.Size == 1 then -- "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table. if ImGui.MenuItem(ImGui.LocalizeGetMsg(13 --[[ImGuiLocKey.DockingHideTabBar]]), nil, node:IsHiddenTabBar()) then node.WantHiddenTabBarToggle = true end else -- Display a selectable list of windows in this docking node for tab_n = 1, tab_bar.Tabs.Size do local tab = tab_bar.Tabs.Data[tab_n] if bit32.band(tab.Flags, 2097152 --[[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) -- Try to position the menu so it is more likely to stays within the same viewport local g = ImGui.GetCurrentContext() if g.Style.WindowMenuButtonPosition == 0 --[[ImGuiDir.Left]] then ImGui.SetNextWindowPos(ImVec2(node.Pos.x, node.Pos.y + ImGui.GetFrameHeight()), 1 --[[ImGuiCond.Always]], ImVec2(0.0, 0.0)) else ImGui.SetNextWindowPos(ImVec2(node.Pos.x + node.Size.x, node.Pos.y + ImGui.GetFrameHeight()), 1 --[[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 -- User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button. function ImGui.DockNodeBeginAmendTabBar(node) if node.TabBar == nil or node.HostWindow == nil then return false end if bit32.band(node.MergedFlags, 1 --[[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) assert(ret) return true end function ImGui.DockNodeEndAmendTabBar() ImGui.EndTabBar() ImGui.PopID() ImGui.End() end local function IsDockNodeTitleBarHighlighted(node, root_node) -- CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy) local g = ImGui.GetCurrentContext() if g.NavWindowingTarget then return g.NavWindowingTarget.DockNode == node end -- FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window) if g.NavWindow and root_node.LastFocusedNodeId == node.ID then -- FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node) local parent_window = g.NavWindow.RootWindow while bit32.band(parent_window.Flags, 268435456 --[[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 -- Submit the tab bar corresponding to a dock node and various housekeeping details. 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 -- Decide if we should use a focused title bar color local is_focused = false local root_node = ImGui.DockNodeGetRootNode(node) if IsDockNodeTitleBarHighlighted(node, root_node) then is_focused = true end -- Hidden tab bar will show a triangle on the upper-left (in Begin) 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 -- Notify root of visible window (used to display title in OS task bar) 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 -- Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed local backup_skip_item = host_window.SkipItems if not node:IsDockSpace() then host_window.SkipItems = false host_window.DC.NavLayerCurrent = 1 --[[ImGuiNavLayer.Menu]] end -- Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. -- This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, -- as docked windows themselves will override the stack with their own root ID. ImGui.PushOverrideID(node.ID) local tab_bar = node.TabBar local tab_bar_is_recreated = (tab_bar == nil) -- Tab bar are automatically destroyed when a node gets hidden 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, 16384 --[[ImGuiDockNodeFlags.NoWindowMenuButton]]) == 0 and (style.WindowMenuButtonPosition ~= (-1) --[[ImGuiDir.None]]) -- In a dock node, the Collapse Button turns into the Window Menu button. -- FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? if has_window_menu_button 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 -- Layout local title_bar_rect, tab_bar_rect, window_menu_button_pos, close_button_pos = ImGui.DockNodeCalcTabBarLayout(node) -- Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. 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, 8388608 --[[ImGuiTabItemFlags.Unsorted]], window) end end -- Title bar if is_focused then node.LastFrameFocused = g.FrameCount end local title_bar_col = ImGui.GetColorU32(host_window.Collapsed and 12 --[[ImGuiCol.TitleBgCollapsed]] or (is_focused and 11 --[[ImGuiCol.TitleBgActive]] or 10 --[[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) -- Docking/Collapse button if has_window_menu_button then if ImGui.CollapseButton(host_window:GetID("#COLLAPSE"), window_menu_button_pos, node) then -- == DockNodeGetWindowMenuButtonId(node) ImGui.OpenPopup("#WindowMenu") end if ImGui.IsItemActive() then focus_tab_id = tab_bar.SelectedTabId end if ImGui.IsItemHovered(bit32.bor(4096 --[[ImGuiHoveredFlags.ForTooltip]], 65536 --[[ImGuiHoveredFlags.DelayNormal]])) and g.HoveredIdTimer > 0.5 then ImGui.SetTooltip("%s", ImGui.LocalizeGetMsg(15 --[[ImGuiLocKey.DockingDragToUndockOrMoveNode]])) end end -- If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value 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, 8388608 --[[ImGuiTabItemFlags.Unsorted]]) ~= 0 do -- FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? local t = tab_bar.Tabs.Data[tab_n + 1] t.Flags = bit32.band(t.Flags, bit32.bnot(8388608 --[[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 -- Apply NavWindow focus back to the tab bar if g.NavWindow and g.NavWindow.RootWindow.DockNode == node then tab_bar.SelectedTabId = g.NavWindow.RootWindow.TabId end -- Selected newly added tabs, or persistent tab ID if the tab bar was just recreated 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 -- Begin tab bar local tab_bar_flags = bit32.bor(1 --[[ImGuiTabBarFlags.Reorderable]], 2 --[[ImGuiTabBarFlags.AutoSelectNewTabs]]) -- | ImGuiTabBarFlags.NoTabListScrollingButtons) tab_bar_flags = bit32.bor(tab_bar_flags, 4194304 --[[ImGuiTabBarFlags.SaveSettings]], 1048576 --[[ImGuiTabBarFlags.DockNode]]) tab_bar_flags = bit32.bor(tab_bar_flags, 128 --[[ImGuiTabBarFlags.FittingPolicyMixed]]) -- Enforce default policy. Since 1.92.2 this is now reasonable. May expose later if needed. (#8800, #3421) tab_bar_flags = bit32.bor(tab_bar_flags, 64 --[[ImGuiTabBarFlags.DrawSelectedOverline]]) if not host_window.Collapsed and is_focused then tab_bar_flags = bit32.bor(tab_bar_flags, 2097152 --[[ImGuiTabBarFlags.IsFocused]]) end tab_bar.ID = node.ID -- GetID("#TabBar") tab_bar.SeparatorMinX = node.Pos.x + host_window.WindowBorderSize -- Separator cover the whole node width tab_bar.SeparatorMaxX = node.Pos.x + node.Size.x - host_window.WindowBorderSize ImGui.BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags) -- host_window.DrawList:AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)) -- Backup style colors local backup_style_cols = {} for color_n = 0, 9 --[[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 -- Submit actual tabs node.VisibleWindow = nil for window_n = 1, node.Windows.Size do local window = node.Windows.Data[window_n] -- FIXME: Not sure if that's still taken/useful, as windows are normally removed in DockNodeUpdateFlagsAndCollapse(). 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, 262144 --[[ImGuiWindowFlags.UnsavedDocument]]) ~= 0 then tab_item_flags = bit32.bor(tab_item_flags, 1 --[[ImGuiTabItemFlags.UnsavedDocument]]) end if bit32.band(tab_bar.Flags, 8 --[[ImGuiTabBarFlags.NoCloseWithMiddleMouseButton]]) ~= 0 then tab_item_flags = bit32.bor(tab_item_flags, 4 --[[ImGuiTabItemFlags.NoCloseWithMiddleMouseButton]]) end -- Apply stored style overrides for the window for color_n = 0, 9 --[[ImGuiWindowDockStyleCol.COUNT]] - 1 do ImVec4_Copy(g.Style.Colors[GWindowDockStyleColors[color_n]], ImGui.ColorConvertU32ToFloat4(window.DockStyle.Colors[color_n])) end -- Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) 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 -- Store last item data so it can be queried with IsItemXXX functions after the user Begin() call window.DC.DockTabItemStatusFlags = g.LastItemData.StatusFlags window.DC.DockTabItemRect = ImRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max) -- Update navigation ID on menu layer if g.NavWindow and g.NavWindow.RootWindow == window and bit32.band(window.DC.NavLayersActiveMask, bit32.lshift(1, 1 --[[ImGuiNavLayer.Menu]])) == 0 then host_window.NavLastIds[1] = window.TabId end end end -- Restore style colors for color_n = 0, 9 --[[ImGuiWindowDockStyleCol.COUNT]] - 1 do ImVec4_Copy(g.Style.Colors[GWindowDockStyleColors[color_n]], backup_style_cols[color_n]) end -- Notify root of visible window (used to display title in OS task bar) if node.VisibleWindow then if is_focused or root_node.VisibleWindow == nil then root_node.VisibleWindow = node.VisibleWindow end end -- Close button (after VisibleWindow was updated) -- Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow.TabId may be ~= from tab_bar.SelectedTabId local close_button_is_enabled = node.HasCloseButton and node.VisibleWindow and node.VisibleWindow.HasCloseButton local close_button_is_visible = node.HasCloseButton -- local close_button_is_visible = close_button_is_enabled -- Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) if close_button_is_visible then if not close_button_is_enabled then ImGui.PushItemFlag(64 --[[ImGuiItemFlags.Disabled]], true) local tc = style.Colors[0 --[[ImGuiCol.Text]]] ImGui.PushStyleColor(0 --[[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 IsItemActive() then -- focus_tab_id = tab_bar.SelectedTabId if not close_button_is_enabled then ImGui.PopStyleColor() ImGui.PopItemFlag() end end -- When clicking on the title bar outside of tabs, we still focus the selected tab for that node -- FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them. 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 -- AllowOverlap mode required for appending into dock node tab bar, -- otherwise dragging window will steal HoveredId and amended tabs cannot get them. ImGui.KeepAliveID(title_bar_id) local _, _, held = ImGui.ButtonBehavior(title_bar_rect, title_bar_id, 4096 --[[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 -- Forward moving request to selected window local tab = ImGui.TabBarFindTabByID(tab_bar, tab_bar.SelectedTabId) if tab then ImGui.StartMouseMovingWindowOrNode(tab.Window or node.HostWindow, node, false) -- Undock from tab bar empty space end end end -- Forward focus from host node to selected window -- if is_focused and g.NavWindow == host_window and not g.NavWindowingTarget then -- focus_tab_id = tab_bar.SelectedTabId -- When clicked on a tab we requested focus to the docked child -- This overrides the value set by "forward focus from host node to selected window". if tab_bar.NextSelectedTabId ~= 0 then focus_tab_id = tab_bar.NextSelectedTabId end -- Apply navigation focus 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 -- only init if FocusWindow() didn't restore anything. end end ImGui.EndTabBar() ImGui.PopID() -- Restore SkipItems flag if not node:IsDockSpace() then host_window.DC.NavLayerCurrent = 0 --[[ImGuiNavLayer.Main]] host_window.SkipItems = backup_skip_item end end function ImGui.DockNodeAddTabBar(node) 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 -- Prevent docking any window created above a popup -- Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), -- by e.g. adding a 'if not ImGui.IsWindowWithinBeginStackOf(host_window, popup_window)' test. -- But it would requires more work on our end because the dock host windows is technically created in NewFrame() -- and our .ParentXXX and .RootXXX pointers inside windows are currently mislading or lacking. 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 -- Payload is created from within a popup begin stack. 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 -- FIXME-DOCK: Missing filtering 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 -- window menu button == collapse button when not in a dock node. -- FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. --- @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 == 0 --[[ImGuiDir.Left]] then r.Min.x = r.Min.x + button_sz + style.ItemInnerSpacing.x elseif node.HasWindowMenuButton and style.WindowMenuButtonPosition == 1 --[[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 == 0 --[[ImGuiDir.Left]] or dir == 1 --[[ImGuiDir.Right]]) and 1 --[[ImGuiAxis.X]] or 2 --[[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] -- Distribute size on given axis (with a desired size or equally) 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 -- Position each node if dir == 1 --[[ImGuiDir.Right]] or dir == 3 --[[ImGuiDir.Down]] then pos_new[a] = pos_old[a] + size_old[a] + dock_spacing elseif dir == 0 --[[ImGuiDir.Left]] or dir == 2 --[[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 1 --[[ImGuiDir.Right]] or 0 --[[ImGuiDir.Left]] end return (dy > 0.0) and 3 --[[ImGuiDir.Down]] or 2 --[[ImGuiDir.Up]] end -- Retrieve the drop rectangles for a given direction or for the center + perform hit testing. --- @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 -- Half-size, longer axis / Half-size, smaller axis / Distance from edge or center if outer_docking then -- hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0, g.FontSize * 0.5, g.FontSize * 8.0)) -- hs_h = ImTrunc(hs_w * 0.15) -- off = ImVec2(ImTrunc(parent:GetWidth() * 0.5 - GetFrameHeightWithSpacing() * 1.4 - hs_h), ImTrunc(parent:GetHeight() * 0.5 - GetFrameHeightWithSpacing() * 1.4 - hs_h)) 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 == (-1) --[[ImGuiDir.None]] then out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w) elseif dir == 2 --[[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 == 3 --[[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 == 0 --[[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 == 1 --[[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 -- Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides 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 == (-1) --[[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 -- host_node may be nil if the window doesn't have a DockNode already. -- FIXME-DOCK: This is misnamed since it's also doing the filtering. function ImGui.DockNodePreviewDockSetup(host_window, host_node, payload_window, payload_node, data, is_explicit_target, is_outer_docking) local g = ImGui.GetCurrentContext() -- There is an edge case when docking into a dockspace which only has inactive nodes. -- In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. -- Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. if payload_node == 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 assert(ref_node_for_rect.IsVisible == true) end -- Filter, figure out where we are allowed to dock 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, 1048576 --[[ImGuiDockNodeFlags.NoDockingOverMe]]) ~= 0 then data.IsCenterAvailable = false elseif host_node and bit32.band(dst_node_flags, 4 --[[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 -- Is _visibly_ split? data.IsCenterAvailable = false elseif bit32.band(src_node_flags, 2097152 --[[ImGuiDockNodeFlags.NoDockingOverOther]]) ~= 0 and (not host_node or not host_node:IsEmpty()) then data.IsCenterAvailable = false elseif bit32.band(src_node_flags, 4194304 --[[ImGuiDockNodeFlags.NoDockingOverEmpty]]) ~= 0 and host_node and host_node:IsEmpty() then data.IsCenterAvailable = false end data.IsSidesAvailable = true if bit32.band(dst_node_flags, 16 --[[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, 524288 --[[ImGuiDockNodeFlags.NoDockingSplitOther]]) ~= 0 then data.IsSidesAvailable = false end -- Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) data.FutureNode.HasCloseButton = (host_node 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, 32 --[[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) -- Calculate drop shapes geometry for allowed splitting directions data.SplitNode = host_node data.SplitDir = (-1) --[[ImGuiDir.None]] data.IsSplitDirExplicit = false if not host_window.Collapsed then for dir = (-1) --[[ImGuiDir.None]], 4 --[[ImGuiDir.COUNT]] - 1 do if not ((dir == (-1) --[[ImGuiDir.None]] and not data.IsCenterAvailable) or (dir ~= (-1) --[[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 -- When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar data.IsDropAllowed = (data.SplitDir ~= (-1) --[[ImGuiDir.None]]) or data.IsCenterAvailable if not is_explicit_target and not data.IsSplitDirExplicit and not g.IO.ConfigDockingWithShift then data.IsDropAllowed = false end -- Calculate split area data.SplitRatio = 0.0 if data.SplitDir ~= (-1) --[[ImGuiDir.None]] then local split_dir = data.SplitDir local split_axis = (split_dir == 0 --[[ImGuiDir.Left]] or split_dir == 1 --[[ImGuiDir.Right]]) and 1 --[[ImGuiAxis.X]] or 2 --[[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) -- Calculate split ratio so we can pass it down the docking request 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 == 1 --[[ImGuiDir.Right]] or split_dir == 3 --[[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() assert(g.CurrentWindow == host_window) -- Because we rely on font size to calculate tab sizes -- With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. -- To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. local is_transparent_payload = g.IO.ConfigDockingTransparentPayload local overlay_draw_lists = { ImGui.GetForegroundDrawList(host_window.Viewport) } -- Draw main preview rectangle local overlay_col_main = ImGui.GetColorU32(42 --[[ImGuiCol.DockingPreview]], is_transparent_payload and 0.60 or 0.40) local overlay_col_drop = ImGui.GetColorU32(42 --[[ImGuiCol.DockingPreview]], is_transparent_payload and 0.90 or 0.70) local overlay_col_drop_hovered = ImGui.GetColorU32(42 --[[ImGuiCol.DockingPreview]], is_transparent_payload and 1.20 or 1.00) local overlay_col_lines = ImGui.GetColorU32(60 --[[ImGuiCol.NavWindowingHighlight]], is_transparent_payload and 0.80 or 0.60) -- Display area preview 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 == (-1) --[[ImGuiDir.None]] and can_preview_tabs then overlay_rect.Min.y = overlay_rect.Min.y + ImGui.GetFrameHeight() end if data.SplitDir ~= (-1) --[[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 -- Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) if data.IsDropAllowed and can_preview_tabs and data.SplitDir == (-1) --[[ImGuiDir.None]] and data.IsCenterAvailable then -- Compute target tab bar geometry so we can locate our preview tabs 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 -- We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. 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, 8388608 --[[ImGuiWindowFlags.DockNodeHost]]) == 0 then tab_pos.x = tab_pos.x + g.Style.ItemInnerSpacing.x + ImGui.TabItemCalcSize(host_window).x -- Account for slight offset which will be added when changing from title bar to tab bar end -- Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) if root_payload.DockNodeAsHost then 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 -- DockNode's TabBar may have non-window Tabs manually appended by user 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 -- Calculate the tab bounding box for each payload window 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[0 --[[ImGuiWindowDockStyleCol.Text]]], 1.0, true) local overlay_col_tabs = ImGui.GetColorU32(payload_window.DockStyle.Colors[3 --[[ImGuiWindowDockStyleCol.TabSelected]]], 1.0, true) local overlay_col_unsaved_marker = ImGui.GetColorU32(payload_window.DockStyle.Colors[8 --[[ImGuiWindowDockStyleCol.UnsavedMarker]]], 1.0, true) ImGui.PushStyleColor(0 --[[ImGuiCol.Text]], ImGui.ColorConvertU32ToFloat4(overlay_col_text)) ImGui.PushStyleColor(58 --[[ImGuiCol.UnsavedMarker]], ImGui.ColorConvertU32ToFloat4(overlay_col_unsaved_marker)) for _, dl in ipairs(overlay_draw_lists) do local tab_flags = bit32.band(payload_window.Flags, 262144 --[[ImGuiWindowFlags.UnsavedDocument]]) ~= 0 and 1 --[[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 -- Display drop boxes local scale = g.Style._MainScale or 1.0 -- FIXME-DPI local overlay_rounding = ImMax(math.floor(3.0 * scale), g.Style.FrameRounding) for dir = (-1) --[[ImGuiDir.None]], 4 --[[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 == 0 --[[ImGuiDir.Left]] or dir == 1 --[[ImGuiDir.Right]] then dl:AddLineV(center.x, draw_r_in.Min.y, draw_r_in.Max.y, overlay_col_lines, thickness) end if dir == 2 --[[ImGuiDir.Up]] or dir == 3 --[[ImGuiDir.Down]] then dl:AddLineH(draw_r_in.Min.x, draw_r_in.Max.x, center.y, overlay_col_lines, thickness) end end end -- Stop after ImGuiDir.None if (host_node and bit32.band(host_node.MergedFlags, 16 --[[ImGuiDockNodeFlags.NoDockingSplit]]) ~= 0) or g.IO.ConfigDockingNoSplit then return end end end ------------------------------------------------------------------------------- -- Docking: ImGuiDockNode Tree manipulation functions ------------------------------------------------------------------------------- -- - DockNodeTreeSplit() -- - DockNodeTreeMerge() -- - DockNodeTreeUpdatePosSize() -- - DockNodeTreeUpdateSplitterFindTouchingNode() -- - DockNodeTreeUpdateSplitter() -- - DockNodeTreeFindFallbackLeafNode() -- - DockNodeTreeFindNodeByPos() ------------------------------------------------------------------------------- function ImGui.DockNodeTreeSplit(ctx, parent_node, split_axis, split_inheritor_child_idx, split_ratio, new_node) local g = ImGui.GetCurrentContext() assert(split_axis ~= 0 --[[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 = 1 --[[ImGuiDataAuthority.DockNode]] parent_node.AuthorityForSize = 1 --[[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) assert(size_avail > 0.0) -- If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. 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) -- Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags.CentralNode property) child_0.SharedFlags = bit32.band(parent_node.SharedFlags, 4294967295 --[[ImGuiDockNodeFlags.SharedFlagsInheritMask_]]) child_1.SharedFlags = bit32.band(parent_node.SharedFlags, 4294967295 --[[ImGuiDockNodeFlags.SharedFlagsInheritMask_]]) child_inheritor.LocalFlags = bit32.band(parent_node.LocalFlags, 260208 --[[ImGuiDockNodeFlags.LocalFlagsTransferMask_]]) parent_node.LocalFlags = bit32.band(parent_node.LocalFlags, bit32.bnot(260208 --[[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) -- When called from DockContextProcessUndockNode() it is possible that one of the child is nil. local child_0 = parent_node.ChildNodes[0] local child_1 = parent_node.ChildNodes[1] assert(child_0 or child_1) 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 assert(parent_node.TabBar == nil) 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) -- Generally only 1 of the 2 child node will have windows 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 = 0 --[[ImGuiDataAuthority.Auto]] parent_node.AuthorityForSize = 0 --[[ImGuiDataAuthority.Auto]] parent_node.AuthorityForViewport = 0 --[[ImGuiDataAuthority.Auto]] parent_node.VisibleWindow = merge_lead_child.VisibleWindow parent_node.SizeRef = backup_last_explicit_size -- Flags transfer local M = 260208 --[[ImGuiDockNodeFlags.LocalFlagsTransferMask_]] parent_node.LocalFlags = bit32.band(parent_node.LocalFlags, bit32.bnot(M)) -- Preserve Dockspace flag 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) -- FIXME: Would be more consistent to update from actual windows parent_node:UpdateMergedFlags() if child_0 then ImGui.DockContextDeleteNode(ctx, child_0) end if child_1 then ImGui.DockContextDeleteNode(ctx, child_1) end end -- Update Pos/Size for a node hierarchy (don't affect child Windows yet) -- (Depth-first, Pre-Order) function ImGui.DockNodeTreeUpdatePosSize(node, pos, size, only_write_to_single_node) -- During the regular dock node update we write to all nodes. -- 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. 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) -- Size allocation policy -- 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. local size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[a] * 2.0) * 0.5) -- FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. -- Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc() -- Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce -- 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) if child_0.WantLockSizeOnce 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 -- FIXME-DOCK: We cannot honor the requested size, so apply ratio. -- Currently this path will only be taken if code programmatically sets WantLockSizeOnce 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] -- 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node 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 -- 4) Otherwise distribute according to the relative ratio of each SizeRef value 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 -- Reduce visual noise by only highlighting the border after a certain time. -- (Depth-First, Pre-Order) 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 -- Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) local axis = node.SplitAxis assert(axis ~= 0 --[[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] -- if g.IO.KeyCtrl then GetForegroundDrawList(g.CurrentWindow.Viewport):AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)) end local merged_flags = bit32.bor(child_0.MergedFlags, child_1.MergedFlags) -- Merged flags for BOTH childs local no_resize_axis_flag = (axis == 1 --[[ImGuiAxis.X]]) and 65536 --[[ImGuiDockNodeFlags.NoResizeX]] or 131072 --[[ImGuiDockNodeFlags.NoResizeY]] if bit32.band(merged_flags, 32 --[[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(28 --[[ImGuiCol.Separator]]), g.Style.FrameRounding) else -- bb.Min[axis] = bb.Min[axis] + 1 -- Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. -- bb.Max[axis] = bb.Max[axis] - 1 ImGui.PushID(node.ID) -- Find resizing limits by gathering list of nodes that are touching the splitter line. 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 -- Only process when splitter is active 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 -- Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters 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(2 --[[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 -- Lock the size of every node that is a sibling of the node we are touching -- This might be less desirable if we can merge sibling of a same axis into the same parental level. for 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 -- Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). 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 -- This means we are hovering over the splitter/spacing of a parent node return node end ------------------------------------------------------------------------------- -- Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) ------------------------------------------------------------------------------- -- - SetWindowDock() [Internal] -- - DockSpace() -- - DockSpaceOverViewport() ------------------------------------------------------------------------------- -- [Internal] Called via SetNextWindowDockID() function ImGui.SetWindowDock(window, dock_id, cond) -- Test condition (NB: bit 0 is always true) and clear flags for next time 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(2 --[[ImGuiCond.Once]], 4 --[[ImGuiCond.FirstUseEver]], 8 --[[ImGuiCond.Appearing]]))) if window.DockId == dock_id then return end -- If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot local g = ImGui.GetCurrentContext() local new_node = ImGui.DockContextFindNodeByID(g, dock_id) if new_node and new_node:IsSplitNode() then -- Policy: Find central node or latest focused node. We first move back to our root node. new_node = ImGui.DockNodeGetRootNode(new_node) if new_node.CentralNode then 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 -- Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. -- The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. -- DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. -- When ImGuiDockNodeFlags.KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). 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, 128 --[[ImGuiConfigFlags.DockingEnable]]) == 0 then return 0 end -- Early out if parent window is hidden/collapsed -- This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. -- If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. if window.SkipItems then flags = bit32.bor(flags, 1 --[[ImGuiDockNodeFlags.KeepAliveOnly]]) end if bit32.band(flags, 1 --[[ImGuiDockNodeFlags.KeepAliveOnly]]) == 0 then window = ImGui.GetCurrentWindow() end -- call to set window.WriteAccessed = true; assert(bit32.band(flags, 1024 --[[ImGuiDockNodeFlags.DockSpace]]) == 0) -- Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! assert(bit32.band(flags, 2048 --[[ImGuiDockNodeFlags.CentralNode]]) == 0) -- Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! (#8145) assert(dockspace_id ~= 0) local node = ImGui.DockContextFindNodeByID(g, dockspace_id) if node == nil then node = ImGui.DockContextAddNode(g, dockspace_id) node:SetLocalFlags(2048 --[[ImGuiDockNodeFlags.CentralNode]]) end node.SharedFlags = flags node.WindowClass = window_class or ImGuiWindowClass() -- When a DockSpace transitioned form implicit to explicit this may be called a second time -- It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. if node.LastFrameActive == g.FrameCount and bit32.band(flags, 1 --[[ImGuiDockNodeFlags.KeepAliveOnly]]) == 0 then assert(node:IsDockSpace() == false, "Cannot call DockSpace() twice a frame with the same ID") node:SetLocalFlags(bit32.bor(node.LocalFlags, 1024 --[[ImGuiDockNodeFlags.DockSpace]])) return dockspace_id end node:SetLocalFlags(bit32.bor(node.LocalFlags, 1024 --[[ImGuiDockNodeFlags.DockSpace]])) -- Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible if bit32.band(flags, 1 --[[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 -- Arbitrary minimum child size (0.0f causing too much issues) if size.y <= 0.0 then size.y = ImMax(content_avail.y + size.y, 4.0) end 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 -- FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? -- FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) local window_flags = bit32.bor(16777216 --[[ImGuiWindowFlags.ChildWindow]], 8388608 --[[ImGuiWindowFlags.DockNodeHost]]) window_flags = bit32.bor(window_flags, 256 --[[ImGuiWindowFlags.NoSavedSettings]], 2 --[[ImGuiWindowFlags.NoResize]], 32 --[[ImGuiWindowFlags.NoCollapse]], 1 --[[ImGuiWindowFlags.NoTitleBar]]) window_flags = bit32.bor(window_flags, 8 --[[ImGuiWindowFlags.NoScrollbar]], 16 --[[ImGuiWindowFlags.NoScrollWithMouse]]) window_flags = bit32.bor(window_flags, 128 --[[ImGuiWindowFlags.NoBackground]]) local title = string.format("%s/DockSpace_%08X", window.Name, dockspace_id) ImGui.PushStyleVar(8 --[[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 assert(node:IsRootNode()) -- We need to handle the rare case were a central node is missing. -- This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags.Dockspace. -- Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. -- It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. -- The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, -- as it doesn't make sense for an empty dockspace to not have this property. if node:IsLeafNode() and not node:IsCentralNode() then node:SetLocalFlags(bit32.bor(node.LocalFlags, 2048 --[[ImGuiDockNodeFlags.CentralNode]])) end -- Update the node ImGui.DockNodeUpdate(node) ImGui.End() local bb = ImRect(node.Pos, node.Pos + size) ImGui.ItemSize(size) ImGui.ItemAdd(bb, dockspace_id, nil, 2 --[[ImGuiItemFlags.NoNav]]) -- Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?) if bit32.band(g.LastItemData.StatusFlags, 1 --[[ImGuiItemStatusFlags.HoveredRect]]) ~= 0 and ImGui.IsWindowChildOf(g.HoveredWindow, host_window, false, true) then -- To fullfill IsItemHovered(), similar to EndChild() g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, 128 --[[ImGuiItemStatusFlags.HoveredWindow]]) end return dockspace_id end -- Tips: Use with ImGuiDockNodeFlags.PassthruCentralNode! -- The limitation with this call is that your window won't have a local menu bar, but you can also use BeginMainMenuBar(). -- Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. -- If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. 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 -- Submit a window filling the entire viewport 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, 1 --[[ImGuiWindowFlags.NoTitleBar]], 32 --[[ImGuiWindowFlags.NoCollapse]], 2 --[[ImGuiWindowFlags.NoResize]], 4 --[[ImGuiWindowFlags.NoMove]], 524288 --[[ImGuiWindowFlags.NoDocking]]) host_window_flags = bit32.bor(host_window_flags, 8192 --[[ImGuiWindowFlags.NoBringToFrontOnFocus]], 131072 --[[ImGuiWindowFlags.NoNavFocus]]) if bit32.band(dockspace_flags, 8 --[[ImGuiDockNodeFlags.PassthruCentralNode]]) ~= 0 then host_window_flags = bit32.bor(host_window_flags, 128 --[[ImGuiWindowFlags.NoBackground]]) end -- FIXME-OPT: When using ImGuiDockNodeFlags.KeepAliveOnly with DockSpaceOverViewport() we might be able to spare submitting the window, -- since DockSpace() with that flag doesn't need a window. We'd only need to compute the default ID accordingly. if bit32.band(dockspace_flags, 1 --[[ImGuiDockNodeFlags.KeepAliveOnly]]) ~= 0 then host_window_flags = bit32.bor(host_window_flags, 512 --[[ImGuiWindowFlags.NoMouseInputs]]) end local label = string.format("WindowOverViewport_%08X", viewport.ID) ImGui.PushStyleVar(3 --[[ImGuiStyleVar.WindowRounding]], 0.0) ImGui.PushStyleVar(4 --[[ImGuiStyleVar.WindowBorderSize]], 0.0) ImGui.PushStyleVar(2 --[[ImGuiStyleVar.WindowPadding]], ImVec2(0.0, 0.0)) ImGui.Begin(label, nil, host_window_flags) ImGui.PopStyleVar(3) -- Submit the dockspace 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 ------------------------------------------------------------------------------- -- Very early end-user API to manipulate dock nodes. -- Only available in imgui_internal.h. Expect this API to change/break! -- It is expected that those functions are all called _before_ the dockspace node submission. ------------------------------------------------------------------------------- -- - DockBuilderDockWindow() -- - DockBuilderGetNode() -- - DockBuilderSetNodePos() -- - DockBuilderSetNodeSize() -- - DockBuilderAddNode() -- - DockBuilderRemoveNode() -- - DockBuilderRemoveNodeChildNodes() -- - DockBuilderRemoveNodeDockedWindows() -- - DockBuilderSplitNode() -- - DockBuilderCopyNodeRec() -- - DockBuilderCopyNode() -- - DockBuilderCopyWindowSettings() -- - DockBuilderCopyDockSpace() -- - DockBuilderFinish() ------------------------------------------------------------------------------- function ImGui.DockBuilderDockWindow(window_name, node_id) -- We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) local window_id = ImHashStr(window_name) local window = ImGui.FindWindowByID(window_id) if window then -- Apply to created window local prev_node_id = window.DockId ImGui.SetWindowDock(window, node_id, 1 --[[ImGuiCond.Always]]) if window.DockId ~= prev_node_id then window.DockOrder = -1 end else -- Apply to settings 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 = 1 --[[ImGuiDataAuthority.DockNode]] end function ImGui.DockBuilderSetNodeSize(node_id, size) local node = ImGui.DockContextFindNodeByID(ImGui.GetCurrentContext(), node_id) if node == nil then return end 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 = 1 --[[ImGuiDataAuthority.DockNode]] end -- Make sure to use the ImGuiDockNodeFlags.DockSpace flag to create a dockspace node! Otherwise this will create a floating node! -- - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. -- - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. -- - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! -- For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. -- - Use (id == 0) to let the system allocate a node identifier. -- - Existing node with a same id will be removed. 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, 1024 --[[ImGuiDockNodeFlags.DockSpace]]) ~= 0 then ImGui.DockSpace(node_id, ImVec2(0, 0), bit32.bor(bit32.band(flags, bit32.bnot(1024 --[[ImGuiDockNodeFlags.DockSpace]])), 1 --[[ImGuiDockNodeFlags.KeepAliveOnly]])) node = ImGui.DockContextFindNodeByID(g, node_id) else node = ImGui.DockContextAddNode(g, node_id) node:SetLocalFlags(flags) end node.LastFrameAlive = g.FrameCount -- Set this otherwise BeginDocked will undock during the same frame. 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 may have moved or deleted if e.g. any merge happened 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, 2048 --[[ImGuiDockNodeFlags.CentralNode]])) end ImGui.DockContextRemoveNode(g, node, true) end -- root_id = 0 to remove all, root_id != 0 to remove child of given node. 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 0 --[[ImGuiDataAuthority.Auto]] local backup_root_node_authority_for_size = root_node and root_node.AuthorityForSize or 0 --[[ImGuiDataAuthority.Auto]] -- Process active windows 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 -- DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) -- Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) if root_node then root_node.AuthorityForPos = backup_root_node_authority_for_pos root_node.AuthorityForSize = backup_root_node_authority_for_size end -- Apply to settings 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 -- Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes 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, 2048 --[[ImGuiDockNodeFlags.CentralNode]])) end end function ImGui.DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs) if clear_settings_refs == nil then clear_settings_refs = true end -- Clear references in settings 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 -- Clear references in windows 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 assert(window.DockId == backup_dock_id) end end end end -- Returns (id_at_dir, id_at_opposite_dir): the IDs of the two new nodes created. -- First return value is ID of the node at the specified direction. -- FIXME-DOCK: We are not exposing nor using split_outer. --- @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() assert(split_dir ~= (-1) --[[ImGuiDir.None]]) local node = ImGui.DockContextFindNodeByID(g, id) if node == nil then 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 == 0 --[[ImGuiDir.Left]] or split_dir == 2 --[[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 == 0 --[[ImGuiDir.Left]] or split_dir == 2 --[[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 = 0 --[[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() assert(src_node_id ~= 0) assert(dst_node_id ~= 0) assert(out_node_remap_pairs ~= nil) ImGui.DockBuilderRemoveNode(dst_node_id) local src_node = ImGui.DockContextFindNodeByID(g, src_node_id) 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) 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 -- FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. --- @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) assert(src_dockspace_id ~= 0) assert(dst_dockspace_id ~= 0) assert(in_window_remap_pairs ~= nil) assert((#in_window_remap_pairs % 2) == 0) -- Duplicate entire dock -- FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, -- whereas we could attempt to at least keep them together in a new, same floating node. local node_remap_pairs = {} ImGui.DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, node_remap_pairs) -- Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes -- (The windows associated to src_dockspace_id are staying in place) 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 -- Search in the remapping tables 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] --node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0 -- Clear break end end if dst_dock_id ~= 0 then -- Docked windows gets redocked into the new node hierarchy. ImGui.DockBuilderDockWindow(dst_window_name, dst_dock_id) else -- Floating windows gets their settings transferred (regardless of whether the new window already exist or not) -- When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? ImGui.DockBuilderCopyWindowSettings(src_window_name, dst_window_name) end end -- Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list. -- Find those windows and move to them to the cloned dock node. This may be optional? -- Dock those are a second step as undocking would invalidate source dock nodes. 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 -- Docked windows gets redocked into the new node hierarchy. 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 -- FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. function ImGui.DockBuilderFinish(root_id) --DockContextRebuild(g) ImGui.DockContextBuildAddWindowsToNodes(ImGui.GetCurrentContext(), root_id) end ------------------------------------------------------------------------------- -- Docking: Begin/End Support Functions (called from Begin/End) ------------------------------------------------------------------------------- -- - GetWindowAlwaysWantOwnTabBar() -- - DockContextBindNodeToWindow() -- - BeginDocked() -- - BeginDockableDragDropSource() -- - BeginDockableDragDropTarget() ------------------------------------------------------------------------------- function ImGui.GetWindowAlwaysWantOwnTabBar(window) local g = ImGui.GetCurrentContext() if g.IO.ConfigDockingAlwaysTabBar or window.WindowClass.DockingAlwaysTabBar then if bit32.band(window.Flags, bit32.bor(16777216 --[[ImGuiWindowFlags.ChildWindow]], 1 --[[ImGuiWindowFlags.NoTitleBar]], 524288 --[[ImGuiWindowFlags.NoDocking]])) == 0 then if not window.IsFallbackWindow then return true end -- We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise end end return false end function ImGui.DockContextBindNodeToWindow(ctx, window) local g = ctx local node = ImGui.DockContextFindNodeByID(ctx, window.DockId) assert(window.DockNode == nil) -- We should not be docking into a split node (SetWindowDock should avoid this) if node and node:IsSplitNode() then ImGui.DockContextProcessUndockWindow(ctx, window) return nil end -- Create node if node == nil then node = ImGui.DockContextAddNode(ctx, window.DockId) node.AuthorityForPos = 2 --[[ImGuiDataAuthority.Window]] node.AuthorityForSize = 2 --[[ImGuiDataAuthority.Window]] node.AuthorityForViewport = 2 --[[ImGuiDataAuthority.Window]] node.LastFrameAlive = g.FrameCount end -- If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, -- so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). -- If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. -- This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. if not node.IsVisible then local ancestor_node = node while not ancestor_node.IsVisible and ancestor_node.ParentNode do ancestor_node = ancestor_node.ParentNode end 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 -- Add window to node local node_was_visible = node.IsVisible ImGui.DockNodeAddWindow(node, window, true) node.IsVisible = node_was_visible -- Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) assert(node == window.DockNode) return node end local function StoreDockStyleForWindow(window) local g = ImGui.GetCurrentContext() for color_n = 0, 9 --[[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() -- Specific extra processing for fallback window (#9151), could be in Begin() as well. 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 assert(window.DockNode == nil) window.DockId = ImGui.DockContextGenNodeID(g) end else -- Calling SetNextWindowPos() undock windows by default (by setting PosUndock) local want_undock = false want_undock = want_undock or bit32.band(window.Flags, 524288 --[[ImGuiWindowFlags.NoDocking]]) ~= 0 want_undock = want_undock or (bit32.band(g.NextWindowData.HasFlags, 1 --[[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 -- Bind to our dock node local node = window.DockNode if node ~= nil then 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 -- Undock if our dockspace node disappeared -- Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags.KeepAliveOnly. if node.LastFrameAlive < g.FrameCount then -- If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() 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 -- Store style overrides StoreDockStyleForWindow(window) -- Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, -- and never create neither a host window neither a tab bar. -- FIXME-DOCK: replace .HostWindow nil compare with something more explicit (~was initially intended as a first frame test) if node.HostWindow == nil then if node.State == 2 --[[ImGuiDockNodeState.HostWindowHiddenBecauseWindowsAreResizing]] then window.DockIsActive = true end if node.Windows.Size > 1 and window.Appearing then -- Only hide appearing window DockNodeHideWindowDuringHostWindowCreation(window) end return p_open end -- We can have zero-sized nodes (e.g. children of a small-size dockspace) assert(node.HostWindow) assert(node:IsLeafNode()) assert(node.Size.x >= 0.0 and node.Size.y >= 0.0) node.State = 3 --[[ImGuiDockNodeState.HostWindowVisible]] -- Undock if we are submitted earlier than the host window if bit32.band(node.MergedFlags, 1 --[[ImGuiDockNodeFlags.KeepAliveOnly]]) == 0 and window.BeginOrderWithinContext < node.HostWindow.BeginOrderWithinContext then ImGui.DockContextProcessUndockWindow(g, window) return p_open end -- Position/Size window ImGui.SetNextWindowPos(node.Pos) ImGui.SetNextWindowSize(node.Size) g.NextWindowData.PosUndock = false -- Cancel implicit undocking of SetNextWindowPos() window.DockIsActive = true window.DockNodeIsVisible = true window.DockTabIsVisible = false if bit32.band(node.MergedFlags, 1 --[[ImGuiDockNodeFlags.KeepAliveOnly]]) ~= 0 then return p_open end -- When the window is selected we mark it as visible. if node.VisibleWindow == window then window.DockTabIsVisible = true end -- Update window flag assert(bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) == 0) window.Flags = bit32.bor(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]], 2 --[[ImGuiWindowFlags.NoResize]]) window.ChildFlags = bit32.bor(window.ChildFlags, 2 --[[ImGuiChildFlags.AlwaysUseWindowPadding]]) if node:IsHiddenTabBar() or node:IsNoTabBar() then window.Flags = bit32.bor(window.Flags, 1 --[[ImGuiWindowFlags.NoTitleBar]]) else window.Flags = bit32.band(window.Flags, bit32.bnot(1 --[[ImGuiWindowFlags.NoTitleBar]])) -- Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! end -- Save new dock order only if the window has been visible once already -- This allows multiple windows to be created in the same frame and have their respective dock orders preserved. if node.TabBar 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 -- Update ChildId to allow returning from Child to Parent with Escape 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() assert(g.ActiveId == window.MoveId) assert(g.MovingWindow == window) assert(g.CurrentWindow == window) -- 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking. if g.IO.ConfigDockingWithShift ~= g.IO.KeyShift then -- When ConfigDockingWithShift is set, display a tooltip to increase UI affordance. -- We cannot set for HoveredWindowUnderMovingWindow ~= nil here, as it is only valid/useful when drag and drop is already active -- (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function) if g.IO.ConfigDockingWithShift and g.MouseStationaryTimer >= 1.0 and g.ActiveId >= 1 then ImGui.SetTooltip("%s", ImGui.LocalizeGetMsg(14 --[[ImGuiLocKey.DockingHoldShiftToDock]])) end return end g.LastItemData.ID = window.MoveId window = window.RootWindowDockTree assert(bit32.band(window.Flags, 524288 --[[ImGuiWindowFlags.NoDocking]]) == 0) local is_drag_docking = g.IO.ConfigDockingWithShift or ImRect(0, 0, window.SizeFull.x, ImGui.GetFrameHeight()):Contains(g.ActiveIdClickOffset) -- FIXME-DOCKING: Need to make this stateful and explicit local drag_drop_flags = bit32.bor(1 --[[ImGuiDragDropFlags.SourceNoPreviewTooltip]], 4 --[[ImGuiDragDropFlags.SourceNoHoldToOpenOthers]], 32 --[[ImGuiDragDropFlags.PayloadAutoExpire]], 64 --[[ImGuiDragDropFlags.PayloadNoCrossContext]], 128 --[[ImGuiDragDropFlags.PayloadNoCrossProcess]]) if is_drag_docking and ImGui.BeginDragDropSource(drag_drop_flags) then ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, window) ImGui.EndDragDropSource() StoreDockStyleForWindow(window) -- Store style overrides while dragging (even when not docked) because docking preview may need it. end end function ImGui.BeginDockableDragDropTarget(window) local g = ImGui.GetCurrentContext() --IM_ASSERT(window.RootWindowDockTree == window) -- May also be a DockSpace assert(bit32.band(window.Flags, 524288 --[[ImGuiWindowFlags.NoDocking]]) == 0) if not g.DragDropActive then return end --GetForegroundDrawList(window):AddRect(window.Pos, window.Pos + window.Size, IM_COL32(255, 255, 0, 255)) if not ImGui.BeginDragDropTargetCustom(window:Rect(), window.ID) then return end -- Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering -- (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) 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(1024 --[[ImGuiDragDropFlags.AcceptBeforeDelivery]], 2048 --[[ImGuiDragDropFlags.AcceptNoDrawDefaultRect]])) then -- Select target node -- (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) local dock_into_floating_window = false local node = nil if window.DockNodeAsHost then -- Cannot assume that node will ~= nil even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). node = ImGui.DockNodeTreeFindVisibleNodeByPos(window.DockNodeAsHost, g.IO.MousePos) -- There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) -- In this case we need to fallback into any leaf mode, possibly the central node. -- FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. if node 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 -- Dock into a regular window 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) -- Preview docking request and find out split direction/ratio --local do_preview = true -- Ignore testing for payload:IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. local do_preview = ImGuiPayload_IsPreview(payload) or ImGuiPayload_IsDelivery(payload) if do_preview and (node ~= nil or dock_into_floating_window) then -- If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear. 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 -- Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes ImGui.DockNodePreviewDockRender(window, node, payload_window, split_inner) ImGui.DockNodePreviewDockRender(window, node, payload_window, split_outer) -- Queue docking request 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() -- - DockSettingsRemoveNodeReferences() -- - DockSettingsFindNodeSettings() -- - DockSettingsHandler_ApplyAll() -- - DockSettingsHandler_ReadOpen() -- - DockSettingsHandler_ReadLine() -- - DockSettingsHandler_DockNodeToSettings() -- - DockSettingsHandler_WriteAll() ------------------------------------------------------------------------------- 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 ---- FIXME-OPT: We could remove this loop by storing the index in the map for _, settings in g.SettingsWindows:iter() do if settings.DockId == old_node_id then settings.DockId = new_node_id end end end -- Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings --- @param node_ids table # 1-based array DockSettingsRemoveNodeReferences = function(node_ids, node_ids_count) local g = ImGui.GetCurrentContext() local found = 0 ---- FIXME-OPT: We could remove this loop by storing the index in the map 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) -- FIXME-OPT for _, s in ctx.DockContext.NodesSettings:iter() do if s.ID == id then return s end end return nil end -- Clear settings data DockSettingsHandler_ClearAll = function(ctx, handler) local dc = ctx.DockContext dc.NodesSettings:clear() ImGui.DockContextClearNodes(ctx, 0, true) end -- Recreate nodes based on settings data DockSettingsHandler_ApplyAll = function(ctx, handler) -- Prune settings at boot time only 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) -- Parsing, e.g. -- " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " -- " DockNode ID=0x00000002 Parent=0x00000001 " -- Important: this code expect currently fields in a fixed order. 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, 1024 --[[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 = 1 --[[ImGuiAxis.X]] elseif c == "Y" then node.SplitAxis = 2 --[[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", 32 --[[ImGuiDockNodeFlags.NoResize]]) flag("CentralNode", 2048 --[[ImGuiDockNodeFlags.CentralNode]]) flag("NoTabBar", 4096 --[[ImGuiDockNodeFlags.NoTabBar]]) flag("HiddenTabBar", 8192 --[[ImGuiDockNodeFlags.HiddenTabBar]]) flag("NoWindowMenuButton", 16384 --[[ImGuiDockNodeFlags.NoWindowMenuButton]]) flag("NoCloseButton", 32768 --[[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 0 --[[ImGuiAxis.None]] node_settings.Depth = depth node_settings.Flags = bit32.band(node.LocalFlags, 261152 --[[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, 128 --[[ImGuiConfigFlags.DockingEnable]]) == 0 then return end -- Gather settings data -- (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) dc.NodesSettings:resize(0) 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 -- Write to text buffer 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, 1024 --[[ImGuiDockNodeFlags.DockSpace]]) ~= 0) and "DockSpace" or "DockNode ") .. string.rep(" ", (max_depth - s.Depth) * 2)) -- Text align nodes to facilitate looking at .ini file 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 ~= 0 --[[ImGuiAxis.None]] then buf:appendf(" Split=%s", (s.SplitAxis == 1 --[[ImGuiAxis.X]]) and "X" or "Y") end if bit32.band(s.Flags, 32 --[[ImGuiDockNodeFlags.NoResize]]) ~= 0 then buf:append(" NoResize=1") end if bit32.band(s.Flags, 2048 --[[ImGuiDockNodeFlags.CentralNode]]) ~= 0 then buf:append(" CentralNode=1") end if bit32.band(s.Flags, 4096 --[[ImGuiDockNodeFlags.NoTabBar]]) ~= 0 then buf:append(" NoTabBar=1") end if bit32.band(s.Flags, 8192 --[[ImGuiDockNodeFlags.HiddenTabBar]]) ~= 0 then buf:append(" HiddenTabBar=1") end if bit32.band(s.Flags, 16384 --[[ImGuiDockNodeFlags.NoWindowMenuButton]]) ~= 0 then buf:append(" NoWindowMenuButton=1") end if bit32.band(s.Flags, 32768 --[[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, 4096 --[[ImGuiNextWindowDataFlags.HasDock]]) g.NextWindowData.DockCond = (cond and cond ~= 0) and cond or 1 --[[ImGuiCond.Always]] g.NextWindowData.DockId = id end -- We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. 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, 4 --[[ImGuiWindowFlags.NoMove]]) == 0 and bit32.band(node.MergedFlags, 128 --[[ImGuiDockNodeFlags.NoUndocking]]) == 0 then -- Can undock if: -- - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window) -- - part of a dockspace node hierarchy: so we can undock the last single visible node too. Undocking from a fixed/central node will create a new node and copy windows. 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) -- Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame elseif not can_undock_node and (clicked or dragging) and g.MovingWindow ~= window then ImGui.StartMouseMovingWindow(window) end end -- This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, -- and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. 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), 3 --[[ImGuiDir.Down]], col) end -- Upstream CollapseButton (docking branch): replaces the port's simpler version -- The Collapse button also functions as a Dock Menu button. 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, 0 --[[ImGuiButtonFlags.None]]) if is_clipped then return pressed end -- Render --local is_dock_menu = (window.DockNodeAsHost and not window.Collapsed) local bg_col = ImGui.GetColorU32((held and hovered) and 24 --[[ImGuiCol.ButtonActive]] or (hovered and 23 --[[ImGuiCol.ButtonHovered]] or 22 --[[ImGuiCol.Button]])) local text_col = ImGui.GetColorU32(0 --[[ImGuiCol.Text]]) if hovered or held then window.DrawList:AddRectFilled(bb.Min, bb.Max, bg_col) end ImGui.RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags and 2 --[[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 1 --[[ImGuiDir.Right]] or 3 --[[ImGuiDir.Down]], 1.0) end -- Switch to moving the window after mouse is moved beyond the initial drag threshold if ImGui.IsItemActive() and ImGui.IsMouseDragging(0) then ImGui.StartMouseMovingWindowOrNode(window, dock_node, true) -- Undock from window/collapse menu button end return pressed end -- Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. --- @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, 2 --[[ImGuiItemFlags.NoNav]]) then return false, size1, size2 end -- FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags.AllowOverlap here is -- to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item. -- Nowadays we would instead want to use SetNextItemAllowOverlap() before the item. local button_flags = bit32.bor(2048 --[[ImGuiButtonFlags.FlattenChildren]], 4096 --[[ImGuiButtonFlags.AllowOverlap]]) local bb_interact = ImRect(bb.Min, bb.Max) bb_interact:Expand(axis == 2 --[[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, 1 --[[ImGuiItemStatusFlags.HoveredRect]]) -- for IsItemHovered(), because bb_interact is larger than bb end if held or (hovered and g.HoveredIdPreviousFrame == id and g.HoveredIdTimer >= hover_visibility_delay) then ImGui.SetMouseCursor(axis == 2 --[[ImGuiAxis.Y]] and 3 --[[ImGuiMouseCursor.ResizeNS]] or 4 --[[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] -- Minimum pane size 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 -- Apply resize if mouse_delta ~= 0.0 then size1 = ImMax(size1 + mouse_delta, min_size1) size2 = ImMax(size2 - mouse_delta, min_size2) bb_render:Translate(axis == 1 --[[ImGuiAxis.X]] and ImVec2(mouse_delta, 0.0) or ImVec2(0.0, mouse_delta)) ImGui.MarkItemEdited(id) end end -- Render at new position if bit32.band(bg_col, 4278190080 --[[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 30 --[[ImGuiCol.SeparatorActive]] or ((hovered and g.HoveredIdTimer >= hover_visibility_delay) and 29 --[[ImGuiCol.SeparatorHovered]] or 28 --[[ImGuiCol.Separator]])) window.DrawList:AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0) return held, size1, size2 end end --[[ [SECTION] imgui_docking (was imgui_docking.lua) ]] -- Debug options local IMGUI_DEBUG_NAV_SCORING = false -- Display navigation scoring preview when hovering items. Hold Ctrl to display for all candidates. Ctrl+Arrow to change last direction. local IMGUI_DEBUG_NAV_RECTS = false -- Display the reference navigation rectangle for each window -- Default font size if unspecified in both style.FontSizeBase and AddFontXXX() calls. local FONT_DEFAULT_SIZE_BASE = 20 local WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04 -- Reduce visual noise by only highlighting the border after a certain time. local WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70 -- Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. -- Tooltip offset 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 -- Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. 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 -- Default file functions 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 -- Helper: Load file content into memory -- This can't really be used with "rt" because fseek size won't match read size. --- @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() -- Scale all spacing/padding/thickness values. Do not scale fonts. -- Consider not calling this if your initial scale factor if <1.0. -- Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. --- @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 ~= 3.4028234663853e+38 --[[FLT_MAX]]) and ImTrunc(self.TabCloseButtonMinWidthSelected * scale_factor) or self.TabCloseButtonMinWidthSelected self.TabCloseButtonMinWidthUnselected = (self.TabCloseButtonMinWidthUnselected > 0.0 and self.TabCloseButtonMinWidthUnselected ~= 3.4028234663853e+38 --[[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 -- Data for resizing from resize grip / corner local ImGuiResizeGripDef = { {CornerPosN = ImVec2(1, 1), InnerDir = ImVec2(-1, -1), AngleMin12 = 0, AngleMax12 = 3}, -- Lower-right {CornerPosN = ImVec2(0, 1), InnerDir = ImVec2( 1, -1), AngleMin12 = 3, AngleMax12 = 6} -- Lower-left } -- Data for resizing from borders -- InnerDir: Normal toward inside, SegmentN1/SegmentN2: End positions, normalized (0,0: upper left), OuterAngle: Angle toward outside --- [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}, -- Left {InnerDir = ImVec2(-1, 0), SegmentN1 = ImVec2( 1, 0), SegmentN2 = ImVec2( 1, 1), OuterAngle = IM_PI * 0.00}, -- Right {InnerDir = ImVec2( 0, 1), SegmentN1 = ImVec2( 0, 0), SegmentN2 = ImVec2( 1, 0), OuterAngle = IM_PI * 1.50}, -- Up {InnerDir = ImVec2( 0, -1), SegmentN1 = ImVec2( 1, 1), SegmentN2 = ImVec2( 0, 1), OuterAngle = IM_PI * 0.50} -- Down } --- @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 == 0 --[[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 == 1 --[[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 == 2 --[[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 == 3 --[[ImGuiDir.Down]] then return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness) end assert(false) return ImRect() end -- Known size hash -- It is ok to call ImHashData on a string with known length but the ### operator won't be supported. --- @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 -- Zero-terminated string hash, with support for ### to reset back to seed value. -- e.g. "label###id" outputs the same hash as "id" (and "label" is generally displayed by the UI functions) -- Use FNV1a, as one ImGui FIXME suggested --- @param str string --- @param size int? --- @param seed int? --- @return int -- [Luau] memo for whole-string hashes: labels are re-hashed with the same seed every frame. -- ponytail: whole-memo reset at HASH_MEMO_MAX entries, LRU if ID churn makes it thrash local hash_memo, hash_memo_n, HASH_MEMO_MAX = {}, 0, 16384 local ImHashStrRaw function ImHashStr(str, size, seed) if seed == nil then seed = 0 end if size == nil or size == #str then local m = hash_memo[seed] if m == nil then m = {}; hash_memo[seed] = m end local h = m[str] if h == nil then if hash_memo_n >= HASH_MEMO_MAX then hash_memo = { [seed] = m }; table.clear(m); hash_memo_n = 0 end h = ImHashStrRaw(str, #str, seed) m[str] = h hash_memo_n = hash_memo_n + 1 end return h end return ImHashStrRaw(str, size, seed) end function ImHashStrRaw(str, size, seed) 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} -- Convert UTF-8 to 32-bit character, process single character input. -- A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). -- We handle UTF-8 decoding error by skipping forward. --- @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 -- IMPORTANT: if in_text_end == nil it assume we have enough space! if in_text_end == nil then in_text_end = pos + wanted -- Max length, nulls will be taken into account. end -- Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, -- so it is fast even with excessive branching. 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 -- Assume a four-byte character and load four bytes. Unused bits are shifted out. 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]) -- Accumulate the various error conditions. local e = 0 e = bit32.lshift((out_char < mins[len + 1]) and 1 or 0, 6) -- non-canonical encoding e = bit32.bor(e, bit32.lshift((bit32.rshift(out_char, 11) == 0x1b) and 1 or 0, 7)) -- surrogate half? e = bit32.bor(e, bit32.lshift((out_char > 65535 --[[IM_UNICODE_CODEPOINT_MAX]]) and 1 or 0, 8)) -- out of range we can store in ImWchar (FIXME: May evolve) 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) -- top two bits of each tail byte correct? e = bit32.rshift(e, shifte[len + 1]) if e ~= 0 then -- No bytes are consumed when in_text[pos] == 0 || pos == in_text_end. -- One byte is consumed in case of invalid first byte of in_text. -- All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. -- Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. wanted = ImMin(wanted, (s[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 = 65533 --[[IM_UNICODE_CODEPOINT_INVALID]] end return wanted, out_char end end -- Based on stb_to_utf8() from github.com/nothings/stb/ --- @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 -- Not optimal but we very rarely use this function. --- @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 ~= 65533 --[[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 -- find beginning-of-line --- @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 -- Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. --- @param buf char[] function ImStd.ImStrTrimBlanks(buf) local p = 1 -- buf_begin while buf[p] == 32 or buf[p] == 9 do -- Leading blanks p = p + 1 end local p_start = p while buf[p] ~= 0 do -- Find end of string p = p + 1 end while p > p_start and (buf[p - 1] == 32 or buf[p - 1] == 9) do -- Trailing blanks p = p - 1 end if p_start > 1 then -- Copy memory if we had leading blanks ImStd.memmove(buf, 1, buf, p_start, p - p_start) end buf[p - p_start + 1] = 0 -- Zero terminate end ------------------------------------------------------------------------------- -- [SECTION] FONTS, TEXTURES ------------------------------------------------------------------------------- -- Most of the relevant font logic is in imgui_draw.cpp. -- Those are high-level support functions. ------------------------------------------------------------------------------- -- - UpdateTexturesNewFrame() [Internal] -- - UpdateTexturesEndFrame() [Internal] -- - UpdateFontsNewFrame() [Internal] -- - UpdateFontsEndFrame() [Internal] -- - GetDefaultFont() [Internal] -- - RegisterFontAtlas() [Internal] -- - UnregisterFontAtlas() [Internal] -- - SetCurrentFont() [Internal] -- - UpdateCurrentFontSize() [Internal] -- - PushFont() -- - PopFont() ------------------------------------------------------------------------------- function ImGui.UpdateCurrentFontSize(restore_font_size_after_scaling) local g = GImGui local window = g.CurrentWindow g.Style.FontSizeBase = g.FontSizeBase -- Early out to avoid hidden window keeping bakes referenced and out of GC reach. -- - However this leave a pretty subtle and damning error surface area if g.FontBaked was mismatching. -- Probably needs to be reevaluated into e.g. setting g.FontBaked = nil to mark it as dirty. -- - Note that 'PushFont(); Begin(); End(); PopFont()' from within any collapsed window is not compromised, because Begin() calls SetCurrentWindow()->...->UpdateCurrentSize() -- if (window ~= 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 -- Restoring is pretty much only used by PopFont() 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 -- Global scale factors final_size = final_size * g.Style.FontScaleMain -- Main global scale factor final_size = final_size * g.Style.FontScaleDpi -- Per-monitor/viewport DPI scale factor (in docking branch: automatically updated when io.ConfigDpiScaleFonts is enabled). -- Window scale (mostly obsolete now) if window ~= nil then final_size = final_size * window.FontWindowScale end end -- Round font size -- - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. -- - We may support it better later and remove this rounding. final_size = ImGui.GetRoundedFontSize(final_size) final_size = ImClamp(final_size, 4.0, 512 --[[IMGUI_FONT_SIZE_MAX]]) if (g.Font ~= nil and bit32.band(g.IO.BackendFlags, 16 --[[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 -- Use ImDrawList:_SetTexture(), making our shared g.FontStack[] authoritative against window-local ImDrawList. -- - Whereas ImDrawList:PushTexture()/PopTexture() is not to be used across Begin() calls. -- - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did... -- - Some code paths never really fully worked with multiple atlas textures. -- - The right-ish solution may be to remove _SetTexture() and make AddText/RenderText lazily call PushTexture()/PopTexture() -- the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem -- because we have a concrete need and a test bed for multiple atlas textures. -- FIXME-NEWATLAS-V2: perhaps we can now leverage ImFontAtlasUpdateDrawListsTextures() ? 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 assert(font and font:IsLoaded()) -- Font Atlas not created. Did you call io.Fonts:GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? 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 -- If you want to scale an existing font size! Read comments in imgui.h! function ImGui.PushFont(font, font_size_base) local g = GImGui if font == nil then -- Before 1.92 (June 2025), PushFont(nil) == PushFont(GetDefaultFont()) font = g.Font end assert(font ~= nil) 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 -- Keep current font size 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() -- Cannot update every atlases based on atlas's FrameCount < g.FrameCount, because an atlas may be shared by multiple contexts with different frame count. local g = GImGui local has_textures = bit32.band(g.IO.BackendFlags, 16 --[[ImGuiBackendFlags.RendererHasTextures]]) ~= 0 for _, atlas in g.FontAtlases:iter() do if (atlas.OwnerContext == g) then ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures) else -- (1) If you manage font atlases yourself, e.g. create a ImFontAtlas yourself you need to call ImFontAtlasUpdateNewFrame() on it. -- Otherwise, calling ImGui.CreateContext() without parameter will create an atlas owned by the context. -- (2) If you have multiple font atlases, make sure the 'atlas.RendererHasTextures' as specified in the ImFontAtlasUpdateNewFrame() call matches for that. -- (3) If you have multiple imgui contexts, they also need to have a matching value for ImGuiBackendFlags.RendererHasTextures. assert(atlas.Builder ~= nil and atlas.Builder.FrameCount ~= -1) assert(atlas.RendererHasTextures == has_textures) end end for _, tex in g.UserTextures:iter() do ImTextureDataUpdateNewFrame(tex) end end -- Build a single texture list 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 -- We provide this information so backends can decide whether to destroy textures. -- This means in practice that if N imgui contexts are created with a shared atlas, we assume all of them have a backend initialized. tex.RefCount = 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, 16 --[[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 -- Apply default font size the first time 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 -- Set initial font g.Font = font g.FontSizeBase = g.Style.FontSizeBase g.FontSize = 0.0 local font_stack_data = ImFontStackData(font, g.Style.FontSizeBase, g.Style.FontSizeBase) -- <--- Will restore FontSize ImGui.SetCurrentFont(font_stack_data.Font, font_stack_data.FontSizeBeforeScaling, 0.0) -- <--- but use 0.0f to enable scale g.FontStack:push_back(font_stack_data) 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 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 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 ------------------------------------------------------------------------------- -- [SECTION] INITIALIZATION, SHUTDOWN ------------------------------------------------------------------------------- -- Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself 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 -- IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation. local GLocalizationEntriesEnUS = { ImGuiLocEntry(ImGuiLocKey.VersionStr, "Dear ImGui 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.TableResetAll, "Reset to default###ResetAll"), 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 assert(not g.Initialized and not g.SettingsLoaded) -- Add .ini handle for ImGuiWindow and ImGuiTable types ImGui.WindowSettingsAddSettingsHandler() if ImGui.TableSettingsAddSettingsHandler then ImGui.TableSettingsAddSettingsHandler() end -- Initialize Docking ImGui.DockContextInitialize(g) -- Setup default localization table ImGui.LocalizeRegisterEntries(GLocalizationEntriesEnUS, #GLocalizationEntriesEnUS) -- Create default viewport local viewport = ImGuiViewportP() viewport.ID = IMGUI_VIEWPORT_DEFAULT_ID viewport.Idx = 1 viewport.PlatformWindowCreated = true viewport.Flags = 4 --[[ImGuiViewportFlags.OwnedByApp]] g.Viewports:push_back(viewport) g.ViewportCreatedCount = g.ViewportCreatedCount + 1 g.PlatformIO.Viewports:push_back(g.Viewports.Data[1]) -- Build KeysMayBeCharInput[] lookup table (1 bit per named key) for key = 512 --[[ImGuiKey.NamedKey_BEGIN]], 667 --[[ImGuiKey.NamedKey_END]] - 1 do if (key >= 536 --[[ImGuiKey.K0]] and key <= 545 --[[ImGuiKey.K9]]) or (key >= 546 --[[ImGuiKey.A]] and key <= 571 --[[ImGuiKey.Z]]) or (key >= 612 --[[ImGuiKey.Keypad0]] and key <= 621 --[[ImGuiKey.Keypad9]]) or key == 512 --[[ImGuiKey.Tab]] or key == 524 --[[ImGuiKey.Space]] or key == 596 --[[ImGuiKey.Apostrophe]] or key == 597 --[[ImGuiKey.Comma]] or key == 598 --[[ImGuiKey.Minus]] or key == 599 --[[ImGuiKey.Period]] or key == 600 --[[ImGuiKey.Slash]] or key == 601 --[[ImGuiKey.Semicolon]] or key == 602 --[[ImGuiKey.Equal]] or key == 603 --[[ImGuiKey.LeftBracket]] or key == 605 --[[ImGuiKey.RightBracket]] or key == 606 --[[ImGuiKey.GraveAccent]] or key == 622 --[[ImGuiKey.KeypadDecimal]] or key == 623 --[[ImGuiKey.KeypadDivide]] or key == 624 --[[ImGuiKey.KeypadMultiply]] or key == 625 --[[ImGuiKey.KeypadSubtract]] or key == 626 --[[ImGuiKey.KeypadAdd]] or key == 628 --[[ImGuiKey.KeypadEqual]] then g.KeysMayBeCharInput:SetBit(key + 1) end end -- ImDrawList/ImFontAtlas are designed to function without ImGui, and 99% of it works without an ImGui context. -- But this link allows us to facilitate/handle a few edge cases better. 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 -- This is faster if you are holding on a Window already as we don't need to perform a search. --- @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 -- We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names. -- This is called once per window .ini entry + once per newly instantiated window. --- @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, 4 --[[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, 64 --[[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 -- Note that 'settings' may be nil. -- Sets _Once, _Appearing, _FirstUseEver. _FirstUseEver will be cleared again if there are settings. --- @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(1 --[[ImGuiCond.Always]], 2 --[[ImGuiCond.Once]], 4 --[[ImGuiCond.FirstUseEver]], 8 --[[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) -- Create window the first time --IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", 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, 256 --[[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, 8192 --[[ImGuiWindowFlags.NoBringToFrontOnFocus]]) ~= 0 then g.Windows:push_front(window) -- Quite slow but rare and only once else g.Windows:push_back(window) end return window end ------------------------------------------------------------------------------- -- [SECTION] SETTINGS -- (in-memory .ini; Roblox has no disk) ------------------------------------------------------------------------------- -- - UpdateSettings() [Internal] -- - MarkIniSettingsDirty() [Internal] -- - FindSettingsHandler() [Internal] -- - ClearIniSettings() [Internal] -- - LoadIniSettingsFromDisk() -- - LoadIniSettingsFromMemory() -- - SaveIniSettingsToDisk() -- - SaveIniSettingsToMemory() ------------------------------------------------------------------------------- -- - CreateNewWindowSettings() [Internal] -- - FindWindowSettingsByID() [Internal] -- - FindWindowSettingsByWindow() [Internal] -- - ClearWindowSettings() [Internal] -- - WindowSettingsHandler_***() [Internal] ------------------------------------------------------------------------------- -- Called by NewFrame() function ImGui.UpdateSettings() -- Load settings on first frame (if not explicitly loaded manually before) local g = GImGui if not g.SettingsLoaded then if g.IO.IniFilename then ImGui.LoadIniSettingsFromDisk(g.IO.IniFilename) end g.SettingsLoaded = true end -- Save settings (with a delay after the last modification, so we don't spam disk too much) 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 -- Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. 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, 256 --[[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 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 -- Clear all settings (windows, tables, docking etc.) 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, no error reporting, cheap .ini parsing -- Set ini_size==0 (or nil) to use the whole string (Lua strings know their length). function ImGui.LoadIniSettingsFromMemory(ini_data, ini_size) local g = GImGui assert(g.Initialized) --IM_ASSERT(not g.WithinFrameScope, "Cannot be called between NewFrame() and EndFrame()") --IM_ASSERT(g.SettingsLoaded == false and g.FrameCount == 0) -- For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). if ini_size and ini_size > 0 then ini_data = ini_data:sub(1, ini_size) end g.SettingsIniData = ini_data -- Call pre-read handlers -- Some types will clear their data (e.g. dock information) some types will allow merge/override (window) 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 -- Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. 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 -- Let type handler parse the line entry_handler.ReadLineFn(g, entry_handler, entry_data, line) end end g.SettingsLoaded = true -- Call post-read handlers 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 -- Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer --- @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 -- Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. 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 -- This will revert window to its initial state, including enabling the ImGuiCond.FirstUseEver/ImGuiCond.Once conditions once more. function ImGui.ClearWindowSettings(name) --IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name) local window = ImGui.FindWindowByName(name) if window ~= nil then window.Flags = bit32.bor(window.Flags, 256 --[[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 -- Clear existing if recycling previous entry 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 -- Apply to existing windows (if any) 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) -- Gather data from windows that were active during this session -- (if a window wasn't opened in this session we preserve its settings) local g = ctx for _, window in g.Windows:iter() do if bit32.band(window.Flags, 256 --[[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 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) -- Cannot rely on ImGuiWindowFlags.ChildWindow here as docked windows have this set. settings.WantDelete = false end end -- Write to text buffer for _, settings in g.SettingsWindows:iter() do if not settings.WantDelete then buf:appendf("[%s][%s]\n", handler.TypeName, settings.Name) -- [Window][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 --buf:appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings.ID)) -- window.TabId: this is not read back but writing it makes "debugging" the .ini data easier. if settings.DockOrder == -1 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 ------------------------------------------------------------------------------- -- All text output from the interface can be captured into tty/file/clipboard. -- By default, tree nodes are automatically opened during logging. ------------------------------------------------------------------------------- ImGuiLogFlags = ImGuiLogFlags or { None = 0, OutputTTY = 1, OutputFile = 2, OutputBuffer = 4, OutputClipboard = 8, OutputMask_ = 15, } -- Pass text data straight to log (without being displayed) 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. -- We split text into individual lines to add current tree level padding -- FIXME: This code is a little complicated perhaps, considering simplifying the whole system. --- `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 -- Calculate end ourself to ensure "##" are included here. -- Re-adjust padding if we have popped out of our starting depth if g.LogDepthRef > window.DC.TreeDepth then g.LogDepthRef = window.DC.TreeDepth end local tree_depth = window.DC.TreeDepth - g.LogDepthRef local text_remaining = text_begin while true do -- Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. -- We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. 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 -- Start logging/capturing text output function ImGui.LogBegin(flags, auto_open_depth) local g = GImGui local window = g.CurrentWindow 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 = 3.4028234663853e+38 --[[FLT_MAX]] g.LogLineFirstItem = true g.LogBuffer = ImGuiTextBuffer() end -- Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) 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(1 --[[ImGuiLogFlags.OutputTTY]], auto_open_depth or -1) g.LogFile = "stdout" end -- Start logging/capturing text output to given file function ImGui.LogToFile(auto_open_depth, filename) -- Roblox: no file access. Falls back to TTY (output window). ImGui.LogToTTY(auto_open_depth) end -- Start logging/capturing text output to clipboard function ImGui.LogToClipboard(auto_open_depth) local g = GImGui if g.LogEnabled then return end ImGui.LogBegin(8 --[[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(4 --[[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, 15 --[[ImGuiLogFlags.OutputMask_]]) if out == 8 --[[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 = 0 --[[ImGuiLogFlags.None]] g.LogFile = nil g.LogBuffer = ImGuiTextBuffer() end -- Helper to display logging buttons -- FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) 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(1 --[[ImGuiItemFlags.NoTabStop]], true) ImGui.SetNextItemWidth(ImGui.CalcTextSize("999").x) g.LogDepthToExpandDefault = ImGui.SliderInt("Default Depth", g.LogDepthToExpandDefault, 0, 9, nil) ImGui.PopItemFlag() ImGui.PopID() -- Start logging at the end of the function so that the buttons don't appear in the log 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 -- Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). --- @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 -- Test if mouse cursor is hovering given rectangle -- NB- Rectangle is clipped by our current clip setting -- NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) --- @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 -- [Luau] scalar version of: rect_clipped = ImRect(r_min, r_max); ClipWith(window.ClipRect); ContainsWithPad(); viewport Overlaps() -- Clip local x0, y0, x1, y1 = r_min.x, r_min.y, r_max.x, r_max.y if clip then local cr = g.CurrentWindow.ClipRect local cmin, cmax = cr.Min, cr.Max x0 = math.max(x0, cmin.x); y0 = math.max(y0, cmin.y) x1 = math.min(x1, cmax.x); y1 = math.min(y1, cmax.y) end -- Hit testing, expanded for touch input local p, pad = g.IO.MousePos, g.Style.TouchExtraPadding if not (p.x >= x0 - pad.x and p.y >= y0 - pad.y and p.x < x1 + pad.x and p.y < y1 + pad.y) then return false end local vp = g.MouseViewport local vx0, vy0 = vp.Pos.x, vp.Pos.y local vx1, vy1 = vx0 + vp.Size.x, vy0 + vp.Size.y if not (vx0 <= x1 and vx1 >= x0 and vy0 <= y1 and vy1 >= y0) 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 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 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 -- This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well. -- It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags.HasSetMousePos) is set and supported by backend. --- @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 -- Called from within ItemAdd: at this point we can read from NextItemData and write to LastItemData --- @param id ImGuiID function ImGui.ItemHandleShortcut(id) local g = GImGui local flags = g.NextItemData.ShortcutFlags assert(bit32.band(flags, bit32.bnot(523519 --[[ImGuiInputFlags.SupportedBySetNextItemShortcut]])) == 0) -- Passing flags not supported by SetNextItemShortcut()! if bit32.band(g.LastItemData.ItemFlags, 64 --[[ImGuiItemFlags.Disabled]]) ~= 0 then return end if bit32.band(flags, 262144 --[[ImGuiInputFlags.Tooltip]]) ~= 0 then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, 1024 --[[ImGuiItemStatusFlags.HasShortcut]]) g.LastItemData.Shortcut = g.NextItemData.Shortcut end if not ImGui.Shortcut(g.NextItemData.Shortcut, bit32.band(flags, 261375 --[[ImGuiInputFlags.SupportedByShortcut]]), id) or g.NavActivateId ~= 0 then return end -- FIXME: Generalize Activation queue? g.NavActivateId = id -- Will effectively disable clipping. g.NavActivateFlags = bit32.bor(1 --[[ImGuiActivateFlags.PreferInput]], 16 --[[ImGuiActivateFlags.FromShortcut]]) -- if (g.ActiveId == 0 || g.ActiveId == id) g.NavActivateDownId = id g.NavActivatePressedId = id ImGui.NavHighlightActivated(id) end -- Declare item bounding box for clipping and interaction. -- Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface -- declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. -- THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) --- @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 local last_item_data, next_item_data = g.LastItemData, g.NextItemData -- [Luau] cached field reads -- Set item data -- (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags.HasDisplayRect is set) last_item_data.ID = id -- [Luau] inline ImRect_Copy(g.LastItemData.Rect, bb); ImRect_Copy(g.LastItemData.NavRect, nav_bb_arg or bb) local bb_min, bb_max = bb.Min, bb.Max local r = last_item_data.Rect r.Min.x = bb_min.x; r.Min.y = bb_min.y; r.Max.x = bb_max.x; r.Max.y = bb_max.y local nav_bb = nav_bb_arg and nav_bb_arg or bb r = last_item_data.NavRect r.Min.x = nav_bb.Min.x; r.Min.y = nav_bb.Min.y; r.Max.x = nav_bb.Max.x; r.Max.y = nav_bb.Max.y last_item_data.ItemFlags = bit32.bor(g.CurrentItemFlags, next_item_data.ItemFlagsSet, extra_flags) last_item_data.StatusFlags = 0 --[[ImGuiItemStatusFlags.None]] -- Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. if id ~= 0 then -- [Luau] inline ImGui.KeepAliveID(id) if g.ActiveId == id then g.ActiveIdIsAlive = id end if g.DeactivatedItemData.ID == id then g.DeactivatedItemData.IsAlive = true end -- Directional navigation processing -- Runs prior to clipping early-out -- (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget -- (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests -- unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of -- thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. -- We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able -- to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). -- We intentionally don't check if g.NavWindow ~= nil because g.NavAnyRequest should only be set when it is non nil. -- If we crash on a nil g.NavWindow we need to fix the bug elsewhere. if bit32.band(last_item_data.ItemFlags, 2 --[[ImGuiItemFlags.NoNav]]) == 0 then -- FIXME-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. 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), 256 --[[ImGuiChildFlags.NavFlattened]]) ~= 0 then ImGui.NavProcessItem() end end end end if bit32.band(next_item_data.HasFlags, 4 --[[ImGuiNextItemDataFlags.HasShortcut]]) ~= 0 then ImGui.ItemHandleShortcut(id) end end -- Lightweight clear of SetNextItemXXX data. next_item_data.HasFlags = 0 --[[ImGuiNextItemDataFlags.None]] next_item_data.ItemFlagsSet = 0 --[[ImGuiItemFlags.None]] -- Clipping test -- (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false') -- g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts) local bmin, bmax, cr = bb.Min, bb.Max, window.ClipRect local is_rect_visible = bmin.x <= cr.Max.x and bmax.x >= cr.Min.x and bmin.y <= cr.Max.y and bmax.y >= cr.Min.y 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 -- We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) if is_rect_visible then last_item_data.StatusFlags = bit32.bor(last_item_data.StatusFlags, 256 --[[ImGuiItemStatusFlags.Visible]]) end if ImGui.IsMouseHoveringRect(bb.Min, bb.Max) then last_item_data.StatusFlags = bit32.bor(last_item_data.StatusFlags, 1 --[[ImGuiItemStatusFlags.HoveredRect]]) end return true end ------------------------------------------------------------------------------- -- [SECTION] LAYOUT ------------------------------------------------------------------------------- -- - ItemSize() -- - SameLine() -- - GetCursorScreenPos() -- - SetCursorScreenPos() -- - GetCursorPos(), GetCursorPosX(), GetCursorPosY() -- - SetCursorPos(), SetCursorPosX(), SetCursorPosY() -- - GetCursorStartPos() -- - Indent() -- - Unindent() -- - SetNextItemWidth() -- - PushItemWidth() -- - PushMultiItemsWidths() -- - PopItemWidth() -- - CalcItemWidth() -- - CalcItemSize() -- - GetTextLineHeight() -- - GetTextLineHeightWithSpacing() -- - GetFrameHeight() -- - GetFrameHeightWithSpacing() -- - GetContentRegionMax() -- - GetContentRegionAvail(), -- - BeginGroup() -- - EndGroup() -- Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. ------------------------------------------------------------------------------- -- Advance cursor given item size for layout. -- Register minimum needed size so it can extend the bounding box used for auto-fit calculation. -- See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. -- THIS IS IN THE PERFORMANCE CRITICAL PATH. --- @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_x, size_y local bb_min = rawget(size_or_bb, "Min") -- [Luau] rawget: `.Min` on an ImVec2 would go through IM_VEC2.__index if bb_min then --- @cast size_or_bb ImRect size_x = size_or_bb.Max.x - bb_min.x; size_y = size_or_bb.Max.y - bb_min.y else --- @cast size_or_bb ImVec2 size_x = size_or_bb.x; size_y = size_or_bb.y end local g = GImGui local window = g.CurrentWindow if window.SkipItems then return end local dc = window.DC local mathMax = math.max -- We increase the height in this function to accommodate for baseline offset. -- In theory we should be offsetting the starting position (window.DC.CursorPos), that will be the topic of a larger refactor, -- but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. local offset_to_match_baseline_y if text_baseline_y >= 0 then offset_to_match_baseline_y = mathMax(0, dc.CurrLineTextBaseOffset - text_baseline_y) else offset_to_match_baseline_y = 0 end local cursor, prev_line, max_pos = dc.CursorPos, dc.CursorPosPrevLine, dc.CursorMaxPos local line_y1 if dc.IsSameLine then line_y1 = prev_line.y else line_y1 = cursor.y end local line_height = mathMax(dc.CurrLineSize.y, cursor.y - line_y1 + size_y + offset_to_match_baseline_y) local spacing_y = g.Style.ItemSpacing.y -- Always align ourselves on pixel boundaries -- if (g.IO.KeyAlt) window.DrawList:AddRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)) -- [DEBUG] prev_line.x = cursor.x + size_x prev_line.y = line_y1 cursor.x = math.floor(window.Pos.x + dc.Indent.x + dc.ColumnsOffset.x) -- Next line cursor.y = math.floor(line_y1 + line_height + spacing_y) -- Next line max_pos.x = mathMax(max_pos.x, prev_line.x) max_pos.y = mathMax(max_pos.y, cursor.y - spacing_y) -- if (g.IO.KeyAlt) window.DrawList:AddCircle(window.DC.CursorMaxPos, 3.0, IM_COL32(255,0,0,255), 4) -- [DEBUG] dc.PrevLineSize.y = line_height dc.CurrLineSize.y = 0 dc.PrevLineTextBaseOffset = mathMax(dc.CurrLineTextBaseOffset, text_baseline_y) dc.CurrLineTextBaseOffset = 0 dc.IsSetPos = false dc.IsSameLine = false -- Horizontal layout mode if (dc.LayoutType == 0 --[[ImGuiLayoutType.Horizontal]]) then ImGui.SameLine() end end -- Gets back to previous line and continue with horizontal layout -- offset_from_start_x == 0 : follow right after previous item -- offset_from_start_x != 0 : align to specified x position (relative to window/group left) -- spacing_w < 0 : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0 -- spacing_w >= 0 : enforce spacing amount --- @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 local dc = window.DC -- [Luau] cached field read if offset_from_start_x ~= 0.0 then if spacing_w < 0.0 then spacing_w = 0.0 end dc.CursorPos.x = window.Pos.x - window.Scroll.x + offset_from_start_x + spacing_w + dc.GroupOffset.x + dc.ColumnsOffset.x dc.CursorPos.y = dc.CursorPosPrevLine.y else if spacing_w < 0.0 then spacing_w = g.Style.ItemSpacing.x end dc.CursorPos.x = dc.CursorPosPrevLine.x + spacing_w dc.CursorPos.y = dc.CursorPosPrevLine.y end dc.CurrLineSize.x = dc.PrevLineSize.x; dc.CurrLineSize.y = dc.PrevLineSize.y -- [Luau] inline ImVec2_Copy() dc.CurrLineTextBaseOffset = dc.PrevLineTextBaseOffset 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, 1 --[[ImGuiNextItemDataFlags.HasWidth]]) g.NextItemData.Width = item_width end -- FIXME: Remove the == 0.0f behavior? --- @param item_width float function ImGui.PushItemWidth(item_width) local g = GImGui local window = g.CurrentWindow -- [Luau] inline window.DC.ItemWidthStack:push_back(window.DC.ItemWidth) -- Backup current width local stack = window.DC.ItemWidthStack local n = stack.Size + 1 if n > stack.Capacity then stack:push_back(window.DC.ItemWidth) else stack.Data[n] = window.DC.ItemWidth; stack.Size = n end window.DC.ItemWidth = (item_width == 0.0) and window.DC.ItemWidthDefault or item_width g.NextItemData.HasFlags = bit32.band(g.NextItemData.HasFlags, bit32.bnot(1 --[[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 local stack = window.DC.ItemWidthStack window.DC.ItemWidth = stack.Data[stack.Size] -- [Luau] inline back()/pop_back() stack.Size = stack.Size - 1 end --- @param components int --- @param w_full float function ImGui.PushMultiItemsWidths(components, w_full) local g = GImGui local window = g.CurrentWindow assert(components > 0) local style = g.Style window.DC.ItemWidthStack:push_back(window.DC.ItemWidth) -- Backup current width 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(1 --[[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.CursorMaxPos = ImMax(window.DC.CursorMaxPos, window.DC.CursorPos) window.DC.IsSetPos = true end -- User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. -- Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. --- @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.CursorMaxPos = ImMax(window.DC.CursorMaxPos, window.DC.CursorPos) 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.CursorMaxPos.x = ImMax(window.DC.CursorMaxPos.x, window.DC.CursorPos.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.CursorMaxPos.y = ImMax(window.DC.CursorMaxPos.y, window.DC.CursorPos.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 -- You should never need those functions. Always use GetCursorScreenPos() and GetContentRegionAvail()! -- They are bizarre local-coordinates which don't play well with scrolling. --- @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 = -3.4028234663853e+38 --[[FLT_MAX]] -- To enforce a carriage return end end function ImGui.EndGroup() local g = GImGui local window = g.CurrentWindow assert(g.GroupStack.Size > 0) -- Mismatched BeginGroup()/EndGroup() calls local group_data = g.GroupStack:back() assert(group_data.WindowID == window.ID) -- EndGroup() in wrong window? if (window.DC.IsSetPos) then -- TODO: ImGui.ErrorCheckUsingSetCursorPosToExtendParentBoundaries() end -- Include LastItemData.Rect.Max as a workaround for e.g. EndTable() undershooting with CursorMaxPos report. (#7543) 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 = -3.4028234663853e+38 --[[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, 1 --[[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, 128 --[[ImGuiItemStatusFlags.HoveredWindow]]) end -- Forward Edited flag if g.AnyIdHasBeenEditedThisFrame and not group_data.BackupAnyIdHasBeenEditedThisFrame then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, 4 --[[ImGuiItemStatusFlags.Edited]]) end -- Forward Deactivated flag g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, 32 --[[ImGuiItemStatusFlags.HasDeactivated]]) if group_contains_deactivated_id then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, 64 --[[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 -- Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). -- The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() function ImGui.CalcItemWidth() local g = GImGui local window = g.CurrentWindow local w if bit32.band(g.NextItemData.HasFlags, 1 --[[ImGuiNextItemDataFlags.HasWidth]]) ~= 0 then w = g.NextItemData.Width else w = window.DC.ItemWidth end if w < 0.0 then -- [Luau] scalar GetContentRegionAvail().x, no temporary ImVec2 local mx = (window.DC.CurrentColumns or g.CurrentTable) and window.WorkRect.Max or window.ContentRegionRect.Max local region_avail_x = mx.x - window.DC.CursorPos.x w = math.max(1.0, region_avail_x + w) end w = IM_TRUNC(w) return w end -- [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). -- Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. -- Note that only CalcItemWidth() is publicly exposed. -- The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) --- @param size ImVec2 --- @param default_w float --- @param default_h float --- @return ImVec2 function ImGui.CalcItemSize(size, default_w, default_h) return ImVec2(ImGui._CalcItemSizeXY(size.x, size.y, default_w, default_h)) -- [Luau] 'size' is by value upstream: never written to end -- [Luau] scalar CalcItemSize(): callers that build 'size' themselves skip both ImVec2 allocations --- @return float, float function ImGui._CalcItemSizeXY(size_x, size_y, default_w, default_h) local avail_x, avail_y if size_x < 0.0 or size_y < 0.0 then -- [Luau] scalar GetContentRegionAvail(), no temporary ImVec2 local g = GImGui local window = g.CurrentWindow local mx = (window.DC.CurrentColumns or g.CurrentTable) and window.WorkRect.Max or window.ContentRegionRect.Max avail_x = mx.x - window.DC.CursorPos.x; avail_y = mx.y - window.DC.CursorPos.y end if size_x == 0.0 then size_x = default_w elseif size_x < 0.0 then size_x = math.max(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 = math.max(4.0, avail_y + size_y) -- <-- size.y is negative here so we are subtracting end return size_x, size_y 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 -- == (GetItemID() == GetFocusID() && GetFocusID() != 0) function ImGui.IsItemFocused() local g = GImGui if g.NavId ~= g.LastItemData.ID or g.NavId == 0 then return false end -- Special handling for the dummy item after Begin() which represent the title bar or tab. -- When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. 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, 32 --[[ImGuiItemStatusFlags.HasDeactivated]]) ~= 0 then return bit32.band(g.LastItemData.StatusFlags, 64 --[[ImGuiItemStatusFlags.Deactivated]]) ~= 0 end return g.DeactivatedItemData.ID == g.LastItemData.ID and g.LastItemData.ID ~= 0 and g.DeactivatedItemData.ElapseFrame >= g.FrameCount end -- Since 1.92.9: consider using NoLiveEdit flags if all you need to that values are not written bo backing variable while typing. 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()! -- Most widgets have specific reactions based on mouse-up/down state, mouse position etc. --- @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(0 --[[ImGuiHoveredFlags.None]]) end function ImGui.IsItemToggledOpen() return bit32.band(GImGui.LastItemData.StatusFlags, 16 --[[ImGuiItemStatusFlags.ToggledOpen]]) ~= 0 end -- Call after a Selectable() or TreeNode() items inside a BeginMultiSelect()/EndMultiSelect() scope. -- - Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose. -- Outside of a multi-select block: -- - It would be misleading/ambiguous to report this signal, as widgets return e.g. a pressed event, -- and user code is in charge of altering selection in ways we cannot predict. -- Prefer using 'if (IsItemClicked() && !IsItemToggledOpen())' for a manual reimplementation of selection. function ImGui.IsItemToggledSelection() local g = GImGui assert(g.CurrentMultiSelect ~= nil) -- Can only be used inside a BeginMultiSelect()/EndMultiSelect() return bit32.band(g.LastItemData.StatusFlags, 8 --[[ImGuiItemStatusFlags.ToggledSelection]]) ~= 0 end -- IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, -- you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! -- Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. 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, 256 --[[ImGuiItemStatusFlags.Visible]]) ~= 0 end function ImGui.IsItemEdited() return bit32.band(GImGui.LastItemData.StatusFlags, 4 --[[ImGuiItemStatusFlags.Edited]]) ~= 0 end -- Allow next item to be overlapped by subsequent items. -- This works by requiring HoveredId to match for two subsequent frames, -- so if a following items overwrite it our interactions will naturally be disabled. function ImGui.SetNextItemAllowOverlap() local g = GImGui g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, 16384 --[[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 ------------------------------------------------------------------------------- -- - SetWindowFocus() -- - SetNextWindowFocus() -- - IsWindowFocused() -- - UpdateWindowInFocusOrderList() [Internal] -- - BringWindowToFocusFront() [Internal] -- - BringWindowToDisplayFront() [Internal] -- - BringWindowToDisplayBack() [Internal] -- - BringWindowToDisplayBehind() [Internal] -- - FindWindowDisplayIndex() [Internal] -- - FocusWindow() [Internal] -- - FocusTopMostWindowUnderOne() [Internal] ------------------------------------------------------------------------------- -- Moving window to front of display and set focus (which happens to be back of our sorted list) --- @param window? ImGuiWindow --- @param flags? ImGuiFocusRequestFlags function ImGui.FocusWindow(window, flags) if flags == nil then flags = 0 end local g = GImGui -- Modal check? if bit32.band(flags, 2 --[[ImGuiFocusRequestFlags.UnlessBelowModal]]) ~= 0 and g.NavWindow ~= window then -- Early out in common case. local blocking_modal = ImGui.FindBlockingModal(window) if blocking_modal then -- This block would typically be reached in two situations: -- - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags.UnlessBelowModal flag. -- - User clicking on void or anything behind a modal while a modal is open (window == nil) -- 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, 8192 --[[ImGuiWindowFlags.NoBringToFrontOnFocus]]) == 0 then ImGui.BringWindowToDisplayBehind(window, blocking_modal) -- Still bring right under modal. (FIXME: Could move in focus list too?) end ImGui.ClosePopupsOverWindow(ImGui.GetTopMostPopupModal(), false) -- Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals return end end -- Find last focused child (if any) and focus it instead. if bit32.band(flags, 1 --[[ImGuiFocusRequestFlags.RestoreFocusedChild]]) ~= 0 and window ~= nil then window = ImGui.NavRestoreLastChildNavWindow(window) end -- Apply focus 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 -- Restore NavId g.NavLayer = 0 --[[ImGuiNavLayer.Main]] ImGui.SetNavFocusScope(window and window.NavRootFocusScopeId or 0) g.NavIdIsAlive = false g.NavLastValidSelectionUserData = (-1) --[[ImGuiSelectionUserData_Invalid]] -- Close popups if any ImGui.ClosePopupsOverWindow(window, false) end -- Move the root window to the top of the pile 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 -- Steal active widgets. Some of the cases it triggers includes: -- - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. -- - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) -- - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. if g.ActiveId ~= 0 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 -- Passing nil allow to disable keyboard focus if not window then return end window.LastFrameJustFocused = g.FrameCount -- Select in dock node -- For #2304 we avoid applying focus immediately before the tabbar is visible. -- if (dock_node && dock_node->TabBar) -- dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; -- Bring to front ImGui.BringWindowToFocusFront(focus_front_window) if bit32.band(bit32.bor(window.Flags, focus_front_window.Flags, display_front_window.Flags), 8192 --[[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 assert(window.RootWindow == window) -- No child window (not testing _ChildWindow because of docking) assert(g.WindowsFocusOrder.Data[order] == window) return order end -- Can we focus this window with Ctrl+Tab (or PadMenu + PadFocusPrev/PadFocusNext) -- Note that NoNavFocus makes the window not reachable with Ctrl+Tab but it can still be focused with mouse or programmatically. -- If you want a window to never be focused, you may use the e.g. NoInputs flag. --- @param window ImGuiWindow --- @return bool function ImGui.IsWindowNavFocusable(window) return window.WasActive and window == window.RootWindow and bit32.band(window.Flags, 131072 --[[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) -- FIXME-OPT O(N) 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, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0) and ((bit32.band(new_flags, 67108864 --[[ImGuiWindowFlags.Popup]]) == 0) or (bit32.band(new_flags, 268435456 --[[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 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 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 assert(window == window.RootWindow) local cur_order = window.FocusOrder 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 assert(g.WindowsFocusOrder.Data[n].FocusOrder == n) end g.WindowsFocusOrder.Data[new_order] = window window.FocusOrder = new_order end -- Note technically focus related but rather adjacent and close to BringWindowToFocusFront() -- FIXME-FOCUS: Could opt-in/opt-out enable modal check like in FocusWindow(). --- @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 -- Cheap early out (could be better) 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) 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, 16777216 --[[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 -- We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. 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(512 --[[ImGuiWindowFlags.NoMouseInputs]], 65536 --[[ImGuiWindowFlags.NoNavInputs]])) ~= bit32.bor(512 --[[ImGuiWindowFlags.NoMouseInputs]], 65536 --[[ImGuiWindowFlags.NoNavInputs]]) then -- FIXME-DOCK: When ImGuiFocusRequestFlags.RestoreFocusedChild is set... -- This is failing (lagging by one frame) for docked windows. -- If A and B are docked into window and B disappear, at the NewFrame() call site window.NavLastChildNavWindow will still point to B. -- We might leverage the tab order implicitly stored in window.DockNodeAsHost.TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) -- to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? 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 assert(id ~= 0) if g.NavWindow ~= window then ImGui.SetNavWindow(window) end -- Assume that SetFocusID() is called in the context where its window.DC.NavLayerCurrent and g.CurrentFocusScopeId are valid. -- Note that window may be ~= g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) 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 0 --[[ImGuiItemFlags.None]] if id == g.ActiveIdIsAlive then g.NavIdIsAlive = true end if g.ActiveIdSource == 2 --[[ImGuiInputSource.Keyboard]] or g.ActiveIdSource == 3 --[[ImGuiInputSource.Gamepad]] then g.NavHighlightItemUnderNav = true elseif g.IO.ConfigNavCursorVisibleAuto then g.NavCursorVisible = false end -- Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) ImGui.NavClearPreferredPosForAxis(1 --[[ImGuiAxis.X]]) ImGui.NavClearPreferredPosForAxis(2 --[[ImGuiAxis.Y]]) end -- This is not 100% symmetric with StartMouseMovingWindow(). -- We do NOT clear ActiveID, because: -- - It would lead to rather confusing recursive code paths. Caller can call ClearActiveID() if desired. -- - Some code intentionally cancel moving but keep the ActiveID to lock inputs (e.g. code path taken when clicking a disabled item). function ImGui.StopMouseMovingWindow() local g = GImGui local window = g.MovingWindow -- Ref commits 6b7766817, 36055213c for some partial history on checking if viewport ~= nil. if window and window.Viewport then -- Try to merge the window back into the main viewport. -- This works because MouseViewport should be ~= MovingWindow.Viewport on release (as per code in UpdateViewports) if bit32.band(g.ConfigFlagsCurrFrame, 1024 --[[ImGuiConfigFlags.ViewportsEnable]]) ~= 0 then ImGui.UpdateTryMergeWindowIntoHostViewport(window.RootWindowDockTree, g.MouseViewport) end -- Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. if (not ImGui.IsDragDropPayloadBeingAccepted()) then g.MouseViewport = window.Viewport end -- Clear the NoInputs window flag set by the Viewport system in AddUpdateViewport() local window_can_use_inputs = bit32.band(window.Flags, 512 --[[ImGuiWindowFlags.NoMouseInputs]]) == 0 or bit32.band(window.Flags, 65536 --[[ImGuiWindowFlags.NoNavInputs]]) == 0 if window_can_use_inputs then window.Viewport.Flags = bit32.band(window.Viewport.Flags, bit32.bnot(128 --[[ImGuiViewportFlags.NoInputs]])) end end g.MovingWindow = nil end --- @param id ImGuiID --- @param window? ImGuiWindow function ImGui.SetActiveID(id, window) local g = GImGui -- Clear previous active id if g.ActiveId ~= 0 then -- Store deactivate data 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) -- This could be written in a more general way (e.g associate a hook to ActiveId), -- but since this is currently quite an exception we'll leave it as is. -- One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID() if g.InputTextState.ID == g.ActiveId then ImGui.InputTextDeactivateHook(g.ActiveId) end -- While most behaved code would make an effort to not steal active id during window move/drag operations, -- we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch -- may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. if g.MovingWindow and (g.ActiveId == g.MovingWindow.MoveId) then print("SetActiveID() cancel MovingWindow") ImGui.StopMouseMovingWindow() end end -- Set active id 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 = 1 --[[ImGuiInputSource.Mouse]] end assert(g.ActiveIdSource ~= 0 --[[ImGuiInputSource.None]]) end -- Clear declaration of inputs claimed by the widget -- (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) g.ActiveIdUsingNavDirMask = 0x00 g.ActiveIdUsingAllKeyboardKeys = false end function ImGui.ClearActiveID() ImGui.SetActiveID(0, nil) -- g.ActiveId = 0 end ------------------------------------------------------------------------------- -- [SECTION] ID STACK ------------------------------------------------------------------------------- --- @param str_id string|int function ImGui.PushID(str_id) local g = GImGui local window = g.CurrentWindow local id = window:GetID(str_id) -- [Luau] inline window.IDStack:push_back(id) local stack = window.IDStack local n = stack.Size + 1 if n > stack.Capacity then stack:push_back(id) else stack.Data[n] = id; stack.Size = n end end -- Push a given id value ignoring the ID stack as a seed. --- @param id ImGuiID function ImGui.PushOverrideID(id) local g = GImGui local window = g.CurrentWindow if g.DebugHookIdInfoId == id and id ~= 0 then ImGui.DebugHookIdInfo(id, 12 --[[ImGuiDataType.ID]], nil) end -- [Luau] inline window.IDStack:push_back(id) local stack = window.IDStack local n = stack.Size + 1 if n > stack.Capacity then stack:push_back(id) else stack.Data[n] = id; stack.Size = n end end function ImGui.PopID() local window = GImGui.CurrentWindow local stack = window.IDStack IM_ASSERT_USER_ERROR_RET(stack.Size > 1, "Calling PopID() too many times!") stack.Size = stack.Size - 1 -- [Luau] inline stack:pop_back() end -- This is one of the very rare legacy case where we use ImGuiWindow methods, -- it should ideally be flattened at some point but it's been used a lots by widgets. --- @param id string|int --- @return ImGuiID function MT.ImGuiWindow:GetID(id) local stack = self.IDStack local seed = stack.Data[stack.Size] -- [Luau] inline self.IDStack:back() local h if type(id) == "string" then h = ImHashStr(id, nil, seed) else --- @cast id int h = ImHashData(id, -1, seed) end local g = GImGui if g.DebugHookIdInfoId == h and h ~= 0 then ImGui.DebugHookIdInfo(h, (type(id) == "string") and 9 --[[ImGuiDataType.String]] or 4 --[[ImGuiDataType.S32]], id) end return h 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 -- Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call -- (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level. -- for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) -- Overloads: GetIDWithSeed(str, str_end, seed) / GetIDWithSeed(n, seed) function ImGui.GetIDWithSeed(a, b, c) local id if type(a) == "number" then id = ImHashData(a, -1, b) else id = ImHashStr(a, b and (b - 1) or nil, c) end if GImGui.DebugHookIdInfoId == id and id ~= 0 then ImGui.DebugHookIdInfo(id, (type(a) == "number") and 4 --[[ImGuiDataType.S32]] or 9 --[[ImGuiDataType.String]], (b and type(a) == "string") and string.sub(a, 1, b - 1) or a) end return id 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, 65536 --[[ImGuiHoveredFlags.DelayNormal]]) ~= 0 then return g.Style.HoverDelayNormal end if bit32.band(flags, 32768 --[[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) -- Allow instance flags to override shared flags if bit32.band(user_flags, bit32.bor(16384 --[[ImGuiHoveredFlags.DelayNone]], 32768 --[[ImGuiHoveredFlags.DelayShort]], 65536 --[[ImGuiHoveredFlags.DelayNormal]])) ~= 0 then shared_flags = bit32.band(shared_flags, bit32.bnot(bit32.bor(16384 --[[ImGuiHoveredFlags.DelayNone]], 32768 --[[ImGuiHoveredFlags.DelayShort]], 65536 --[[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 -- IM_ASSERT(g.LastItemData.ID == id) -- Failing cases include: "widgets_inputtext_scrolling", "widgets_inputtext_multiline_status", "widgets_selectable_input" = case of e.g TempInputText() overlayed manually with different ID (#2718) g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, 2048 --[[ImGuiItemStatusFlags.EditedInternal]]) if bit32.band(g.LastItemData.ItemFlags, 65536 --[[ImGuiItemFlags.NoMarkEdited]]) ~= 0 then return end g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, 4 --[[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. 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, 4 --[[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, 134217728 --[[ImGuiWindowFlags.Modal]]) ~= 0 then want_inhibit = true elseif (bit32.band(focused_root_window.Flags, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0) and (bit32.band(flags, 32 --[[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 -- This is roughly matching the behavior of internal-facing ItemHoverable() -- - we allow hovering to be true when ActiveId==window.MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() -- - this should work even for non-interactive items that have no ID, so we cannot use LastItemId --- @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(262048 --[[ImGuiHoveredFlags.AllowedMaskForIsItemHovered]])) == 0, "Invalid flags for IsItemHovered()!") if g.NavHighlightItemUnderNav and g.NavCursorVisible and bit32.band(flags, 2048 --[[ImGuiHoveredFlags.NoNavOverride]]) == 0 then if not ImGui.IsItemFocused() then return false end if bit32.band(g.LastItemData.ItemFlags, 64 --[[ImGuiItemFlags.Disabled]]) ~= 0 and bit32.band(flags, 1024 --[[ImGuiHoveredFlags.AllowWhenDisabled]]) == 0 then return false end if bit32.band(flags, 4096 --[[ImGuiHoveredFlags.ForTooltip]]) ~= 0 then flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav) end else -- Test for bounding box overlap, as updated as ItemAdd() local status_flags = g.LastItemData.StatusFlags if bit32.band(status_flags, 1 --[[ImGuiItemStatusFlags.HoveredRect]]) == 0 then return false end if bit32.band(flags, 4096 --[[ImGuiHoveredFlags.ForTooltip]]) ~= 0 then flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse) end -- Done with rectangle culling so we can perform heavier checks now -- Test if we are hovering the right window (our window could be behind another window) -- [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) -- [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable -- to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was -- the test that has been running for a long while. if g.HoveredWindow ~= window and bit32.band(status_flags, 128 --[[ImGuiItemStatusFlags.HoveredWindow]]) == 0 then if bit32.band(flags, 512 --[[ImGuiHoveredFlags.AllowWhenOverlappedByWindow]]) == 0 then return false end end -- Test if another item is active (e.g. being dragged) local id = g.LastItemData.ID if bit32.band(flags, 128 --[[ImGuiHoveredFlags.AllowWhenBlockedByActiveItem]]) == 0 then if g.ActiveId ~= 0 and g.ActiveId ~= id and not g.ActiveIdAllowOverlap and not g.ActiveIdFromShortcut then -- When ActiveId == MoveId it means that either: -- - (1) user clicked on void _or_ an item with no id, which triggers moving window (ActiveId is set even when window has _NoMove flag) -- - the (id == 0) test handles it, however, IsItemHovered() will leak between id==0 items (mostly visible when using _NoMove). -- FIXME: May be fixed. -- - (2) user clicked a disabled item. UpdateMouseMovingWindowEndFrame() uses ActiveId == MoveId to avoid interference with item logic + sets ActiveIdDisabledId. local cancel_is_hovered = true if g.ActiveId == window.MoveId and (id == 0 or g.ActiveIdDisabledId == id) then cancel_is_hovered = false end -- When ActiveId == TabId it means user clicked docking tab for the window. if g.ActiveId == window.TabId then cancel_is_hovered = false end if cancel_is_hovered then return false end end end -- Test if interactions on this window are blocked by an active popup or modal. -- The ImGuiHoveredFlags.AllowWhenBlockedByPopup flag will be tested here. if not ImGui.IsWindowContentHoverable(window, flags) and bit32.band(g.LastItemData.ItemFlags, 8192 --[[ImGuiItemFlags.NoWindowHoverableCheck]]) == 0 then return false end -- Test if the item is disabled if bit32.band(g.LastItemData.ItemFlags, 64 --[[ImGuiItemFlags.Disabled]]) ~= 0 and bit32.band(flags, 1024 --[[ImGuiHoveredFlags.AllowWhenDisabled]]) == 0 then return false end -- Special handling for calling after Begin() which represent the title bar or tab. -- When the window is skipped/collapsed (SkipItems==true) that last item (always .MoveId submitted by Begin) -- will never be overwritten so we need to detect the case. if id == window.MoveId and window.WriteAccessed then return false end -- Test if using AllowOverlap and overlapped if bit32.band(g.LastItemData.ItemFlags, 16384 --[[ImGuiItemFlags.AllowOverlap]]) ~= 0 and id ~= 0 then if bit32.band(flags, 256 --[[ImGuiHoveredFlags.AllowWhenOverlappedByItem]]) == 0 then if g.HoveredIdPreviousFrame ~= g.LastItemData.ID then return false end end end end -- Handle hover delay -- (some ideas: https://www.nngroup.com/articles/timing-exposing-content) local delay = CalcDelayFromHoveredFlags(flags) if delay > 0.0 or bit32.band(flags, 8192 --[[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, 131072 --[[ImGuiHoveredFlags.NoSharedDelay]]) ~= 0 and g.HoverItemDelayIdPreviousFrame ~= hover_delay_id then g.HoverItemDelayTimer = 0.0 end g.HoverItemDelayId = hover_delay_id -- When changing hovered item we requires a bit of stationary delay before activating hover timer, -- but once unlocked on a given item we also moving. -- if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); } if bit32.band(flags, 8192 --[[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 -- Internal facing ItemHoverable() used when submitting widgets. THIS IS A SUBMISSION NOT A HOVER CHECK. -- Returns whether the item was hovered, logic differs slightly from IsItemHovered(). -- (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call) -- FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28. -- If you used this in your legacy/custom widgets code: -- - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.ItemFlags'. -- - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags.None) unless you want to benefit from special behavior handled by ItemHoverable. --- @param bb ImRect --- @param id ImGuiID --- @param item_flags ImGuiItemFlags function ImGui.ItemHoverable(bb, id, item_flags) local g = GImGui local window = g.CurrentWindow -- Detect ID conflicts -- (this is specifically done here by comparing on hover because it allows us a detection of duplicates that is algorithmically extra cheap, 1 u32 compare per item. No O(log N) lookup whatsoever) if not IMGUI_DISABLE_DEBUG_TOOLS then if id ~= 0 and g.HoveredIdPreviousFrame == id and bit32.band(item_flags, 32 --[[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, 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 -- We are done with rectangle culling so we can perform heavier checks now. if (bit32.band(item_flags, 8192 --[[ImGuiItemFlags.NoWindowHoverableCheck]]) == 0) and not ImGui.IsWindowContentHoverable(window, 0 --[[ImGuiHoveredFlags.None]]) then g.HoveredIdIsDisabled = true return false end -- We exceptionally allow this function to be called with id==0 to allow using it for easy high-level -- hover test in widgets code. We could also decide to split this function is two. if id ~= 0 then -- Drag source doesn't report as hovered if g.DragDropActive and g.DragDropPayload.SourceId == id and (bit32.band(g.DragDropSourceFlags, 2 --[[ImGuiDragDropFlags.SourceNoDisableHover]]) == 0) then return false end ImGui.SetHoveredID(id) -- AllowOverlap mode (rarely used) requires previous frame HoveredId to be nil or to match. -- This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test. if bit32.band(item_flags, 16384 --[[ImGuiItemFlags.AllowOverlap]]) ~= 0 then g.HoveredIdAllowOverlap = true if g.HoveredIdPreviousFrame ~= id then return false end end -- Display shortcut (only works with mouse) -- (ImGuiItemStatusFlags.HasShortcut in LastItemData denotes we want a tooltip) if id == g.LastItemData.ID and (bit32.band(g.LastItemData.StatusFlags, 1024 --[[ImGuiItemStatusFlags.HasShortcut]]) ~= 0) and g.ActiveId ~= id then if ImGui.IsItemHovered(bit32.bor(4096 --[[ImGuiHoveredFlags.ForTooltip]], 65536 --[[ImGuiHoveredFlags.DelayNormal]])) then ImGui.SetTooltip("%s", ImGui.GetKeyChordName(g.LastItemData.Shortcut)) end end end -- When disabled we'll return false but still set HoveredId if bit32.band(item_flags, 64 --[[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, 32768 --[[ImGuiItemFlags.NoNavDisableMouseHover]]) == 0) then return false end return true end -- FIXME: This is inlined/duplicated in ItemAdd() -- FIXME: The id ~= 0 path is not used by our codebase, may get rid of it? --- @param bb ImRect --- @param id ImGuiID --- @return bool function ImGui.IsClippedEx(bb, id) local g = GImGui local window = g.CurrentWindow -- [Luau] inline bb:Overlaps(window.ClipRect) local bmin, bmax, cr = bb.Min, bb.Max, window.ClipRect if not (bmin.x <= cr.Max.x and bmax.x >= cr.Min.x and bmin.y <= cr.Max.y and bmax.y >= cr.Min.y) 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 -- This is also inlined in ItemAdd() -- Note: if ImGuiItemStatusFlags.HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect. --- @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 -- Pass in translated ASCII characters for text input. -- - with glfw you can get those from the callback set in glfwSetCharCallback() -- - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message -- FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API --- @param c unsigned_int function MT.ImGuiIO:AddInputCharacter(c) assert(self.Ctx ~= nil) local g = self.Ctx if c == 0 or not self.AppAcceptingEvents then return end local e = ImGuiInputEvent() e.Type = 6 --[[ImGuiInputEventType.Text]] e.Source = 2 --[[ImGuiInputSource.Keyboard]] e.EventId = g.InputEventsNextEventId g.InputEventsNextEventId = g.InputEventsNextEventId + 1 e.Text = ImGuiInputEventText() e.Text.Char = c g.InputEventsQueue:push_back(e) end -- UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so -- we should save the high surrogate. --- @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(65533 --[[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(65533 --[[IM_UNICODE_CODEPOINT_INVALID]]) else -- #if IM_UNICODE_CODEPOINT_MAX == 0xFFFF cp = 65533 --[[IM_UNICODE_CODEPOINT_INVALID]] -- Codepoint will not fit in ImWchar -- #endif end self.InputQueueSurrogate = 0 end self:AddInputCharacter(cp) end -- Clear all incoming events. function MT.ImGuiIO:ClearEventsQueue() assert(self.Ctx ~= nil) local g = GImGui g.InputEventsQueue:clear() end -- Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. function MT.ImGuiIO:ClearInputKeys() local g = self.Ctx for key = 512 --[[ImGuiKey.NamedKey_BEGIN]], 667 --[[ImGuiKey.NamedKey_END]] - 1 do if not ImGui.IsMouseKey(key) then local key_data = g.IO.KeysData[key - 512 --[[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 = 0 --[[ImGuiMod_None]] self.InputQueueCharacters:resize(0) -- Behavior of old ClearInputCharacters(). end function MT.ImGuiIO:ClearInputMouse() for key = 656 --[[ImGuiKey_Mouse_BEGIN]], 663 --[[ImGuiKey_Mouse_END]] - 1 do local key_data = self.KeysData[key - 512 --[[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(-3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[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 == 5 --[[ImGuiInputEventType.Key]] and e.Key.Key ~= arg then elseif type == 3 --[[ImGuiInputEventType.MouseButton]] and e.MouseButton.Button ~= arg then else return e end end return nil end -- Queue a new key down/up event. -- - ImGuiKey key: Translated key (as in, generally ImGuiKey.A matches the key end-user would use to emit an 'A' character) -- - bool down: Is the key down? use false to signify a key release. -- - float analog_value: 0.0f..1.0f -- IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. -- WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. --- @param key ImGuiKey --- @param down bool --- @param analog_value float function MT.ImGuiIO:AddKeyAnalogEvent(key, down, analog_value) -- if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } assert(self.Ctx ~= nil) if key == 0 --[[ImGuiKey.None]] or not self.AppAcceptingEvents then return end local g = self.Ctx assert(ImGui.IsNamedKeyOrMod(key)) -- Backend needs to pass a valid ImGuiKey constant. 0..511 values are legacy native key codes which are not accepted by this API. assert(ImGui.IsAliasKey(key) == false) -- Backend cannot submit ImGuiKey.MouseXXX values they are automatically inferred from AddMouseXXX() events. -- MacOS: swap Cmd(Super) and Ctrl if (g.IO.ConfigMacOSXBehaviors) then if (key == 32768 --[[ImGuiMod_Super]]) then key = 4096 --[[ImGuiMod_Ctrl]] elseif (key == 4096 --[[ImGuiMod_Ctrl]]) then key = 32768 --[[ImGuiMod_Super]] elseif (key == 530 --[[ImGuiKey.LeftSuper]]) then key = 527 --[[ImGuiKey.LeftCtrl]] elseif (key == 534 --[[ImGuiKey.RightSuper]]) then key = 531 --[[ImGuiKey.RightCtrl]] elseif (key == 527 --[[ImGuiKey.LeftCtrl]]) then key = 530 --[[ImGuiKey.LeftSuper]] elseif (key == 531 --[[ImGuiKey.RightCtrl]]) then key = 534 --[[ImGuiKey.RightSuper]] end end -- Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) local latest_event = self:FindLatestInputEvent(g, 5 --[[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 -- Add event local e = ImGuiInputEvent() e.Type = 5 --[[ImGuiInputEventType.Key]] e.Source = ImGui.IsGamepadKey(key) and 3 --[[ImGuiInputSource.Gamepad]] or 2 --[[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 -- Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. --- @param accepting_events bool function MT.ImGuiIO:SetAppAcceptingEvents(accepting_events) self.AppAcceptingEvents = accepting_events end -- This is not a real event, the data is latched in order to be stored in actual Mouse events. -- This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes. --- @param source ImGuiMouseSource function MT.ImGuiIO:AddMouseSourceEvent(source) assert(self.Ctx ~= nil) local g = self.Ctx g.InputEventsNextMouseSource = source end --- @param viewport_id ImGuiID function MT.ImGuiIO:AddMouseViewportEvent(viewport_id) 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, 4 --[[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 = 4 --[[ImGuiInputEventType.MouseViewport]] e.Source = 1 --[[ImGuiInputSource.Mouse]] e.MouseViewport = ImGuiInputEventMouseViewport() e.MouseViewport.HoveredViewportID = viewport_id g.InputEventsQueue:push_back(e) end --- @param focused bool function MT.ImGuiIO:AddFocusEvent(focused) assert(self.Ctx ~= nil) local g = self.Ctx -- Filter duplicate local latest_event = self:FindLatestInputEvent(g, 7 --[[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 = 7 --[[ImGuiInputEventType.Focus]] e.EventId = g.InputEventsNextEventId g.InputEventsNextEventId = g.InputEventsNextEventId + 1 e.AppFocused = ImGuiInputEventAppFocused() e.AppFocused.Focused = focused g.InputEventsQueue:push_back(e) end -- Queue a mouse move event --- @param x float --- @param y float function MT.ImGuiIO:AddMousePosEvent(x, y) assert(self.Ctx ~= nil) if not self.AppAcceptingEvents then return end local g = self.Ctx -- Apply same flooring as UpdateMouseInputs() local x_val = x if x > -3.4028234663853e+38 --[[FLT_MAX]] then x_val = ImFloor(x) end local y_val = y if y > -3.4028234663853e+38 --[[FLT_MAX]] then y_val = ImFloor(y) end -- Filter duplicate local latest_event = self:FindLatestInputEvent(g, 1 --[[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 = 1 --[[ImGuiInputEventType.MousePos]] e.Source = 1 --[[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) assert(self.Ctx ~= nil) local g = self.Ctx assert(mouse_button >= 0 and mouse_button < 5 --[[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 -- Filter duplicate local latest_event = self:FindLatestInputEvent(g, 3 --[[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, 5 --[[ImGuiInputEventType.Key]], 32768 --[[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 = 3 --[[ImGuiInputEventType.MouseButton]] e.Source = 1 --[[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 -- Queue a mouse wheel event (some mouse/API may only have a Y component) --- @param wheel_x float --- @param wheel_y float function MT.ImGuiIO:AddMouseWheelEvent(wheel_x, wheel_y) assert(self.Ctx ~= nil) local g = self.Ctx -- Filter duplicate (unlike most events, wheel values are relative and easy to filter) if not self.AppAcceptingEvents or (wheel_x == 0 and wheel_y == 0) then return end local e = ImGuiInputEvent() e.Type = 2 --[[ImGuiInputEventType.MouseWheel]] e.Source = 1 --[[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 ------------------------------------------------------------------------------- -- [SECTION] INPUTS ------------------------------------------------------------------------------- -- - GetModForLRModKey() [Internal] -- - FixupKeyChord() [Internal] -- - GetKeyData() [Internal] -- - GetKeyIndex() [Internal] -- - GetKeyName() -- - GetKeyChordName() [Internal] -- - CalcTypematicRepeatAmount() [Internal] -- - GetTypematicRepeatRate() [Internal] -- - GetKeyPressedAmount() [Internal] -- - GetKeyMagnitude2d() [Internal] ------------------------------------------------------------------------------- -- - UpdateKeyRoutingTable() [Internal] -- - GetRoutingIdFromOwnerId() [Internal] -- - GetShortcutRoutingData() [Internal] -- - CalcRoutingScore() [Internal] -- - SetShortcutRouting() [Internal] -- - TestShortcutRouting() [Internal] ------------------------------------------------------------------------------- -- - IsKeyDown() -- - IsKeyPressed() -- - IsKeyReleased() ------------------------------------------------------------------------------- -- - IsMouseDown() -- - IsMouseClicked() -- - IsMouseReleased() -- - IsMouseDoubleClicked() -- - GetMouseClickedCount() -- - GetItemClickedCountWithSingleClickDelay() -- - IsMouseHoveringRect() [Internal] -- - IsMouseDragPastThreshold() [Internal] -- - IsMouseDragging() -- - GetMousePos() -- - SetMousePos() [Internal] -- - GetMousePosOnOpeningCurrentPopup() -- - IsMousePosValid() -- - IsAnyMouseDown() -- - GetMouseDragDelta() -- - ResetMouseDragDelta() -- - GetMouseCursor() -- - SetMouseCursor() ------------------------------------------------------------------------------- -- - UpdateAliasKey() -- - GetMergedModsFromKeys() -- - UpdateKeyboardInputs() -- - UpdateMouseInputs() ------------------------------------------------------------------------------- -- - LockWheelingWindow [Internal] -- - FindBestWheelingWindow [Internal] -- - UpdateMouseWheel() [Internal] ------------------------------------------------------------------------------- -- - SetNextFrameWantCaptureKeyboard() -- - SetNextFrameWantCaptureMouse() ------------------------------------------------------------------------------- -- - GetInputSourceName() [Internal] -- - DebugPrintInputEvent() [Internal] -- - UpdateInputEvents() [Internal] ------------------------------------------------------------------------------- -- - GetKeyOwner() [Internal] -- - TestKeyOwner() [Internal] -- - SetKeyOwner() [Internal] -- - SetItemKeyOwner() [Internal] -- - Shortcut() [Internal] ------------------------------------------------------------------------------- --- @param key ImGuiKey local function GetModForLRModKey(key) if key == 527 --[[ImGuiKey.LeftCtrl]] or key == 531 --[[ImGuiKey.RightCtrl]] then return 4096 --[[ImGuiMod_Ctrl]] end if key == 528 --[[ImGuiKey.LeftShift]] or key == 532 --[[ImGuiKey.RightShift]] then return 8192 --[[ImGuiMod_Shift]] end if key == 529 --[[ImGuiKey.LeftAlt]] or key == 533 --[[ImGuiKey.RightAlt]] then return 16384 --[[ImGuiMod_Alt]] end if key == 530 --[[ImGuiKey.LeftSuper]] or key == 534 --[[ImGuiKey.RightSuper]] then return 32768 --[[ImGuiMod_Super]] end return 0 --[[ImGuiMod_None]] end --- @param key_chord ImGuiKeyChord function ImGui.FixupKeyChord(key_chord) -- Add ImGuiMod_XXXX when a corresponding ImGuiKey.LeftXXX/ImGuiKey.RightXXX is specified. local key = bit32.band(key_chord, bit32.bnot(61440 --[[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 -- Special storage location for mods if bit32.band(key, 61440 --[[ImGuiMod_Mask_]]) ~= 0 then key = ImGui.ConvertSingleModFlagToKey(key) end assert(ImGui.IsNamedKey(key), "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.") local idx = key - 512 --[[ImGuiKey.NamedKey_BEGIN]] return ctx.IO.KeysData[idx], idx end -- Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey.GamepadLStick* values). --- @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 -- TestKeyOwner(..., ID) : (owner == None || owner == ID) -- TestKeyOwner(..., None) : (owner == None) -- TestKeyOwner(..., Any) : no owner test -- All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags.LockXXX flags. --- @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 ~= 0 --[[ImGuiKeyOwner_Any]] then if key >= 512 --[[ImGuiKey_Keyboard_BEGIN]] and key < 632 --[[ImGuiKey_Keyboard_END]] then return false end end local owner_data = ImGui.GetKeyOwnerData(g, key) if owner_id == 0 --[[ImGuiKeyOwner_Any]] then return not owner_data.LockThisFrame end -- Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId -- are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. -- Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. if owner_data.OwnerCurr ~= owner_id then if owner_data.LockThisFrame then return false end if owner_data.OwnerCurr ~= 4294967295 --[[ImGuiKeyOwner_NoOwner]] then return false end end return true end -- Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. -- Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey.A) (>= 1.87) --- @param key ImGuiKey --- @param owner_id? ImGuiID function ImGui.IsKeyDown(key, owner_id) if owner_id == nil then owner_id = 0 --[[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 1 --[[ImGuiInputFlags.Repeat]] or 0 --[[ImGuiInputFlags.None]], 0 --[[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 = 0 --[[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 -- Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. --- @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) 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 false end local t = key_data.DownDuration if t < 0.0 then return false end assert(bit32.band(flags, bit32.bnot(255 --[[ImGuiInputFlags.SupportedByIsKeyPressed]])) == 0) -- Passing flags not supported by this function! if bit32.band(flags, bit32.bor(14 --[[ImGuiInputFlags.RepeatRateMask_]], 240 --[[ImGuiInputFlags.RepeatUntilMask_]])) ~= 0 then -- Setting any _RepeatXXX option enables _Repeat flags = bit32.bor(flags, 1 --[[ImGuiInputFlags.Repeat]]) end local pressed = (t == 0.0) if not pressed and bit32.band(flags, 1 --[[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, 240 --[[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, 32 --[[ImGuiInputFlags.RepeatUntilKeyModsChange]]) ~= 0 and g.LastKeyModsChangeTime > key_pressed_time then pressed = false end if bit32.band(flags, 64 --[[ImGuiInputFlags.RepeatUntilKeyModsChangeFromNone]]) ~= 0 and g.LastKeyModsChangeFromNoneTime > key_pressed_time then pressed = false end if bit32.band(flags, 128 --[[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: -- Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super. function ImGui.GetKeyChordName(key_chord) local key = bit32.band(key_chord, bit32.bnot(61440 --[[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, 4096 --[[ImGuiMod_Ctrl]]) ~= 0) and "Ctrl+" or "") .. ((bit32.band(key_chord, 8192 --[[ImGuiMod_Shift]]) ~= 0) and "Shift+" or "") .. ((bit32.band(key_chord, 16384 --[[ImGuiMod_Alt]]) ~= 0) and "Alt+" or "") .. ((bit32.band(key_chord, 32768 --[[ImGuiMod_Super]]) ~= 0) and "Super+" or "") .. ((key ~= 0 --[[ImGuiKey.None]] or key_chord == 0 --[[ImGuiKey.None]]) and ImGui.GetKeyName(key) or "") if key == 0 --[[ImGuiKey.None]] and key_chord ~= 0 and #s > 0 then s = string.sub(s, 1, #s - 1) -- Remove trailing '+' end return s end -- Those names are provided for debugging purpose and are not meant to be saved persistently nor compared. 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 == 0 --[[ImGuiKey.None]] then return "None" end 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, 61440 --[[ImGuiMod_Mask_]]) ~= 0 then key = ImGui.ConvertSingleModFlagToKey(key) end if not ImGui.IsNamedKey(key) then return "Unknown" end return GKeyNames[key - 512 --[[ImGuiKey.NamedKey_BEGIN]] + 1] or "Unknown" end --- @param key ImGuiKey --- @return ImGuiID function ImGui.GetKeyOwner(key) if not ImGui.IsNamedKeyOrMod(key) then return 4294967295 --[[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 ~= 0 --[[ImGuiKeyOwner_Any]] then if key >= 512 --[[ImGuiKey_Keyboard_BEGIN]] and key < 632 --[[ImGuiKey_Keyboard_END]] then return 4294967295 --[[ImGuiKeyOwner_NoOwner]] end end return owner_id end -- t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) -- t1 = current time (e.g.: g.Time) -- An event is triggered at: -- t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N --- @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, 14 --[[ImGuiInputFlags.RepeatRateMask_]]) if flags == 4 --[[ImGuiInputFlags.RepeatRateNavMove]] then repeat_delay = g.IO.KeyRepeatDelay * 0.72; repeat_rate = g.IO.KeyRepeatRate * 0.80; return repeat_delay, repeat_rate elseif flags == 8 --[[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 -- Return value representing the number of presses in the last time period, for the given repeat rate -- (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) --- @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 -- Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. -- Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D -- Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 -- See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. --- @param rt ImGuiKeyRoutingTable function ImGui.UpdateKeyRoutingTable(rt) local g = GImGui --[[@as ImGuiContext]] rt.EntriesNext:resize(0) for key = 512 --[[ImGuiKey.NamedKey_BEGIN]], 667 --[[ImGuiKey.NamedKey_END]] - 1 do local new_routing_start_idx = rt.EntriesNext.Size + 1 local routing_entry local old_routing_idx = rt.Index[key - 512 --[[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 -- Update entry routing_entry.RoutingNext = 4294967295 --[[ImGuiKeyOwner_NoOwner]] routing_entry.RoutingNextScore = 0 if routing_entry.RoutingCurr == 4294967295 --[[ImGuiKeyOwner_NoOwner]] then break end rt.EntriesNext:push_back(routing_entry) -- Write alive ones into new buffer -- Apply routing to owner if there's no owner already (RoutingCurr == None at this point) -- This is the result of previous frame's SetShortcutRouting() call. if routing_entry.Mods == g.IO.KeyMods then local owner_data = ImGui.GetKeyOwnerData(g, key) if owner_data.OwnerCurr == 4294967295 --[[ImGuiKeyOwner_NoOwner]] then owner_data.OwnerCurr = routing_entry.RoutingCurr -- IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr); end end until true old_routing_idx = routing_entry.NextEntryIndex end -- Rewrite linked-list rt.Index[key - 512 --[[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) -- Swap new and old indexes 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 ~= 4294967295 --[[ImGuiKeyOwner_NoOwner]] and owner_id ~= 0 --[[ImGuiKeyOwner_Any]]) and owner_id or g.CurrentFocusScopeId end --- @param key_chord ImGuiKeyChord --- @return ImGuiKeyRoutingData function ImGui.GetShortcutRoutingData(key_chord) -- Majority of shortcuts will be Key + any number of Mods -- We accept _Single_ mod with ImGuiKey.None. -- - Shortcut(ImGuiKey.S | ImGuiMod_Ctrl) -- Legal -- - Shortcut(ImGuiKey.S | ImGuiMod_Ctrl | ImGuiMod_Shift) -- Legal -- - Shortcut(ImGuiMod_Ctrl) -- Legal -- - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift) -- Not legal local g = GImGui local rt = g.KeysRoutingTable local key = bit32.band(key_chord, bit32.bnot(61440 --[[ImGuiMod_Mask_]])) local mods = bit32.band(key_chord, 61440 --[[ImGuiMod_Mask_]]) if key == 0 --[[ImGuiKey.None]] then key = ImGui.ConvertSingleModFlagToKey(mods) end assert(ImGui.IsNamedKey(key)) -- Get (in the majority of case, the linked list will have one element so this should be 2 reads. -- Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). local routing_data local idx = rt.Index[key - 512 --[[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 -- Add to linked-list 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 - 512 --[[ImGuiKey.NamedKey_BEGIN]] + 1] -- Setup linked list rt.Index[key - 512 --[[ImGuiKey.NamedKey_BEGIN]] + 1] = routing_data_idx return routing_data end -- Current score encoding -- - 0: Never route -- - 1: ImGuiInputFlags.RouteGlobal (lower priority) -- - 100..199: ImGuiInputFlags.RouteFocused (if window in focus-stack) -- 200: ImGuiInputFlags.RouteGlobal | ImGuiInputFlags.RouteOverFocused -- 300: ImGuiInputFlags.RouteActive or ImGuiInputFlags.RouteFocused (if item active) -- 400: ImGuiInputFlags.RouteGlobal | ImGuiInputFlags.RouteOverActive -- - 500..599: ImGuiInputFlags.RouteFocused | ImGuiInputFlags.RouteOverActive (if window in focus-stack) (higher priority) -- 'flags' should include an explicit routing policy --- @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, 2048 --[[ImGuiInputFlags.RouteFocused]]) ~= 0 then -- ActiveID gets high priority -- (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) if owner_id ~= 0 and g.ActiveId == owner_id then return 300 end -- Score based on distance to focused window (lower is better) -- Assuming both windows are submitting a routing request, -- - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) -- - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) -- Assuming only WindowA is submitting a routing request, -- - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. -- This essentially follow the window.ParentWindowForFocusRoute chain. if focus_scope_id == 0 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, 32768 --[[ImGuiInputFlags.RouteOverActive]]) ~= 0 then -- && g.ActiveId != 0 && g.ActiveId != owner_id) return 599 - (index_in_focus_path - 1) else return 199 - (index_in_focus_path - 1) end end end return 0 elseif bit32.band(flags, 1024 --[[ImGuiInputFlags.RouteActive]]) ~= 0 then if owner_id ~= 0 and g.ActiveId == owner_id then return 300 end return 0 elseif bit32.band(flags, 4096 --[[ImGuiInputFlags.RouteGlobal]]) ~= 0 then if bit32.band(flags, 32768 --[[ImGuiInputFlags.RouteOverActive]]) ~= 0 then return 400 end if owner_id ~= 0 and g.ActiveId == owner_id then return 300 end if bit32.band(flags, 16384 --[[ImGuiInputFlags.RouteOverFocused]]) ~= 0 then return 200 end return 1 end assert(false) return 0 end -- - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active -- e.g. ImGuiKey.G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey.G can be. -- - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey.G also emitting a G character. --- @param key_chord ImGuiKeyChord local function IsKeyChordPotentiallyCharInput(key_chord) -- Mimic 'ignore_char_inputs' logic in InputText() local g = GImGui -- When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. local mods = bit32.band(key_chord, 61440 --[[ImGuiMod_Mask_]]) local ignore_char_inputs = ((bit32.band(mods, 4096 --[[ImGuiMod_Ctrl]]) ~= 0) and (bit32.band(mods, 16384 --[[ImGuiMod_Alt]]) == 0)) or (g.IO.ConfigMacOSXBehaviors and (bit32.band(mods, 4096 --[[ImGuiMod_Ctrl]]) ~= 0)) if ignore_char_inputs then return false end -- Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. local key = bit32.band(key_chord, bit32.bnot(61440 --[[ImGuiMod_Mask_]])) if key == 0 --[[ImGuiKey.None]] then return false end return g.KeysMayBeCharInput:TestBit(key + 1) -- TestBit requires 1-based index end -- Request a desired route for an input chord (key + mods). -- Return true if the route is available this frame. -- - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. -- (Conceptually this does a "Submit for next frame" + "Test for current frame". -- As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) --- @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, 15360 --[[ImGuiInputFlags.RouteTypeMask_]]) == 0 then flags = bit32.bor(flags, 4096 --[[ImGuiInputFlags.RouteGlobal]], 16384 --[[ImGuiInputFlags.RouteOverFocused]], 32768 --[[ImGuiInputFlags.RouteOverActive]]) -- IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() else assert(ImIsPowerOfTwo(bit32.band(flags, 15360 --[[ImGuiInputFlags.RouteTypeMask_]]))) -- Check that only 1 routing flag is used end assert(owner_id ~= 0 --[[ImGuiKeyOwner_Any]] and owner_id ~= 4294967295 --[[ImGuiKeyOwner_NoOwner]]) if bit32.band(flags, bit32.bor(16384 --[[ImGuiInputFlags.RouteOverFocused]], 65536 --[[ImGuiInputFlags.RouteUnlessBgFocused]])) ~= 0 then assert(bit32.band(flags, 4096 --[[ImGuiInputFlags.RouteGlobal]]) ~= 0) end if bit32.band(flags, 32768 --[[ImGuiInputFlags.RouteOverActive]]) ~= 0 then assert(bit32.band(flags, bit32.bor(4096 --[[ImGuiInputFlags.RouteGlobal]], 2048 --[[ImGuiInputFlags.RouteFocused]])) ~= 0) end -- Add ImGuiMod_XXXX when a corresponding ImGuiKey.LeftXXX/ImGuiKey.RightXXX is specified. key_chord = ImGui.FixupKeyChord(key_chord) -- [DEBUG] Debug break requested by user if g.DebugBreakInShortcutRouting == key_chord then -- IM_DEBUG_BREAK() end if bit32.band(flags, 65536 --[[ImGuiInputFlags.RouteUnlessBgFocused]]) ~= 0 then if g.NavWindow == nil then return false end end -- Note how ImGuiInputFlags.RouteAlways won't set routing and thus won't set owner. May want to rework this? if bit32.band(flags, 8192 --[[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 -- Specific culling when there's an active item. if g.ActiveId ~= 0 and g.ActiveId ~= owner_id then if bit32.band(flags, 1024 --[[ImGuiInputFlags.RouteActive]]) ~= 0 then return false end -- Cull shortcuts with no modifiers when it could generate a character. -- e.g. Shortcut(ImGuiKey.G) also generates 'g' character, should not trigger when InputText() is active. -- but Shortcut(Ctrl+G) should generally trigger when InputText() is active. -- TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active. -- (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined) if g.IO.WantTextInput 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 -- ActiveIdUsingAllKeyboardKeys trumps all for ActiveId if bit32.band(flags, 32768 --[[ImGuiInputFlags.RouteOverActive]]) == 0 and g.ActiveIdUsingAllKeyboardKeys then local key = bit32.band(key_chord, bit32.bnot(61440 --[[ImGuiMod_Mask_]])) if key == 0 --[[ImGuiKey.None]] then key = ImGui.ConvertSingleModFlagToKey(bit32.band(key_chord, 61440 --[[ImGuiMod_Mask_]])) end if key >= 512 --[[ImGuiKey_Keyboard_BEGIN]] and key < 632 --[[ImGuiKey_Keyboard_END]] then return false end end end -- Where do we evaluate route for? local focus_scope_id = g.CurrentFocusScopeId if bit32.band(flags, 131072 --[[ImGuiInputFlags.RouteFromRootWindow]]) ~= 0 then focus_scope_id = g.CurrentWindow.RootWindow.ID -- See PushFocusScope() call in Begin() 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 -- Submit routing for NEXT frame (assuming score is sufficient) -- FIXME: Could expose a way to use a "serve last" policy for same score resolution (using >= instead of >). local routing_data = ImGui.GetShortcutRoutingData(key_chord) -- const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score >= routing_data->RoutingNextScore) : (score > routing_data->RoutingNextScore); if score > routing_data.RoutingNextScore then routing_data.RoutingNext = owner_id routing_data.RoutingNextScore = score end -- Return routing state for CURRENT frame if routing_data.RoutingCurr == owner_id then -- IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route") end return routing_data.RoutingCurr == owner_id end -- We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. --- @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 -- [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. --- @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 = 0 --[[ImGuiKeyOwner_Any]] end local g = GImGui assert(button >= 0 and button < 3) -- IM_COUNTOF(g.IO.MouseDown) return g.IO.MouseDown[button] and ImGui.TestKeyOwner(ImGui.MouseButtonToKey(button), owner_id) -- Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. 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 1 --[[ImGuiInputFlags.Repeat]] or 0 --[[ImGuiInputFlags.None]], 0 --[[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 = 0 --[[ImGuiKeyOwner_Any]] end local g = GImGui assert(button >= 0 and button < 3) -- IM_COUNTOF(g.IO.MouseDown) if not g.IO.MouseDown[button] 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 false end local t = g.IO.MouseDownDuration[button] if t < 0.0 then return false end assert(bit32.band(flags, bit32.bnot(1 --[[ImGuiInputFlags.SupportedByIsMouseClicked]])) == 0) -- Passing flags not supported by this function! -- FIXME: Could support RepeatRate and RepeatUntil flags here. local is_repeat = (bit32.band(flags, 1 --[[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 = 0 --[[ImGuiKeyOwner_Any]] end local g = GImGui assert(button >= 0 and button < 3) -- IM_COUNTOF(g.IO.MouseDown) return g.IO.MouseReleased[button] and ImGui.TestKeyOwner(ImGui.MouseButtonToKey(button), owner_id) -- Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) end -- Prefer higher-level helper GetItemClickedCountWithSingleClickDelay() -- Use if you absolutely need to distinguish single-click from double-click by introducing a delay. -- Generally use with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount == 1' test. -- This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename. --- @param button ImGuiMouseButton --- @param delay? float function ImGui.IsMouseReleasedWithDelay(button, delay) if delay == nil then delay = -1.0 end local g = GImGui 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 = 0 --[[ImGuiKeyOwner_Any]] end local g = GImGui 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 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 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 -- [BETA] Building block for disambiguation between single-click and double-click. -- - Returns 1 on single-click but delayed by io.MouseSingleClickDelay (which is always > io.MouseDoubleClickTime) after mouse release. -- - Returns 2+ on double-click and subsequent repeated clicks. -- In order use that to replicate Windows Explorer's "click on label to rename after a delay", -- When the function returns 1 for a delayed single click, you can add with further tests: -- - If you want to test that the mouse position AT THE TIME of the click (before the delay): you can use the 'io.MouseClickedPos[mouse_button]' position. -- - If you want to test that the mouse position is still over the item at the end of delay: you can use '&& IsItemHovered()'. -- - If you want to test that the item was selected or the sole selection AT THE TIME of the click (before the delay): you can test for 'g.LastActiveIdWasSelected' or 'g.LastActiveIdWasSoleSelected'. -- e.g. -- local click_count = ImGui.GetItemClickedCountWithSingleClickDelay(mouse_button) -- if click_count == 1 and ImGui.GetCurrentContext().LastActiveIdWasSoleSelected then -- StartRename() -- end -- if click_count == 2 then -- Launch() -- 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. -- This is locked and return 0.0f until the mouse moves past a distance threshold at least once. -- NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. --- @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 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 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) -- Process input queue -- We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. -- - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) -- - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) --- @param trickle_fast_inputs bool function ImGui.UpdateInputEvents(trickle_fast_inputs) local g = GImGui local io = g.IO -- Only trickle chars<>key when working with InputText() -- FIXME: InputText() could parse event trail? -- FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) 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 == 1 --[[ImGuiInputEventType.MousePos]] then if g.IO.WantSetMousePos then break end -- Trickling Rule: Stop processing queued events if we already handled a mouse button change 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 == 3 --[[ImGuiInputEventType.MouseButton]] then -- Trickling Rule: Stop processing queued events if we got multiple action on the same button local button = e.MouseButton.Button assert(button >= 0 and button < 5 --[[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 == 1 --[[ImGuiMouseSource.TouchScreen]] and mouse_moved then -- #2702: TouchScreen have no initial hover. 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 == 2 --[[ImGuiInputEventType.MouseWheel]] then -- Trickling Rule: Stop processing queued events if we got multiple action on the event 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 == 4 --[[ImGuiInputEventType.MouseViewport]] then io.MouseHoveredViewport = e.MouseViewport.HoveredViewportID elseif e.Type == 5 --[[ImGuiInputEventType.Key]] then -- Trickling Rule: Stop processing queued events if we got multiple action on the same button if bit32.band(io.ConfigFlags, 64 --[[ImGuiConfigFlags.NoKeyboard]]) ~= 0 then break end local key = e.Key.Key assert(key ~= 0 --[[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 -- Analog change only do not trigger this, so it won't block e.g. further mouse pos events testing key_changed. key_changed = true key_changed_mask:SetBit(key_data_index + 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 == 6 --[[ImGuiInputEventType.Text]] then if bit32.band(io.ConfigFlags, 64 --[[ImGuiConfigFlags.NoKeyboard]]) ~= 0 then break end -- Trickling Rule: Stop processing queued events if keys/mouse have been interacted with 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 <= 65535 --[[IM_UNICODE_CODEPOINT_MAX]]) and c or 65533 --[[IM_UNICODE_CODEPOINT_INVALID]]) if trickle_interleaved_nonchar_keys_and_text then text_inputted = true end elseif e.Type == 7 --[[ImGuiInputEventType.Focus]] then -- We intentionally overwrite this and process in NewFrame(), in order to give a chance -- to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. local focus_lost = not e.AppFocused.Focused io.AppFocusLost = focus_lost else assert(false, "Unknown event!") end until true if stop_3231 then break end event_n = event_n + 1 end -- Remaining events will be processed on the next frame -- FIXME-MULTITHREADING: io.AddKeyEvent() etc. calls are mostly thread-safe apart from the fact they push to this -- queue which may be resized here. Could potentially rework this to narrow down the section needing a mutex? (#5772) if event_n == g.InputEventsQueue.Size + 1 then g.InputEventsQueue:resize(0) else for i = 1, event_n - 1 do g.InputEventsQueue:erase(1) end end -- Clear buttons state when focus is lost -- - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle. -- - we clear in EndFrame() and not now in order allow application/user code polling this flag -- (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). if g.IO.AppFocusLost then g.IO:ClearInputKeys() g.IO:ClearInputMouse() end end end -- _LockXXX flags are useful to lock keys away from code which is not input-owner aware. -- When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. -- - SetKeyOwner(..., None) : clears owner -- - SetKeyOwner(..., Any, !Lock) : illegal (assert) -- - SetKeyOwner(..., Any or None, Lock) : set lock -- Ownership is automatically released on the frame after a release, see code in UpdateKeyboardInputs(). --- @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 assert(ImGui.IsNamedKeyOrMod(key) and (owner_id ~= 0 --[[ImGuiKeyOwner_Any]] or (bit32.band(flags, bit32.bor(1048576 --[[ImGuiInputFlags.LockThisFrame]], 2097152 --[[ImGuiInputFlags.LockUntilRelease]])) ~= 0)), "Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)") assert(bit32.band(flags, bit32.bnot(3145728 --[[ImGuiInputFlags.SupportedBySetKeyOwner]])) == 0, "Passing flags not supported by this function!") -- IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags) local owner_data = ImGui.GetKeyOwnerData(g, key) owner_data.OwnerCurr = owner_id owner_data.OwnerNext = owner_id -- We cannot lock by default as it would likely break lots of legacy code. -- In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data.Down test) owner_data.LockUntilRelease = (bit32.band(flags, 2097152 --[[ImGuiInputFlags.LockUntilRelease]]) ~= 0) owner_data.LockThisFrame = (bit32.band(flags, 1048576 --[[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, 4096 --[[ImGuiMod_Ctrl]]) ~= 0 then ImGui.SetKeyOwner(4096 --[[ImGuiMod_Ctrl]], owner_id, flags) end if bit32.band(key_chord, 8192 --[[ImGuiMod_Shift]]) ~= 0 then ImGui.SetKeyOwner(8192 --[[ImGuiMod_Shift]], owner_id, flags) end if bit32.band(key_chord, 16384 --[[ImGuiMod_Alt]]) ~= 0 then ImGui.SetKeyOwner(16384 --[[ImGuiMod_Alt]], owner_id, flags) end if bit32.band(key_chord, 32768 --[[ImGuiMod_Super]]) ~= 0 then ImGui.SetKeyOwner(32768 --[[ImGuiMod_Super]], owner_id, flags) end if bit32.band(key_chord, bit32.bnot(61440 --[[ImGuiMod_Mask_]])) ~= 0 then ImGui.SetKeyOwner(bit32.band(key_chord, bit32.bnot(61440 --[[ImGuiMod_Mask_]])), owner_id, flags) end end -- This is more or less equivalent to a fancier version of: -- if (IsItemHovered() || IsItemActive()) -- SetKeyOwner(key, GetItemID()); -- Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. -- More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. -- Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. --- @param key ImGuiKey --- @param flags? ImGuiInputFlags function ImGui.SetItemKeyOwner(key, flags) if flags == nil then flags = 0 --[[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, 12582912 --[[ImGuiInputFlags.CondMask_]]) == 0 then flags = bit32.bor(flags, 12582912 --[[ImGuiInputFlags.CondDefault_]]) end if (g.HoveredId == id and bit32.band(flags, 4194304 --[[ImGuiInputFlags.CondHovered]]) ~= 0) or (g.ActiveId == id and bit32.band(flags, 8388608 --[[ImGuiInputFlags.CondActive]]) ~= 0) then assert(bit32.band(flags, bit32.bnot(15728640 --[[ImGuiInputFlags.SupportedBySetItemKeyOwner]])) == 0) -- Passing flags not supported by this function! if not ImGui.TestKeyOwner(key, id) then return false end ImGui.SetKeyOwner(key, id, bit32.band(flags, bit32.bnot(12582912 --[[ImGuiInputFlags.CondMask_]]))) return true end return false end -- This is equivalent to comparing KeyMods + doing a IsKeyPressed() -- [Port] public overload IsKeyChordPressed(key_chord) == IsKeyChordPressed(key_chord, ImGuiInputFlags_None, ImGuiKeyOwner_Any) --- @param key_chord ImGuiKeyChord --- @param flags? ImGuiInputFlags --- @param owner_id? ImGuiID function ImGui.IsKeyChordPressed(key_chord, flags, owner_id) if flags == nil then flags = 0 --[[ImGuiInputFlags.None]] end if owner_id == nil then owner_id = 0 --[[ImGuiKeyOwner_Any]] end local g = GImGui key_chord = ImGui.FixupKeyChord(key_chord) local mods = bit32.band(key_chord, 61440 --[[ImGuiMod_Mask_]]) if g.IO.KeyMods ~= mods then return false end -- Special storage location for mods local key = bit32.band(key_chord, bit32.bnot(61440 --[[ImGuiMod_Mask_]])) if key == 0 --[[ImGuiKey.None]] then key = ImGui.ConvertSingleModFlagToKey(mods) end if not ImGui.IsKeyPressedEx(key, bit32.band(flags, 255 --[[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, 4 --[[ImGuiNextItemDataFlags.HasShortcut]]) g.NextItemData.Shortcut = key_chord g.NextItemData.ShortcutFlags = flags end -- [Port] public overload Shortcut(key_chord, flags = 0) == Shortcut(key_chord, flags, ImGuiKeyOwner_Any) --- @param key_chord ImGuiKeyChord --- @param flags? ImGuiInputFlags --- @param owner_id? ImGuiID function ImGui.Shortcut(key_chord, flags, owner_id) if flags == nil then flags = 0 end if owner_id == nil then owner_id = 0 --[[ImGuiKeyOwner_Any]] end local g = GImGui -- IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", 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, 15360 --[[ImGuiInputFlags.RouteTypeMask_]]) == 0 then flags = bit32.bor(flags, 2048 --[[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 == 0 --[[ImGuiKeyOwner_Any]] or owner_id == 4294967295 --[[ImGuiKeyOwner_NoOwner]] then owner_id = GetRoutingIdFromOwnerId(owner_id) end if bit32.band(g.CurrentItemFlags, 64 --[[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, 1 --[[ImGuiInputFlags.Repeat]]) ~= 0 and bit32.band(flags, 240 --[[ImGuiInputFlags.RepeatUntilMask_]]) == 0 then flags = bit32.bor(flags, 32 --[[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, 61440 --[[ImGuiMod_Mask_]]), owner_id) assert(bit32.band(flags, bit32.bnot(261375 --[[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) -- We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) -- FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller. -- Perhaps should tend further a neater test for this. local g = GImGui local size_min = ImVec2() if (bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0) and (bit32.band(window.Flags, 67108864 --[[ImGuiWindowFlags.Popup]]) == 0) then if bit32.band(window.ChildFlags, 4 --[[ImGuiChildFlags.ResizeX]]) ~= 0 then size_min.x = g.Style.WindowMinSize.x else size_min.x = 4 --[[IMGUI_WINDOW_HARD_MIN_SIZE]] end if bit32.band(window.ChildFlags, 8 --[[ImGuiChildFlags.ResizeY]]) ~= 0 then size_min.y = g.Style.WindowMinSize.y else size_min.y = 4 --[[IMGUI_WINDOW_HARD_MIN_SIZE]] end else if bit32.band(window.Flags, 64 --[[ImGuiWindowFlags.AlwaysAutoResize]]) == 0 then size_min.x = g.Style.WindowMinSize.x else size_min.x = 4 --[[IMGUI_WINDOW_HARD_MIN_SIZE]] end if bit32.band(window.Flags, 64 --[[ImGuiWindowFlags.AlwaysAutoResize]]) == 0 then size_min.y = g.Style.WindowMinSize.y else size_min.y = 4 --[[IMGUI_WINDOW_HARD_MIN_SIZE]] end end -- Reduce artifacts with very small windows 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, 16 --[[ImGuiNextWindowDataFlags.HasSizeConstraint]]) ~= 0 then -- See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. 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 -- Minimum size 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 -- Determine maximum window size -- Child windows are laid within their parent (unless they are also popups/menus) and thus have no restriction local size_max = ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]) if bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) == 0 or bit32.band(window.Flags, 67108864 --[[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, 33554432 --[[ImGuiWindowFlags.Tooltip]]) ~= 0 then -- Tooltip always resize (up to maximum size) 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) -- When the window cannot fit all contents (either because of constraints, either because screen is too small), -- we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. 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 -- See #9352. In theory this should use same logic as `window.ScrollbarY = ...` codepath in Begin(). Needs some plumbling. 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, 8 --[[ImGuiWindowFlags.NoScrollbar]]) == 0 and bit32.band(window.Flags, 2048 --[[ImGuiWindowFlags.HorizontalScrollbar]]) ~= 0) or bit32.band(window.Flags, 32768 --[[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, 8 --[[ImGuiWindowFlags.NoScrollbar]]) == 0) or bit32.band(window.Flags, 16384 --[[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(33554432 --[[ImGuiWindowFlags.Tooltip]], 67108864 --[[ImGuiWindowFlags.Popup]])) ~= 0 then return 4 --[[ImGuiCol.PopupBg]] elseif bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 and not window.DockIsActive then return 3 --[[ImGuiCol.ChildBg]] else return 2 --[[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, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 then -- Clamp resizing of childs within parent 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(2048 --[[ImGuiWindowFlags.HorizontalScrollbar]], 32768 --[[ImGuiWindowFlags.AlwaysHorizontalScrollbar]])) == 0) or (bit32.band(parent_flags, 8 --[[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, 8 --[[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) -- Expected window upper-left local pos_max = ImLerp(window.Pos + window.Size, corner_target, corner_norm) -- Expected window lower-right 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 -- Handle resize for: Resize Grips, Borders, Gamepad -- Return true when using auto-fit (double-click on resize grip) -- Returns (ret_auto_fit_mask, border_hovered, border_held) --- @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, 2 --[[ImGuiWindowFlags.NoResize]]) ~= 0 or window.AutoFitFramesX > 0 or window.AutoFitFramesY > 0) then return 0, -1, -1 end if (bit32.band(flags, 64 --[[ImGuiWindowFlags.AlwaysAutoResize]]) ~= 0 and bit32.band(window.ChildFlags, bit32.bor(4 --[[ImGuiChildFlags.ResizeX]], 8 --[[ImGuiChildFlags.ResizeY]])) == 0) then return 0, -1, -1 end if window.WasActive == false then -- Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. 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(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]) local size_target = ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[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, 4096 --[[ImGuiBackendFlags.HasMouseHoveredViewport]]) == 0 or g.IO.MouseHoveredViewport ~= window.ViewportId or bit32.band(window.Viewport.Flags, 8 --[[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, 1 --[[ImGuiWindowBgClickFlags.Move]]) == 0) and (bit32.band(window.Flags, 1 --[[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) -- Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window 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) -- == GetWindowResizeCornerID() ImGui.ItemAdd(resize_rect, resize_grip_id, nil, 2 --[[ImGuiItemFlags.NoNav]]) local _, hovered, held = ImGui.ButtonBehavior(resize_rect, resize_grip_id, bit32.bor(2048 --[[ImGuiButtonFlags.FlattenChildren]], 262144 --[[ImGuiButtonFlags.NoNavFocus]])) -- GetForegroundDrawList(window):AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)) if hovered or held then ImGui.SetMouseCursor((bit32.band(resize_grip_n, 1) ~= 0) and 5 --[[ImGuiMouseCursor.ResizeNESW]] or 6 --[[ImGuiMouseCursor.ResizeNWSE]]) end if held and g.IO.MouseDoubleClicked[0] then -- Auto-fit when double-clicking local size_auto_fit = CalcWindowAutoFitSize(window, window.ContentSizeIdeal, -1) size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit) ret_auto_fit_mask = 0x03 -- Both axes ImGui.ClearActiveID() elseif held then -- Resize from any of the four corners -- We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position local clamp_min = ImVec2((corner_pos.x == 1.0) and clamp_rect.Min.x or -3.4028234663853e+38 --[[FLT_MAX]], (corner_pos.y == 1.0) and clamp_rect.Min.y or -3.4028234663853e+38 --[[FLT_MAX]]) local clamp_max = ImVec2((corner_pos.x == 0.0) and clamp_rect.Max.x or 3.4028234663853e+38 --[[FLT_MAX]], (corner_pos.y == 0.0) and clamp_rect.Max.y or 3.4028234663853e+38 --[[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 of the window corresponding to our corner grip corner_target = ImClamp(corner_target, clamp_min, clamp_max) pos_target, size_target = CalcResizePosSizeFromAnyCorner(window, corner_target, corner_pos) end -- Only lower-left grip is visible before hovering/activating local resize_grip_visible = held or hovered or (resize_grip_n == 0 and bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) == 0) if resize_grip_visible then local color if held then color = ImGui.GetColorU32(33 --[[ImGuiCol.ResizeGripActive]]) else if hovered then color = ImGui.GetColorU32(32 --[[ImGuiCol.ResizeGripHovered]]) else color = ImGui.GetColorU32(31 --[[ImGuiCol.ResizeGrip]]) end end resize_grip_col[resize_grip_n + 1] = color end end local resize_border_mask = 0x00 if bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 then local mask_x = (bit32.band(window.ChildFlags, 4 --[[ImGuiChildFlags.ResizeX]]) ~= 0) and 0x02 or 0 local mask_y = (bit32.band(window.ChildFlags, 8 --[[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 == 0 --[[ImGuiDir.Left]] or border_n == 1 --[[ImGuiDir.Right]] then axis = 1 --[[ImGuiAxis.X]] else axis = 2 --[[ImGuiAxis.Y]] end local border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, g.WindowsBorderHoverPadding) local border_id = window:GetID(border_n + 4) -- == GetWindowResizeBorderID() ImGui.ItemAdd(border_rect, border_id, nil, 2 --[[ImGuiItemFlags.NoNav]]) local _, hovered, held = ImGui.ButtonBehavior(border_rect, border_id, bit32.bor(2048 --[[ImGuiButtonFlags.FlattenChildren]], 262144 --[[ImGuiButtonFlags.NoNavFocus]])) -- GetForegroundDrawList(window):AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)) if hovered and g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER then hovered = false end if hovered or held then ImGui.SetMouseCursor((axis == 1 --[[ImGuiAxis.X]]) and 4 --[[ImGuiMouseCursor.ResizeEW]] or 3 --[[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 -- Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. -- Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. -- FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! 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, 16777216 --[[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 -- GetForegroundDrawList():AddText(GetMainViewport().WorkPos, IM_COL32_WHITE, "Relative Mode") 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 -- Clamp, apply local clamp_min = ImVec2((border_n == 1 --[[ImGuiDir.Right]]) and clamp_rect.Min.x or -3.4028234663853e+38 --[[FLT_MAX]], (border_n == 3 --[[ImGuiDir.Down]] or (border_n == 2 --[[ImGuiDir.Up]] and window_move_from_title_bar)) and clamp_rect.Min.y or -3.4028234663853e+38 --[[FLT_MAX]]) local clamp_max = ImVec2((border_n == 0 --[[ImGuiDir.Left]]) and clamp_rect.Max.x or 3.4028234663853e+38 --[[FLT_MAX]], (border_n == 2 --[[ImGuiDir.Up]]) and clamp_rect.Max.y or 3.4028234663853e+38 --[[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() -- Restore nav layer window.DC.NavLayerCurrent = 0 --[[ImGuiNavLayer.Main]] -- Apply back modified position/size to window if size_target.x ~= 3.4028234663853e+38 --[[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 ~= 3.4028234663853e+38 --[[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 ~= 3.4028234663853e+38 --[[FLT_MAX]] and window.Pos.x ~= ImFloor(pos_target.x) then window.Pos.x = ImFloor(pos_target.x) end if pos_target.y ~= 3.4028234663853e+38 --[[FLT_MAX]] and window.Pos.y ~= ImFloor(pos_target.y) then window.Pos.y = ImFloor(pos_target.y) end -- Recalculate next expected border expected coordinates 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 -- We could decide to setup a default wrapping max point for auto-resizing windows, -- or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? -- if (window.Hidden and (window.Flags & ImGuiWindowFlags.AlwaysAutoResize)) -- wrap_pos_x = ImMax(window.WorkRect.Min.x + g.FontSize * 10.0, window.WorkRect.Max.x) -- else 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 -- wrap_pos_x is provided is window local space end return math.max(wrap_pos_x - pos.x, 1.0) end ------------------------------------------------------------------------------- -- [SECTION] RENDER HELPERS -- Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, -- we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. -- Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. ------------------------------------------------------------------------------- --- @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 = math.min(text_display_end, text_end) -- [Luau] scalar ImMin() return text_display_end end -- Internal ImGui functions to render text -- RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() --- @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 -- FIXME-OPT (not reached by our internal calls) 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(0 --[[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 -- FIXME-OPT (not reached by our internal calls) end if text ~= "" then window.DrawList:AddText(g.Font, g.FontSize, pos, ImGui.GetColorU32(0 --[[ImGuiCol.Text]]), text, 1, text_end, wrap_width) end end -- Default clip_rect uses (pos_min,pos_max) -- Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) -- FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especially for text above draw_list->DrawList. -- Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take -- better advantage of the render function taking size into account for coarse clipping. -- DOES NOT CALL LogRenderedText(), unlike RenderTextClipped!!! --- @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 local RenderTextClipped_align0 = ImVec2(0, 0) -- [Luau] shared read-only default local RenderTextClippedEx_pos = ImVec2() -- [Luau] scratch: AddText() only reads pos local RenderTextClippedEx_fine_clip = ImVec4() -- [Luau] scratch: AddText() only reads it 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 = RenderTextClipped_align0 end -- Perform CPU side clipping for single clipped element to avoid using scissor state local pos = RenderTextClippedEx_pos pos.x = pos_min.x; pos.y = pos_min.y 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 -- If we had no explicit clipping rectangle then pos==clip_min need_clipping = need_clipping or ((pos.x < clip_min.x) or (pos.y < clip_min.y)) end -- Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. if (align.x > 0.0) then pos.x = math.max(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x) end if (align.y > 0.0) then pos.y = math.max(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y) end -- Render if (need_clipping) then local fine_clip_rect = RenderTextClippedEx_fine_clip fine_clip_rect.x = clip_min.x; fine_clip_rect.y = clip_min.y; fine_clip_rect.z = clip_max.x; fine_clip_rect.w = clip_max.y draw_list:AddText(nil, 0.0, pos, ImGui.GetColorU32(0 --[[ImGuiCol.Text]]), text, text_begin, text_display_end, 0.0, fine_clip_rect) else draw_list:AddText(nil, 0.0, pos, ImGui.GetColorU32(0 --[[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 = RenderTextClipped_align0 end -- Hide anything after a '##' string 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 = 0 --[[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, 4 --[[ImGuiNavRenderCursorFlags.AlwaysDraw]]) == 0 then return end if id == g.LastItemData.ID and bit32.band(g.LastItemData.ItemFlags, 2 --[[ImGuiItemFlags.NoNav]]) ~= 0 then return end -- We don't early out on 'window.Flags & ImGuiWindowFlags.NoNavInputs' because it would be inconsistent with -- other code directly checking NavCursorVisible. Instead we aim for NavCursorVisible to always be false. 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() -- FIXME-DPI local thickness = ImTrunc(ImMax(2.0, 1.5 * scale_factor)) if bit32.band(flags, 2 --[[ImGuiNavRenderCursorFlags.Compact]]) ~= 0 then window.DrawList:AddRect(display_rect.Min, display_rect.Max, ImGui.GetColorU32(59 --[[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(59 --[[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 <= (-1) --[[ImGuiMouseCursor.None]] or mouse_cursor >= 11 --[[ImGuiMouseCursor.COUNT]] then -- We intentionally accept out of bound values. mouse_cursor = 0 --[[ImGuiMouseCursor.Arrow]] end local font_atlas = g.DrawListSharedData.FontAtlas for _, viewport in g.Viewports:iter() do repeat -- We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. 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 == 8 --[[ImGuiMouseCursor.Wait]] or mouse_cursor == 9 --[[ImGuiMouseCursor.Progress]] then local a_min = ImFmod(g.Time * 5.0, 2.0 * 3.141592653589793 --[[IM_PI]]) local a_max = a_min + 3.141592653589793 --[[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. -- (BREAKING) On 2025/04/16 we removed the 'float clip_max_x' parameters which was preceding 'float ellipsis_max' and was the same value for 99% of users. --- @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:AddLineV(pos_max.x, pos_min.y - 4, pos_max.y + 6, IM_COL32(0, 0, 255, 255)) -- draw_list:AddLineV(ellipsis_max_x, pos_min.y - 2, pos_max.y + 3, IM_COL32(0, 255, 0, 255)) -- FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. if text_size.x > pos_max.x - pos_min.x 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(0 --[[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 -- Render a rectangle shaped with optional rounding and borders --- @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(6 --[[ImGuiCol.BorderShadow]]), rounding, border_size, 0) window.DrawList:AddRect(p_min, p_max, ImGui.GetColorU32(5 --[[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(6 --[[ImGuiCol.BorderShadow]]), rounding, border_size, 0) window.DrawList:AddRect(p_min, p_max, ImGui.GetColorU32(5 --[[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 - 3.141592653589793 --[[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 + 3.141592653589793 --[[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(5 --[[ImGuiCol.Border]]) if border_size > 0.0 and (bit32.band(window.Flags, 128 --[[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, 4 --[[ImGuiChildFlags.ResizeX]]) ~= 0 then -- Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border. RenderWindowOuterSingleBorder(window, 1, border_col, border_size) end if bit32.band(window.ChildFlags, 8 --[[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 30 --[[ImGuiCol.SeparatorActive]] or 29 --[[ImGuiCol.SeparatorHovered]]) RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0, window.WindowBorderSize)) -- Thicker than usual end if g.Style.FrameBorderSize > 0 and (bit32.band(window.Flags, 1 --[[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 -- Draw background and borders -- Draw and handle scrollbars --- @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 -- Draw window + handle manual resize -- As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. local window_rounding = window.WindowRounding local window_border_size = window.WindowBorderSize if window.Collapsed then -- Title bar only 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 11 --[[ImGuiCol.TitleBgActive]] or 12 --[[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, 128 --[[ImGuiWindowFlags.NoBackground]]) == 0 then local bg_col = ImGui.GetColorU32(GetWindowBgColorIdx(window)) -- Adjust alpha. For docking local override_alpha = false local alpha = 1.0 if bit32.band(g.NextWindowData.HasFlags, 64 --[[ImGuiNextWindowDataFlags.HasBgAlpha]]) ~= 0 then alpha = g.NextWindowData.BgAlphaVal override_alpha = true end if override_alpha then bg_col = bit32.bor(bit32.band(bg_col, bit32.bnot(4278190080 --[[IM_COL32_A_MASK]])), bit32.lshift(IM_F32_TO_INT8_SAT(alpha), 24 --[[IM_COL32_A_SHIFT]])) end -- Render, for docked windows and host windows we ensure BG goes before decorations if window.DockIsActive then window.DockNode.LastBgColor = bg_col end if bit32.band(flags, 8388608 --[[ImGuiWindowFlags.DockNodeHost]]) ~= 0 then bg_col = 0 end if bit32.band(bg_col, 4278190080 --[[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, 1 --[[ImGuiWindowFlags.NoTitleBar]]) ~= 0) and 240 --[[ImDrawFlags.RoundCornersAll]] or 192 --[[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 -- (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, -- in order for their pos/size to be matching their undocking state.) if bit32.band(flags, 1 --[[ImGuiWindowFlags.NoTitleBar]]) == 0 and not window.DockIsActive then local title_bar_col = ImGui.GetColorU32(title_bar_is_highlight and 11 --[[ImGuiCol.TitleBgActive]] or 10 --[[ImGuiCol.TitleBg]]) window.DrawList:AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, 48 --[[ImDrawFlags.RoundCornersTop]]) end -- Menu bar if bit32.band(flags, 1024 --[[ImGuiWindowFlags.MenuBar]]) ~= 0 then local menu_bar_rect = window:MenuBarRect() menu_bar_rect:ClipWith(window:Rect()) -- Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. window.DrawList:AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, ImGui.GetColorU32(13 --[[ImGuiCol.MenuBarBg]]), (bit32.band(flags, 1 --[[ImGuiWindowFlags.NoTitleBar]]) ~= 0) and window_rounding or 0.0, 48 --[[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(5 --[[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, 2048 --[[ImGuiButtonFlags.FlattenChildren]]) if pressed then node.WantHiddenTabBarToggle = true elseif held and ImGui.IsMouseDragging(0) then ImGui.StartMouseMovingWindowOrNode(window, node, true) -- Undock from tab-bar triangle = same as window/collapse menu button end -- FIXME-DOCK: Ideally we'd use ImGuiCol.TitleBgActive/ImGuiCol.TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. local col = ImGui.GetColorU32(((held and hovered) or (node.IsFocused and not hovered)) and 24 --[[ImGuiCol.ButtonActive]] or (hovered and 23 --[[ImGuiCol.ButtonHovered]] or 22 --[[ImGuiCol.Button]])) window.DrawList:AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0), p + ImVec2(0.0, unhide_sz_draw), col) end -- Scrollbars if window.ScrollbarX then ImGui.Scrollbar(1 --[[ImGuiAxis.X]]) end if window.ScrollbarY then ImGui.Scrollbar(2 --[[ImGuiAxis.Y]]) end -- Render resize grips (after their input handling so we don't have a frame of latency) if handle_borders_and_resize_grips and (bit32.band(flags, 2 --[[ImGuiWindowFlags.NoResize]]) == 0) then for resize_grip_n = 1, #ImGuiResizeGripDef do repeat local col = resize_grip_col[resize_grip_n] if bit32.band(col, 4278190080 --[[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 -- Borders (for dock node host they will be rendered over after the tab bar) if handle_borders_and_resize_grips and not window.DockNodeAsHost then RenderWindowOuterBorders(window) end end window.DC.NavLayerCurrent = 0 --[[ImGuiNavLayer.Main]] end ImGui.RenderWindowOuterBorders = RenderWindowOuterBorders -- When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. -- Render title text, collapse button, close button -- Returns the updated 'open' value (nil when there is no close button) --- @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, 32 --[[ImGuiWindowFlags.NoCollapse]]) == 0 and (style.WindowMenuButtonPosition ~= (-1) --[[ImGuiDir.None]]) -- Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) -- FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags.NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? local item_flags_backup = g.CurrentItemFlags g.CurrentItemFlags = bit32.bor(g.CurrentItemFlags, 4 --[[ImGuiItemFlags.NoNavDefaultFocus]]) window.DC.NavLayerCurrent = 1 --[[ImGuiNavLayer.Menu]] -- Layout buttons -- FIXME: Would be nice to generalize the subtleties expressed here into reusable code. 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 == 1 --[[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 == 0 --[[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 -- Collapse button (submitting first so it gets priority when choosing a navigation init fallback) 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 -- Close button if has_close_button then local backup_item_flags = g.CurrentItemFlags g.CurrentItemFlags = bit32.bor(g.CurrentItemFlags, 131072 --[[ImGuiItemFlags.NoFocus]]) if ImGui.CloseButton(window:GetID("#CLOSE"), close_button_pos) then open = false end g.CurrentItemFlags = backup_item_flags end window.DC.NavLayerCurrent = 0 --[[ImGuiNavLayer.Main]] g.CurrentItemFlags = item_flags_backup -- Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) -- FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. local marker_size_x = (bit32.band(flags, 262144 --[[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) -- As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, -- while uncentered title text will still reach edges correctly. if (pad_l > style.FramePadding.x) 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) -- 0.0 on either edges, 1.0 on center 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, 262144 --[[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(58 --[[ImGuiCol.UnsavedMarker]])) clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - math.floor(marker_size_x * 0.5)) end end -- if (g.IO.KeyShift) window.DrawList:AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)) -- [DEBUG] -- if (g.IO.KeyCtrl) window.DrawList:AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)) -- [DEBUG] 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, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0) and (bit32.band(flags, 33554432 --[[ImGuiWindowFlags.Tooltip]]) == 0) then window.RootWindowDockTree = parent_window.RootWindowDockTree if not window.DockIsActive and (bit32.band(parent_window.Flags, 8388608 --[[ImGuiWindowFlags.DockNodeHost]]) == 0) then window.RootWindow = parent_window.RootWindow end end if parent_window and (bit32.band(flags, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0) then window.RootWindowPopupTree = parent_window.RootWindowPopupTree end if parent_window and (bit32.band(flags, 134217728 --[[ImGuiWindowFlags.Modal]]) == 0) and (bit32.band(flags, bit32.bor(16777216 --[[ImGuiWindowFlags.ChildWindow]], 67108864 --[[ImGuiWindowFlags.Popup]], 33554432 --[[ImGuiWindowFlags.Tooltip]])) ~= 0) then -- FIXME: simply use _NoTitleBar ? window.RootWindowForTitleBarHighlight = parent_window.RootWindowForTitleBarHighlight end while bit32.band(window.RootWindowForNav.ChildFlags, 256 --[[ImGuiChildFlags.NavFlattened]]) ~= 0 do 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, 1024 --[[ImGuiNextWindowDataFlags.HasRefreshPolicy]]) == 0 then return end if bit32.band(g.NextWindowData.RefreshFlagsVal, 1 --[[ImGuiWindowRefreshFlags.TryToAvoidRefresh]]) ~= 0 then -- [Port] SetNextWindowCached(): refresh on any change since the last refresh (and one frame after being busy) if g.NextWindowData.CacheKeySet then local function related(w) return w ~= nil and (w.RootWindow == window.RootWindow or ImGui.IsWindowWithinBeginStackOf(w.RootWindow, window)) end local busy = window.Appearing or window.Hidden or window.DockIsActive or related(g.HoveredWindow) or related(g.NavWindow) or related(g.ActiveIdWindow) or (g.MovingWindow ~= nil and related(g.MovingWindow)) local c, key, ds, tex = window.CacheSnap, g.NextWindowData.CacheKeyVal, g.IO.DisplaySize, g.IO.Fonts.TexData if busy or c == nil or c.Busy or c.Key ~= key or c.Tex ~= tex or c.Collapsed ~= window.Collapsed or c.PosX ~= window.Pos.x or c.PosY ~= window.Pos.y or c.SizeX ~= window.SizeFull.x or c.SizeY ~= window.SizeFull.y or c.ScrollX ~= window.Scroll.x or c.ScrollY ~= window.Scroll.y or window.ScrollTarget.x < 3.4028234663853e+38 --[[FLT_MAX]] or window.ScrollTarget.y < 3.4028234663853e+38 --[[FLT_MAX]] or c.DisplayX ~= ds.x or c.DisplayY ~= ds.y then c = c or {} window.CacheSnap = c c.Busy, c.Key, c.Tex, c.Collapsed = busy, key, tex, window.Collapsed c.PosX, c.PosY, c.SizeX, c.SizeY = window.Pos.x, window.Pos.y, window.SizeFull.x, window.SizeFull.y c.ScrollX, c.ScrollY, c.DisplayX, c.DisplayY = window.Scroll.x, window.Scroll.y, ds.x, ds.y return end -- skip: widgets early-out on SkipItems and Begin() returns visible=false; End() restores it window.CacheSkipItemsBackup = window.SkipItems window.SkipItems = true end -- 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, 2 --[[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, 4 --[[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, 16 --[[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() g.MultiSelectTempDataStacked = 0 g.MultiSelectTempData:clear() ImGui.TableGcCompactSettings() for _, atlas in g.FontAtlases:iter() do atlas:CompactCache() end end -- Free up/compact internal window buffers, we can use this when a window becomes unused. -- Not freed: -- - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) -- This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. -- FIXME: Consider exposing of elaborating GC policy, e.g. being able to trim excessive ImDrawList gaps. (#9303) --- @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) -- We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. -- The other buffers tends to amortize much faster. window.MemoryCompacted = false window.DrawList.IdxBuffer:reserve(window.MemoryDrawListIdxCapacity) window.DrawList.VtxBuffer:reserve(window.MemoryDrawListVtxCapacity) window.MemoryDrawListIdxCapacity = 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 -- Test condition (NB: bit 0 is always true) and clear flags for next time if (cond ~= 0) and (bit32.band(window.SetWindowPosAllowFlags, cond) == 0) then return end assert(cond == 0 or ImIsPowerOfTwo(cond)) -- Make sure the user doesn't attempt to combine multiple condition flags. window.SetWindowPosAllowFlags = bit32.band(window.SetWindowPosAllowFlags, bit32.bnot(bit32.bor(2 --[[ImGuiCond.Once]], 4 --[[ImGuiCond.FirstUseEver]], 8 --[[ImGuiCond.Appearing]]))) ImVec2_Copy(window.SetWindowPosVal, ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]])) -- Set 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) -- FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. ImVec2_Copy(window.DC.CursorPos, window.DC.CursorPos + offset) -- As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorMaxPos + offset) -- And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. 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 -- Test condition (NB: bit 0 is always true) and clear flags for next time if ((cond ~= 0) and bit32.band(window.SetWindowSizeAllowFlags, cond) == 0) then return end assert(cond == 0 or ImIsPowerOfTwo(cond)) -- Make sure the user doesn't attempt to combine multiple condition flags. window.SetWindowSizeAllowFlags = bit32.band(window.SetWindowSizeAllowFlags, bit32.bnot(bit32.bor(2 --[[ImGuiCond.Once]], 4 --[[ImGuiCond.FirstUseEver]], 8 --[[ImGuiCond.Appearing]]))) -- Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags.AlwaysAutoResize) if bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) == 0 or window.Appearing or bit32.band(window.ChildFlags, 64 --[[ImGuiChildFlags.AlwaysAutoResize]]) ~= 0 then window.AutoFitFramesX = (size.x <= 0.0) and 2 or 0 end if bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) == 0 or window.Appearing or bit32.band(window.ChildFlags, 64 --[[ImGuiChildFlags.AlwaysAutoResize]]) ~= 0 then window.AutoFitFramesY = (size.y <= 0.0) and 2 or 0 end -- Set 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 -- Test condition (NB: bit 0 is always true) and clear flags for next time if cond ~= 0 and bit32.band(window.SetWindowCollapsedAllowFlags, cond) == 0 then return end window.SetWindowCollapsedAllowFlags = bit32.band(window.SetWindowCollapsedAllowFlags, bit32.bnot(bit32.bor(2 --[[ImGuiCond.Once]], 4 --[[ImGuiCond.FirstUseEver]], 8 --[[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) 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 assert(cond == 0 or ImIsPowerOfTwo(cond)) -- Make sure the user doesn't attempt to combine multiple condition flags. g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, 1 --[[ImGuiNextWindowDataFlags.HasPos]]) ImVec2_Copy(g.NextWindowData.PosVal, pos) ImVec2_Copy(g.NextWindowData.PosPivotVal, pivot) g.NextWindowData.PosCond = (cond ~= 0) and cond or 1 --[[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 assert(cond == 0 or ImIsPowerOfTwo(cond)) -- Make sure the user doesn't attempt to combine multiple condition flags. g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, 2 --[[ImGuiNextWindowDataFlags.HasSize]]) ImVec2_Copy(g.NextWindowData.SizeVal, size) g.NextWindowData.SizeCond = (cond ~= 0) and cond or 1 --[[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, 16 --[[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, 64 --[[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 -- Get current font size (= height in pixels) of current font, with global scale factors applied. -- - Use style.FontSizeBase to get value before global scale factors. -- - recap: ImGui.GetFontSize() == style.FontSizeBase * (style.FontScaleMain * style.FontScaleDpi * other_scaling_factors) 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 assert(g.ActiveId ~= 0) g.ActiveIdUsingNavDirMask = (bit32.lshift(1, 4 --[[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 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, 512 --[[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(1 --[[ImGuiChildFlags.Borders]], 2 --[[ImGuiChildFlags.AlwaysUseWindowPadding]], 4 --[[ImGuiChildFlags.ResizeX]], 8 --[[ImGuiChildFlags.ResizeY]], 16 --[[ImGuiChildFlags.AutoResizeX]], 32 --[[ImGuiChildFlags.AutoResizeY]], 64 --[[ImGuiChildFlags.AlwaysAutoResize]], 128 --[[ImGuiChildFlags.FrameStyle]], 256 --[[ImGuiChildFlags.NavFlattened]]) -- IM_UNUSED(ImGuiChildFlags_SupportedMask_) assert(bit32.band(child_flags, bit32.bnot(ImGuiChildFlags_SupportedMask_)) == 0, "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?") assert(bit32.band(window_flags, 64 --[[ImGuiWindowFlags.AlwaysAutoResize]]) == 0, "Cannot specify ImGuiWindowFlags.AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags.AlwaysAutoResize!") if bit32.band(child_flags, 64 --[[ImGuiChildFlags.AlwaysAutoResize]]) ~= 0 then assert(bit32.band(child_flags, bit32.bor(4 --[[ImGuiChildFlags.ResizeX]], 8 --[[ImGuiChildFlags.ResizeY]])) == 0, "Cannot use ImGuiChildFlags.ResizeX or ImGuiChildFlags.ResizeY with ImGuiChildFlags.AlwaysAutoResize!") assert(bit32.band(child_flags, bit32.bor(16 --[[ImGuiChildFlags.AutoResizeX]], 32 --[[ImGuiChildFlags.AutoResizeY]])) ~= 0, "Must use ImGuiChildFlags.AutoResizeX or ImGuiChildFlags.AutoResizeY with ImGuiChildFlags.AlwaysAutoResize!") end if bit32.band(child_flags, 16 --[[ImGuiChildFlags.AutoResizeX]]) ~= 0 then child_flags = bit32.band(child_flags, bit32.bnot(4 --[[ImGuiChildFlags.ResizeX]])) end if bit32.band(child_flags, 32 --[[ImGuiChildFlags.AutoResizeY]]) ~= 0 then child_flags = bit32.band(child_flags, bit32.bnot(8 --[[ImGuiChildFlags.ResizeY]])) end -- Set window flags window_flags = bit32.bor(window_flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]], 1 --[[ImGuiWindowFlags.NoTitleBar]], 524288 --[[ImGuiWindowFlags.NoDocking]]) window_flags = bit32.bor(window_flags, bit32.band(parent_window.Flags, 4 --[[ImGuiWindowFlags.NoMove]])) -- Inherit the NoMove flag if bit32.band(child_flags, bit32.bor(16 --[[ImGuiChildFlags.AutoResizeX]], 32 --[[ImGuiChildFlags.AutoResizeY]], 64 --[[ImGuiChildFlags.AlwaysAutoResize]])) ~= 0 then window_flags = bit32.bor(window_flags, 64 --[[ImGuiWindowFlags.AlwaysAutoResize]]) -- FIXME: Would be sane to not make single-axis flag set this. (#9355) end if bit32.band(child_flags, bit32.bor(4 --[[ImGuiChildFlags.ResizeX]], 8 --[[ImGuiChildFlags.ResizeY]])) == 0 then window_flags = bit32.bor(window_flags, 2 --[[ImGuiWindowFlags.NoResize]], 256 --[[ImGuiWindowFlags.NoSavedSettings]]) end -- Special framed style if bit32.band(child_flags, 128 --[[ImGuiChildFlags.FrameStyle]]) ~= 0 then ImGui.PushStyleColor(3 --[[ImGuiCol.ChildBg]], g.Style.Colors[7 --[[ImGuiCol.FrameBg]]]) ImGui.PushStyleVar(7 --[[ImGuiStyleVar.ChildRounding]], g.Style.FrameRounding) ImGui.PushStyleVar(8 --[[ImGuiStyleVar.ChildBorderSize]], g.Style.FrameBorderSize) ImGui.PushStyleVar(2 --[[ImGuiStyleVar.WindowPadding]], g.Style.FramePadding) child_flags = bit32.bor(child_flags, 1 --[[ImGuiChildFlags.Borders]], 2 --[[ImGuiChildFlags.AlwaysUseWindowPadding]]) window_flags = bit32.bor(window_flags, 4 --[[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, 16 --[[ImGuiChildFlags.AutoResizeX]]) ~= 0) and 0.0 or size_avail.x, (bit32.band(child_flags, 32 --[[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==0.0 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, 2 --[[ImGuiNextWindowDataFlags.HasSize]]) ~= 0 and bit32.band(g.NextWindowData.SizeCond, 1 --[[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(4 --[[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(8 --[[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 and parent_window.IDStack:back() == parent_window.ID) -- temp_window_name = ImFormatString("%s/%s", parent_window.Name, name) -- May omit ID if in root of ID stack -- else 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, 1 --[[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, 128 --[[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, 256 --[[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'. -- ImGuiChildFlags.Borders is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! -- `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 = 1 --[[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 assert(bit32.band(child_window.Flags, 16777216 --[[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, 256 --[[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, 2 --[[ImGuiNavRenderCursorFlags.Compact]]) end else -- Not navigable into -- - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs. -- - We could later decide to not apply this path if ImGuiChildFlags.FrameStyle or ImGuiChildFlags.Borders is set. ImGui.ItemAdd(bb, child_window.ChildId, nil, 2 --[[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, 128 --[[ImGuiItemStatusFlags.HoveredWindow]]) end child_window.DC.ChildItemStatusFlags = g.LastItemData.StatusFlags -- SetLastItemDataForChildWindowItem(child_window, child_window:Rect()) -- Not needed, effectively done by ItemAdd() else ImGui.SetLastItemDataForChildWindowItem(child_window, child_window:Rect()) end g.WithinEndChildID = backup_within_end_child_id g.LogLinePosY = -3.4028234663853e+38 --[[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, 512 --[[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, 512 --[[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, 256 --[[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, 256 --[[ImGuiNextWindowDataFlags.HasWindowFlags]]) end -- Content size = inner scrollable rectangle, padded with WindowPadding. -- SetNextWindowContentSize(ImVec2(100,100)) + ImGuiWindowFlags.AlwaysAutoResize will always allow submitting a 100x100 item. --- @param size ImVec2 function ImGui.SetNextWindowContentSize(size) local g = GImGui g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, 4 --[[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, 128 --[[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 assert(cond == 0 or ImIsPowerOfTwo(cond)) -- Make sure the user doesn't attempt to combine multiple condition flags. g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, 8 --[[ImGuiNextWindowDataFlags.HasCollapsed]]) g.NextWindowData.CollapsedVal = collapsed g.NextWindowData.CollapsedCond = (cond ~= 0) and cond or 1 --[[ImGuiCond.Always]] end function ImGui.SetNextWindowFocus() local g = GImGui g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, 32 --[[ImGuiNextWindowDataFlags.HasFocus]]) end --- @param id ImGuiID function ImGui.SetNextWindowViewport(id) local g = GImGui g.NextWindowData.HasFlags = bit32.bor(g.NextWindowData.HasFlags, 2048 --[[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, 8192 --[[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, 1024 --[[ImGuiNextWindowDataFlags.HasRefreshPolicy]]) g.NextWindowData.RefreshFlagsVal = flags g.NextWindowData.CacheKeySet = false end -- [Port] Opt-in cached window (built on the refresh policy above). While nothing that could change the window -- happened, Begin() keeps last frame's draw list and returns visible=false, so `if visible then ... end` skips your code. -- It refreshes when `key` changes (pass e.g. a version number of the data shown), while the window (or a popup/child -- of it) is hovered, focused or active and for one frame after, and when it appears, moves, resizes, scrolls, -- collapses, is docked, or the display size or font atlas texture changes. -- Anything else that changes the contents (style, fonts, time) must be part of `key`. function ImGui.SetNextWindowCached(key) local g = GImGui ImGui.SetNextWindowRefreshPolicy(bit32.bor(1 --[[ImGuiWindowRefreshFlags.TryToAvoidRefresh]], 2 --[[ImGuiWindowRefreshFlags.RefreshOnHover]], 4 --[[ImGuiWindowRefreshFlags.RefreshOnFocus]])) g.NextWindowData.CacheKeySet = true g.NextWindowData.CacheKeyVal = key 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) assert(scale > 0.0) local window = ImGui.GetCurrentWindow() window.FontWindowScale = scale ImGui.UpdateCurrentFontSize(0.0) end --- @param window ImGuiWindow function ImGui.StartMouseMovingWindow(window) -- Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. -- We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. -- This is because we want ActiveId to be set even when the window is not permitted to move. 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, 4 --[[ImGuiWindowFlags.NoMove]]) ~= 0 or bit32.band(window.RootWindowDockTree.Flags, 4 --[[ImGuiWindowFlags.NoMove]]) ~= 0 then can_move_window = false end local node = window.DockNodeAsHost if node and node.VisibleWindow and bit32.band(node.VisibleWindow.Flags, 4 --[[ImGuiWindowFlags.NoMove]]) ~= 0 then can_move_window = false end if can_move_window then g.MovingWindow = window end end -- Handle mouse moving window -- Note: moving window with the navigation keys (Square + d-pad / Ctrl+Tab + Arrows) are processed in NavUpdateWindowing() -- FIXME: We don't have strong guarantee that g.MovingWindow stay synced with g.ActiveId == g.MovingWindow.MoveId. -- This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, -- but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. function ImGui.UpdateMouseMovingWindowNewFrame() local g = GImGui if g.MovingWindow then -- We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). -- We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow.MoveId for consistency. ImGui.KeepAliveID(g.ActiveId) assert(g.MovingWindow and g.MovingWindow.RootWindowDockTree) local moving_window = g.MovingWindow.RootWindowDockTree -- When a window stop being submitted while being dragged, it may will its viewport until next Begin() 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, 1 --[[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 -- When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. if (g.ActiveIdWindow 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 -- Supported flags: ImGuiPopupFlags.AnyPopupId, ImGuiPopupFlags.AnyPopupLevel --- @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, 1024 --[[ImGuiPopupFlags.AnyPopupId]]) ~= 0) and 0 or g.CurrentWindow:GetID(id) end if bit32.band(popup_flags, 1024 --[[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. assert(id == 0) if bit32.band(popup_flags, 2048 --[[ImGuiPopupFlags.AnyPopupLevel]]) ~= 0 then return g.OpenPopupStack.Size > 0 else return g.OpenPopupStack.Size > g.BeginPopupStack.Size end else if bit32.band(popup_flags, 2048 --[[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 -- Also see FindBlockingModal(nil) --- @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, 134217728 --[[ImGuiWindowFlags.Modal]]) ~= 0 then return popup end end end return nil end -- Initiate focusing and moving window when clicking on empty space or title bar. -- Initiate focusing window when clicking on a disabled item. -- Handle left-click and right-click focus. function ImGui.UpdateMouseMovingWindowEndFrame() local g = GImGui if g.ActiveId ~= 0 or (g.HoveredId ~= 0 and not g.HoveredIdIsDisabled) then return end -- Unless we just made a window/popup appear if g.NavWindow and g.NavWindow.Appearing then return end local hovered_window = g.HoveredWindow -- Click on empty space to focus window and start moving -- (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) if ImGui.IsMouseClickedEx(0, 0 --[[ImGuiInputFlags.None]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]) then -- Handle the edge case of a popup being closed while clicking in its empty space. -- If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. 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, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0) and not ImGui.IsPopupOpen(hovered_root.PopupId, 2048 --[[ImGuiPopupFlags.AnyPopupLevel]]) local is_queued_focus_request = g.NavMoveSubmitted and (bit32.band(g.NavMoveFlags, 512 --[[ImGuiNavMoveFlags.FocusApi]]) ~= 0) if hovered_window ~= nil and not is_closed_popup and not is_queued_focus_request then ImGui.StartMouseMovingWindow(hovered_window) -- FIXME: In principle we might be able to call StopMouseMovingWindow() below. -- Please note how StartMouseMovingWindow() and StopMouseMovingWindow() and not entirely symmetrical, at the later doesn't clear ActiveId. -- Cancel moving if clicked outside of title bar if bit32.band(hovered_window.BgClickFlags, 1 --[[ImGuiWindowBgClickFlags.Move]]) == 0 then -- set by io.ConfigWindowsMoveFromTitleBarOnly if bit32.band(hovered_root.Flags, 1 --[[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 -- Clicking on void disable focus ImGui.FocusWindow(nil, 2 --[[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, 0 --[[ImGuiInputFlags.None]], 4294967295 --[[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 -- This is called during NewFrame()->UpdateViewportsNewFrame() only. -- Need to keep in sync with SetWindowPos() --- @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. -- - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. -- - Begin/End can be called multiple times during the frame with the same window name to append content. -- - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). -- You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. -- - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui.End() even if false is returned. -- - Passing a non-nil 'open' displays a Close button on the upper-right corner of the window, the returned 'is_open' value will be false when the button is pressed. --- @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 assert(name ~= nil and name ~= "") -- Window name required assert(g.WithinFrameScope) -- Forgot to call ImGui.NewFrame() assert(g.FrameCountEnded ~= g.FrameCount) -- Called ImGui.Render() or ImGui.EndFrame() and haven't called ImGui.NewFrame() again yet -- Find or create 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, 256 --[[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, 197120 --[[ImGuiWindowFlags.NoInputs]]) == 197120 --[[ImGuiWindowFlags.NoInputs]] then flags = bit32.bor(flags, 4 --[[ImGuiWindowFlags.NoMove]], 2 --[[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) -- Update the Appearing flag (note: the BeginDocked() path may also set this to true later) local window_just_activated_by_user = (window.LastFrameActive < (current_frame - 1)) -- Not using !WasActive because the implicit "Debug" window would always toggle off->on if bit32.band(flags, 67108864 --[[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, 8 --[[ImGuiCond.Appearing]], true) end window.FlagsPreviousFrame = window.Flags window.Flags = flags window.ChildFlags = (bit32.band(g.NextWindowData.HasFlags, 512 --[[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) assert(window.DockNode == nil or window.DockNodeAsHost == nil) -- Cannot be both if bit32.band(g.NextWindowData.HasFlags, 4096 --[[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 assert(window.DockNode ~= nil) g.NextWindowData.HasFlags = bit32.band(g.NextWindowData.HasFlags, bit32.bnot(16 --[[ImGuiNextWindowDataFlags.HasSizeConstraint]])) -- Docking currently override constraints 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, 8 --[[ImGuiCond.Appearing]], true) end end end -- Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack 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(16777216 --[[ImGuiWindowFlags.ChildWindow]], 67108864 --[[ImGuiWindowFlags.Popup]], 33554432 --[[ImGuiWindowFlags.Tooltip]])) ~= 0) then parent_window = parent_window_in_stack else parent_window = nil end else parent_window = window.ParentWindow end -- We allow window memory to be compacted so recreate the base stack when needed. 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, 33554432 --[[ImGuiWindowFlags.Tooltip]]) ~= 0) and (bit32.band(g.CurrentItemFlags, 64 --[[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, 268435456 --[[ImGuiWindowFlags.ChildMenu]]) ~= 0 then g.BeginMenuDepth = g.BeginMenuDepth + 1 end -- Update .RootWindow and others pointers (before any possible call to FocusWindow) if first_begin_of_the_frame then ImGui.UpdateWindowParentAndRootLinks(window, flags, parent_window) window.ParentWindowInBeginStack = parent_window_in_stack -- Focus route -- There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, -- Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) 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, 262144 --[[ImGuiDockNodeFlags.DockedWindowsInFocusRoute]]) ~= 0 then window.ParentWindowForFocusRoute = window.DockNode.HostWindow end end -- Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute() if window.WindowClass and window.WindowClass.FocusRouteParentWindowId ~= nil and window.WindowClass.FocusRouteParentWindowId ~= 0 then window.ParentWindowForFocusRoute = ImGui.FindWindowByID(window.WindowClass.FocusRouteParentWindowId) end -- Inherit SetWindowFontScale() from parent until we fix this system... if parent_window then window.FontWindowScaleParents = parent_window.FontWindowScaleParents * parent_window.FontWindowScale else window.FontWindowScaleParents = 1.0 end end -- Add to focus scope stack ImGui.PushFocusScope((bit32.band(window.ChildFlags, 256 --[[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, 67108864 --[[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 -- Process SetNextWindow***() calls -- (FIXME: Consider splitting the HasXXX flags into X/Y components) 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, 1 --[[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 -- May be processed on the next frame if this is our first frame and we are measuring size -- FIXME: Look into removing the branch so everything can go through this same code path for consistency. ImVec2_Copy(window.SetWindowPosVal, g.NextWindowData.PosVal) ImVec2_Copy(window.SetWindowPosPivot, g.NextWindowData.PosPivotVal) window.SetWindowPosAllowFlags = bit32.band(window.SetWindowPosAllowFlags, bit32.bnot(bit32.bor(2 --[[ImGuiCond.Once]], 4 --[[ImGuiCond.FirstUseEver]], 8 --[[ImGuiCond.Appearing]]))) else ImGui.SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond) end end if bit32.band(g.NextWindowData.HasFlags, 2 --[[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, 4 --[[ImGuiChildFlags.ResizeX]]) ~= 0 and bit32.band(window.SetWindowSizeAllowFlags, 4 --[[ImGuiCond.FirstUseEver]]) == 0) then -- Axis-specific conditions for BeginChild() g.NextWindowData.SizeVal.x = window.SizeFull.x end if (bit32.band(window.ChildFlags, 8 --[[ImGuiChildFlags.ResizeY]]) ~= 0 and bit32.band(window.SetWindowSizeAllowFlags, 4 --[[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, 128 --[[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, 4 --[[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, 8192 --[[ImGuiNextWindowDataFlags.HasWindowClass]]) ~= 0 then window.WindowClass = g.NextWindowData.WindowClass end if bit32.band(g.NextWindowData.HasFlags, 8 --[[ImGuiNextWindowDataFlags.HasCollapsed]]) ~= 0 then ImGui.SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond) end if bit32.band(g.NextWindowData.HasFlags, 32 --[[ImGuiNextWindowDataFlags.HasFocus]]) ~= 0 then ImGui.FocusWindow(window) end if window.Appearing then SetWindowConditionAllowFlags(window, 8 --[[ImGuiCond.Appearing]], false) end -- [EXPERIMENTAL] Skip Refresh mode ImGui.UpdateWindowSkipRefresh(window) -- Nested root windows (typically tooltips) override disabled state if window_stack_data.DisabledOverrideReenable and window.RootWindow == window then ImGui.BeginDisabledOverrideReenable() end -- We intentionally set g.CurrentWindow to nil to prevent usage until when the viewport is set, then will call SetCurrentWindow() g.CurrentWindow = nil -- When reusing window again multiple times a frame, just append content (don't need to setup again) if first_begin_of_the_frame and not window.SkipRefresh then -- Initialize local window_is_child_tooltip = (bit32.band(flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 and bit32.band(flags, 33554432 --[[ImGuiWindowFlags.Tooltip]]) ~= 0) -- FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) local window_just_appearing_after_hidden_for_resize = (window.HiddenFramesCannotSkipItems > 0) window.Active = true window.HasCloseButton = (open ~= nil) ImRect_CopyFromV4(window.ClipRect, ImVec4(-3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]])) window.IDStack:resize(1) window.DrawList:_ResetForNewFrame() window.DC.CurrentTableIdx = -1 if bit32.band(flags, 8388608 --[[ImGuiWindowFlags.DockNodeHost]]) ~= 0 then window.DrawList:ChannelsSplit(2) window.DrawList:ChannelsSetCurrent(1) -- DOCKING_HOST_DRAW_CHANNEL_FG: Render decorations on channel 1 as we will render the backgrounds manually later end -- Restore buffer capacity when woken from a compacted state, to avoid 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) -- FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors -- for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because -- it has a single usage before this code block and may be set below before it is finally checked. if window.HiddenFramesCanSkipItems > 0 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(67108864 --[[ImGuiWindowFlags.Popup]], 33554432 --[[ImGuiWindowFlags.Tooltip]])) ~= 0 then window.HiddenFramesCannotSkipItems = 1 if bit32.band(flags, 64 --[[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 -- We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. ImGui.WindowSelectViewport(window) ImGui.SetCurrentViewport(window, window.Viewport) SetCurrentWindow(window) flags = window.Flags -- LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) -- We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. if not window.DockIsActive and bit32.band(flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 then window.WindowBorderSize = style.ChildBorderSize else window.WindowBorderSize = (bit32.band(flags, bit32.bor(67108864 --[[ImGuiWindowFlags.Popup]], 33554432 --[[ImGuiWindowFlags.Tooltip]])) ~= 0 and bit32.band(flags, 134217728 --[[ImGuiWindowFlags.Modal]]) == 0) and style.PopupBorderSize or style.WindowBorderSize end window.WindowPadding = style.WindowPadding if not window.DockIsActive and (bit32.band(flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0) and (bit32.band(flags, 67108864 --[[ImGuiWindowFlags.Popup]]) == 0) and (bit32.band(window.ChildFlags, 2 --[[ImGuiChildFlags.AlwaysUseWindowPadding]]) == 0) and window.WindowBorderSize == 0.0 then if bit32.band(flags, 1024 --[[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, 1 --[[ImGuiWindowFlags.NoTitleBar]]) ~= 0 then window.TitleBarHeight = 0.0 else window.TitleBarHeight = g.FontSize + g.Style.FramePadding.y * 2.0 end if bit32.band(flags, 1024 --[[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, 1 --[[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. -- Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. -- Those flags will be altered further down in the function depending on more conditions. 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 -- #7252 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, 1 --[[ImGuiWindowFlags.NoTitleBar]]) == 0 and bit32.band(flags, 32 --[[ImGuiWindowFlags.NoCollapse]]) == 0 and not window.DockIsActive then -- We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), -- so verify that we don't have items over the title bar. 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(656 --[[ImGuiKey.MouseLeft]]) == 4294967295 --[[ImGuiKeyOwner_NoOwner]] then window.WantCollapseToggle = true ImGui.SetKeyOwner(656 --[[ImGuiKey.MouseLeft]], window.MoveId) -- Claim input the same way ButtonBehavior() does. Prevent a same-frame move from triggering other items. (#9439) 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 -- SIZE -- Outer Decoration Sizes -- (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations). 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, 64 --[[ImGuiWindowFlags.AlwaysAutoResize]]) ~= 0) and not window.Collapsed local size_auto_fit_y_always = not window_size_y_set_by_api and (bit32.band(flags, 64 --[[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, 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, 2 --[[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 -- Apply minimum/maximum window size constraints and final size ImVec2_Copy(window.SizeFull, CalcWindowSizeAfterConstraint(window, window.SizeFull)) ImVec2_Copy(window.Size, (window.Collapsed and bit32.band(flags, 16777216 --[[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 = (-1) --[[ImGuiDir.None]] if bit32.band(flags, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0 and bit32.band(flags, 134217728 --[[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 -- Position child window if bit32.band(flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 then 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, 67108864 --[[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 ~= 3.4028234663853e+38 --[[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, 268435456 --[[ImGuiWindowFlags.ChildMenu]]) ~= 0) then ImVec2_Copy(window.Pos, ImGui.FindBestWindowPosForPopup(window)) elseif (bit32.band(flags, 67108864 --[[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, 33554432 --[[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, 4096 --[[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, 32 --[[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 -- Calculate the range of allowed position for that window (to be movable and visible past safe area padding) -- When clamping to stay visible, we will enforce that window.Pos stays inside of visibility_rect. 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 -- Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. -- FIXME: Similar to code in GetWindowAllowedExtentRect() if not window_pos_set_by_api and bit32.band(flags, 16777216 --[[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, 1 --[[ImGuiWindowBgClickFlags.Move]]) == 0 and bit32.band(window.Flags, 1 --[[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) -- Apply window focus (new and reactivated windows are moved to front) local want_focus = false if (window_just_activated_by_user and bit32.band(flags, 4096 --[[ImGuiWindowFlags.NoFocusOnAppearing]]) == 0) then if bit32.band(flags, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0 then want_focus = true elseif (window.DockIsActive or bit32.band(flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) == 0) and bit32.band(flags, 33554432 --[[ImGuiWindowFlags.Tooltip]]) == 0 then want_focus = true end end -- Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) -- Large values tend to lead to variety of artifacts and are not recommended. if bit32.band(flags, 16777216 --[[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, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0 and bit32.band(flags, 134217728 --[[ImGuiWindowFlags.Modal]]) == 0) then window.WindowRounding = style.PopupRounding else window.WindowRounding = style.WindowRounding end end -- Decide if we are going to handle borders and resize grips -- 'window.SkipItems' is not updated yet so for child windows we rely on ParentWindow to avoid submitting decorations. (#8815) -- Whenever we add support for full decorated child windows we will likely make this logic more general. local handle_borders_and_resize_grips = (window.DockNodeAsHost ~= nil or not window.DockIsActive) if bit32.band(flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 and window.ParentWindow.SkipItems then handle_borders_and_resize_grips = false end -- Handle manual resize: Resize Grips, Borders, Gamepad -- Child windows can only be resized when they have the flags set. The resize grip allows resizing in both directions, so it should appear only if both flags are set. local border_hovered, border_held = -1, -1 local resize_grip_col = {0, 0, 0, 0} local resize_grip_count if (bit32.band(flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0) and (bit32.band(flags, 67108864 --[[ImGuiWindowFlags.Popup]]) == 0) then if (bit32.band(window.ChildFlags, 4 --[[ImGuiChildFlags.ResizeX]]) ~= 0) and (bit32.band(window.ChildFlags, 8 --[[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, 1 --[[ImGuiAxis.X]] - 1)) ~= 0 then use_current_size_for_scrollbar_x = true end if bit32.band(auto_fit_mask, bit32.lshift(1, 2 --[[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.DecorationUp 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, 16384 --[[ImGuiWindowFlags.AlwaysVerticalScrollbar]]) ~= 0) or ((needed_size_from_last_frame.y > size_for_scrollbars_y) and not (bit32.band(flags, 8 --[[ImGuiWindowFlags.NoScrollbar]]) ~= 0)) window.ScrollbarX = (bit32.band(flags, 32768 --[[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, 8 --[[ImGuiWindowFlags.NoScrollbar]]) ~= 0) and (bit32.band(flags, 2048 --[[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, 8 --[[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.DecorationXXX values. window.DecoOuterSizeX2 = window.DecoOuterSizeX2 + window.ScrollbarSizes.x window.DecoOuterSizeY2 = window.DecoOuterSizeY2 + window.ScrollbarSizes.y end -- UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) -- Update various regions. Variables they depend on should be set above in this function. -- We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. -- Outer rectangle -- Not affected by window border size. Used by: -- - FindHoveredWindow() (w/ extra padding when border resize is enabled) -- - Begin() initial clipping rect for drawing window background and borders. -- - Begin() clipping whole child local host_rect if (bit32.band(flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 and bit32.band(flags, 67108864 --[[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) -- Inner rectangle -- Not affected by window border size. Used by: -- - InnerClipRect -- - ScrollToRectEx() -- - NavUpdatePageUpPageDown() -- - Scrollbar() window.InnerRect.Min.x = window.Pos.x + window.DecoOuterSizeX1 window.InnerRect.Min.y = window.Pos.y + window.DecoOuterSizeY1 window.InnerRect.Max.x = window.Pos.x + window.Size.x - window.DecoOuterSizeX2 window.InnerRect.Max.y = window.Pos.y + window.Size.y - window.DecoOuterSizeY2 -- Inner clipping rectangle. -- - Extend a outside of normal work region up to borders. -- - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. -- - It also makes clipped items be more noticeable. -- - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5 on left and right edge), see #3312 -- - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. -- Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. -- Affected by window/frame border size. Used by: -- - Begin() initial clip rect local top_border_size = ((bit32.band(flags, 1024 --[[ImGuiWindowFlags.MenuBar]]) ~= 0 or bit32.band(flags, 1 --[[ImGuiWindowFlags.NoTitleBar]]) == 0) and style.FrameBorderSize or window.WindowBorderSize) -- Try to match the fact that our border is drawn centered over the window rectangle, rather than inner. -- This is why we do a *0.5 here. We don't currently even technically support large values for WindowBorderSize, -- see e.g #7887 #7888, but may do after we move the window border to become an inner border (and then we can remove the 0.5 here). 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, 3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]) window.DecoInnerSizeX1 = 0.0; window.DecoInnerSizeY1 = 0.0 -- DRAWING -- Setup draw list and outer clipping rectangle 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) -- Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) -- When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. -- FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) 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, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0) and (bit32.band(flags, 67108864 --[[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 -- Handle title bar, scrollbar, resize grips and resize borders 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 -- UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) -- Work rectangle. -- Affected by window padding and border size. Used by: -- - Columns() for right-most edge -- - TreeNode(), CollapsingHeader() for right-most edge -- - BeginTabBar() for right-most edge local allow_scrollbar_x = (bit32.band(flags, 8 --[[ImGuiWindowFlags.NoScrollbar]]) == 0) and (bit32.band(flags, 2048 --[[ImGuiWindowFlags.HorizontalScrollbar]]) ~= 0) local allow_scrollbar_y = (bit32.band(flags, 8 --[[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 = 0 --[[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 = 1 --[[ImGuiLayoutType.Vertical]] window.DC.ParentLayoutType = (parent_window ~= nil) and parent_window.DC.LayoutType or 1 --[[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, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 and not window.DockIsActive then is_resizable_width = (window.Size.x > 0.0) and (bit32.band(window.ChildFlags, bit32.bor(16 --[[ImGuiChildFlags.AutoResizeX]], 64 --[[ImGuiChildFlags.AlwaysAutoResize]])) == 0) else is_resizable_width = (window.Size.x > 0.0) and (bit32.band(flags, 64 --[[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 -- Disabled window.DC.TextWrapPosStack:resize(0) if bit32.band(flags, 134217728 --[[ImGuiWindowFlags.Modal]]) ~= 0 then window.DC.ModalDimBgColor = ImGui.ColorConvertFloat4ToU32(ImGui.GetStyleColorVec4(62 --[[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 -- Clear SetNextWindowXXX data (can aim to move this higher in the function) g.NextWindowData:ClearFlags() -- Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) -- We ImGuiFocusRequestFlags.UnlessBelowModal to: -- - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. -- - Position window behind the modal that is not a begin-parent of this window. if want_focus then ImGui.FocusWindow(window, 2 --[[ImGuiFocusRequestFlags.UnlessBelowModal]]) end if want_focus and window == g.NavWindow then ImGui.NavInitWindow(window, false) -- <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls end -- Pressing Ctrl+C copy window content into the clipboard -- [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope. -- [EXPERIMENTAL] Text outputs has many issues. if g.IO.ConfigWindowsCopyContentsWithCtrlC then if g.NavWindow and g.NavWindow.RootWindow == window and g.ActiveId == 0 and ImGui.Shortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 548 --[[ImGuiKey.C]])) then ImGui.LogToClipboard(0) end end -- Title bar if bit32.band(flags, 1 --[[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, 1 --[[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, 33554432 --[[ImGuiWindowFlags.Tooltip]]) ~= 0 then g.TooltipPreviousWindow = window end if bit32.band(g.IO.ConfigFlags, 128 --[[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, 524288 --[[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, 524288 --[[ImGuiWindowFlags.NoDocking]]) == 0 then if g.MovingWindow == nil or g.MovingWindow.RootWindowDockTree ~= window then if window == window.RootWindowDockTree and bit32.band(window.Flags, 8388608 --[[ImGuiWindowFlags.DockNodeHost]]) == 0 then ImGui.BeginDockableDragDropTarget(window) end end end end -- Set default BgClickFlags -- This is set at the end of this function, so UpdateWindowManualResize()/ClampWindowPos() may use last-frame value if overridden by user code. -- FIXME: The general intent is that we will later expose config options to default to enable scrolling + select scrolling mouse button. if bit32.band(flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 then window.BgClickFlags = parent_window.BgClickFlags else window.BgClickFlags = g.IO.ConfigWindowsMoveFromTitleBarOnly and 0 --[[ImGuiWindowBgClickFlags.None]] or 1 --[[ImGuiWindowBgClickFlags.Move]] end -- We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). -- This is useful to allow creating context menus on title bar only, etc. window.DC.WindowItemStatusFlags = 0 --[[ImGuiItemStatusFlags.None]] if ImGui.IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) then window.DC.WindowItemStatusFlags = bit32.bor(window.DC.WindowItemStatusFlags, 1 --[[ImGuiItemStatusFlags.HoveredRect]]) end ImGui.SetLastItemDataForWindow(window, title_bar_rect) else -- Skip refresh always mark active if (window.SkipRefresh) then SetWindowActiveForSkipRefresh(window) end -- Append ImGui.SetCurrentViewport(window, window.Viewport) SetCurrentWindow(window) g.NextWindowData:ClearFlags() ImGui.SetLastItemDataForWindow(window, window:TitleBarRect()) end if bit32.band(flags, 8388608 --[[ImGuiWindowFlags.DockNodeHost]]) == 0 and not window.SkipRefresh then ImGui.PushClipRect(window.InnerClipRect.Min, window.InnerClipRect.Max, true) -- [Roblox backend] content clip + scroll origin: lets the backend move scrolled content instead of redrawing it local dl, cr = window.DrawList, window.DrawList._CmdHeader.ClipRect dl._ContentClipX0, dl._ContentClipY0, dl._ContentClipX1, dl._ContentClipY1 = cr.x, cr.y, cr.z, cr.w dl._ScrollOriginX, dl._ScrollOriginY = window.Pos.x - window.Scroll.x, window.Pos.y - window.Scroll.y end -- Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) window.WriteAccessed = false window.BeginCount = window.BeginCount + 1 g.NextWindowData:ClearFlags() -- Update visibility 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. -- This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. -- This is analogous to regular windows being hidden from one frame. -- It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. if window.DockIsActive and not window.DockTabIsVisible then if window.LastFrameJustFocused == g.FrameCount then window.HiddenFramesCannotSkipItems = 1 else window.HiddenFramesCanSkipItems = 1 end end if (bit32.band(flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0) and (bit32.band(flags, 268435456 --[[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). assert((bit32.band(flags, 1 --[[ImGuiWindowFlags.NoTitleBar]]) ~= 0) or window.DockIsActive) local nav_request = (bit32.band(window.ChildFlags, 256 --[[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 -- Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) if style.Alpha <= 0.0 then window.HiddenFramesCanSkipItems = 1 end -- Update the Hidden flag 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, 197120 --[[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 -- Skip refresh mode window.SkipItems = true end if open == nil then open = true end -- [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. -- (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) if not window.IsFallbackWindow then if (g.IO.ConfigDebugBeginReturnValueOnce and window_just_created) or (g.IO.ConfigDebugBeginReturnValueLoop and g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size) then if window.AutoFitFramesX > 0 then window.AutoFitFramesX = window.AutoFitFramesX + 1 end if window.AutoFitFramesY > 0 then window.AutoFitFramesY = window.AutoFitFramesY + 1 end return open, false end end return open, not window.SkipItems end function ImGui.End() local g = GImGui local window = g.CurrentWindow -- Error checking: verify that user hasn't called End() too many times! 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() -- Error checking: verify that user doesn't directly call End() on a child window. if bit32.band(window.Flags, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0 then IM_ASSERT_USER_ERROR(g.WithinEndPopupID == window.ID, "Must call EndPopup() and not End()!") end if bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 and bit32.band(window.Flags, 8388608 --[[ImGuiWindowFlags.DockNodeHost]]) == 0 and not window.DockIsActive then IM_ASSERT_USER_ERROR(g.WithinEndChildID == window.ID, "Must call EndChild() and not End()!") end -- Close anything that is open if window.DC.CurrentColumns then ImGui.EndColumns() end if bit32.band(window.Flags, 8388608 --[[ImGuiWindowFlags.DockNodeHost]]) == 0 and not window.SkipRefresh then -- Pop inner window clip rectangle ImGui.PopClipRect() end ImGui.PopFocusScope() if window_stack_data.DisabledOverrideReenable and window.RootWindow == window then ImGui.EndDisabledOverrideReenable() end if (window.SkipRefresh) then assert(window.DrawList == nil) window.DrawList = window.DrawListInst end if window.CacheSkipItemsBackup ~= nil then -- [Port] SetNextWindowCached() window.SkipItems = window.CacheSkipItemsBackup window.CacheSkipItemsBackup = nil 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 -- FIXME-DOCK 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, 268435456 --[[ImGuiWindowFlags.ChildMenu]]) ~= 0 then g.BeginMenuDepth = g.BeginMenuDepth - 1 end if bit32.band(window.Flags, 67108864 --[[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 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 -- BeginDisabled()/EndDisabled() -- - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) -- - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. -- - Feedback welcome at https://github.com/ocornut/imgui/issues/211 -- - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions. -- (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) -- - Note: mixing up BeginDisabled() and PushItemFlag(ImGuiItemFlags.Disabled) is currently NOT SUPPORTED. --- @param disabled? bool function ImGui.BeginDisabled(disabled) if disabled == nil then disabled = true end local g = GImGui local was_disabled = bit32.band(g.CurrentItemFlags, 64 --[[ImGuiItemFlags.Disabled]]) ~= 0 if not was_disabled and disabled then g.DisabledAlphaBackup = g.Style.Alpha g.Style.Alpha = g.Style.Alpha * g.Style.DisabledAlpha -- PushStyleVar(ImGuiStyleVar.Alpha, g.Style.Alpha * g.Style.DisabledAlpha) end if was_disabled or disabled then g.CurrentItemFlags = bit32.bor(g.CurrentItemFlags, 64 --[[ImGuiItemFlags.Disabled]]) end g.ItemFlagsStack:push_back(g.CurrentItemFlags) -- FIXME-OPT: can we simply skip this and use DisabledStackSize? 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, 64 --[[ImGuiItemFlags.Disabled]]) ~= 0 -- PopItemFlag() g.ItemFlagsStack:pop_back() g.CurrentItemFlags = g.ItemFlagsStack:back() if was_disabled and bit32.band(g.CurrentItemFlags, 64 --[[ImGuiItemFlags.Disabled]]) == 0 then g.Style.Alpha = g.DisabledAlphaBackup -- PopStyleVar() end end -- Could have been called BeginDisabledDisable() but it didn't want to be award nominated for most awkward function name. -- Ideally we would use a shared e.g. BeginDisabled()->BeginDisabledEx() but earlier needs to be optimal. -- The whole code for this is awkward, will reevaluate if we find a way to implement SetNextItemDisabled(). function ImGui.BeginDisabledOverrideReenable() local g = GImGui assert(bit32.band(g.CurrentItemFlags, 64 --[[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(64 --[[ImGuiItemFlags.Disabled]])) g.ItemFlagsStack:push_back(g.CurrentItemFlags) g.DisabledStackSize = g.DisabledStackSize + 1 end function ImGui.EndDisabledOverrideReenable() local g = GImGui 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 -- Find window given position, search front-to-back -- - Typically write output back to g.HoveredWindow and g.HoveredWindowUnderMovingWindow. -- - FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically -- with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is -- called, aka before the next Begin(). Moving window isn't affected. -- - The 'find_first_and_in_any_viewport = true' mode is only used by TestEngine. It is simpler to maintain here. --- @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, 512 --[[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, 512 --[[ImGuiWindowFlags.NoMouseInputs]]) ~= 0 then break end assert(window.Viewport) if (window.Viewport ~= g.MouseViewport) then break end -- Using the clipped AABB, a child window will typically be clipped by its parent (not always) local hit_padding if bit32.band(window.Flags, bit32.bor(2 --[[ImGuiWindowFlags.NoResize]], 64 --[[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 -- Support for one rectangular hole in any given window -- FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) if window.HitTestHoleSize.x ~= 0 then local hx, hy = window.Pos.x + window.HitTestHoleOffset.x, window.Pos.y + window.HitTestHoleOffset.y if pos.x >= hx and pos.y >= hy and pos.x < hx + window.HitTestHoleSize.x and pos.y < hy + window.HitTestHoleSize.y then break -- continue end 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: -- The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) function ImGui.UpdateHoveredWindowAndCaptureFlags(mouse_pos) local g = GImGui local io = g.IO -- FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING -- by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow. g.WindowsBorderHoverPadding = ImMax(ImMax(g.Style.TouchExtraPadding.x, g.Style.TouchExtraPadding.y), g.Style.WindowBorderHoverPadding) -- Find the window hovered by mouse: -- - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. -- - When moving a window we can skip the search, which also conveniently bypasses the fact that window.WindowRectClipped is lagging as this point of the frame. -- - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. local clear_hovered_windows = false g.HoveredWindow, g.HoveredWindowUnderMovingWindow = FindHoveredWindowEx(mouse_pos, false) assert(g.HoveredWindow == nil or g.HoveredWindow == g.MovingWindow or g.HoveredWindow.Viewport == g.MouseViewport) g.HoveredWindowBeforeClear = g.HoveredWindow -- Modal windows prevents mouse from hovering behind them. local modal_window = ImGui.GetTopMostPopupModal() if modal_window and g.HoveredWindow and not ImGui.IsWindowWithinBeginStackOf(g.HoveredWindow.RootWindow, modal_window) then -- FIXME-MERGE: RootWindowDockTree ? clear_hovered_windows = true end -- Disabled mouse hovering (we don't currently clear MousePos, we could) if bit32.band(io.ConfigFlags, 16 --[[ImGuiConfigFlags.NoMouse]]) ~= 0 then clear_hovered_windows = true end -- We track click ownership. When clicked outside of a window the click is owned by the application and -- won't report hovering nor request capture even while dragging over our windows afterward. 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 -- Increase release frame for our evaluation of earliest button (#1392) 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] -- If mouse was first clicked outside of ImGui bounds we also cancel out hovering. -- FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) local mouse_dragging_extern_payload = g.DragDropActive and bit32.band(g.DragDropSourceFlags, 16 --[[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 -- Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) -- Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag if (g.WantCaptureMouseNextFrame ~= -1) 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 -- Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) io.WantCaptureKeyboard = false if bit32.band(io.ConfigFlags, 64 --[[ImGuiConfigFlags.NoKeyboard]]) == 0 then if (g.ActiveId ~= 0) or (modal_window ~= nil) then io.WantCaptureKeyboard = true elseif io.NavActive and bit32.band(io.ConfigFlags, 1 --[[ImGuiConfigFlags.NavEnableKeyboard]]) ~= 0 and io.ConfigNavCaptureKeyboard then io.WantCaptureKeyboard = true end end if g.WantCaptureKeyboardNextFrame ~= -1 then -- Manual override io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame ~= 0) end -- Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible io.WantTextInput = (g.WantTextInputNextFrame ~= -1) and (g.WantTextInputNextFrame ~= 0) or false end --- @param key ImGuiKey --- @param v bool --- @param analog_value float function ImGui.UpdateAliasKey(key, v, analog_value) assert(ImGui.IsAliasKey(key)) local key_data = ImGui.GetKeyData(nil, key) key_data.Down = v key_data.AnalogValue = analog_value end -- [Internal] Do not use directly function ImGui.GetMergedModsFromKeys() local g = GImGui -- Bypass IsKeyDown() for the unlikely case where user used a ImGuiInputFlags.LockXXXX on those. local mods = 0 if ImGui.GetKeyData(g, 4096 --[[ImGuiMod_Ctrl]]).Down then mods = bit32.bor(mods, 4096 --[[ImGuiMod_Ctrl]]) end if ImGui.GetKeyData(g, 8192 --[[ImGuiMod_Shift]]).Down then mods = bit32.bor(mods, 8192 --[[ImGuiMod_Shift]]) end if ImGui.GetKeyData(g, 16384 --[[ImGuiMod_Alt]]).Down then mods = bit32.bor(mods, 16384 --[[ImGuiMod_Alt]]) end if ImGui.GetKeyData(g, 32768 --[[ImGuiMod_Super]]).Down then mods = bit32.bor(mods, 32768 --[[ImGuiMod_Super]]) end return mods end function ImGui.UpdateKeyboardInputs() local g = GImGui local io = g.IO if bit32.band(io.ConfigFlags, 64 --[[ImGuiConfigFlags.NoKeyboard]]) ~= 0 then io:ClearInputKeys() end -- Update aliases 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(661 --[[ImGuiKey.MouseWheelX]], io.MouseWheelH ~= 0.0, io.MouseWheelH) ImGui.UpdateAliasKey(662 --[[ImGuiKey.MouseWheelY]], io.MouseWheel ~= 0.0, io.MouseWheel) -- Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values. -- - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array. -- - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array. -- So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing. local prev_key_mods = io.KeyMods io.KeyMods = ImGui.GetMergedModsFromKeys() io.KeyCtrl = bit32.band(io.KeyMods, 4096 --[[ImGuiMod_Ctrl]]) ~= 0 io.KeyShift = bit32.band(io.KeyMods, 8192 --[[ImGuiMod_Shift]]) ~= 0 io.KeyAlt = bit32.band(io.KeyMods, 16384 --[[ImGuiMod_Alt]]) ~= 0 io.KeySuper = bit32.band(io.KeyMods, 32768 --[[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, 1 --[[ImGuiBackendFlags.HasGamepad]]) == 0 then for key = 632 --[[ImGuiKey_Gamepad_BEGIN]], 656 --[[ImGuiKey_Gamepad_END]] - 1 do io.KeysData[key - 512 --[[ImGuiKey.NamedKey_BEGIN]]].Down = false io.KeysData[key - 512 --[[ImGuiKey.NamedKey_BEGIN]]].AnalogValue = 0.0 end end -- Update keys for key = 512 --[[ImGuiKey.NamedKey_BEGIN]], 667 --[[ImGuiKey.NamedKey_END]] - 1 do local key_data = io.KeysData[key - 512 --[[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 == 663 --[[ImGuiKey.ReservedForModCtrl]] or key == 664 --[[ImGuiKey.ReservedForModShift]] or key == 665 --[[ImGuiKey.ReservedForModAlt]] or key == 666 --[[ImGuiKey.ReservedForModSuper]] then g.LastKeyboardKeyPressTime = g.Time end end end -- Update keys/input owner (named keys only): one entry per key for key = 512 --[[ImGuiKey.NamedKey_BEGIN]], 667 --[[ImGuiKey.NamedKey_END]] - 1 do local key_data = io.KeysData[key - 512 --[[ImGuiKey.NamedKey_BEGIN]]] local owner_data = g.KeysOwnerData[key - 512 --[[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 = 4294967295 --[[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 -- Update key routing (for e.g. shortcuts) 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. -- - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. -- - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. io.MouseWheelRequestAxisSwap = io.KeyShift 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 == 0 --[[ImGuiMouseSource.Mouse]]) and 2.0 or 3.0 -- Slightly higher threshold for ImGuiMouseSource.TouchScreen/ImGuiMouseSource.Pen, may need rework. local mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold) g.MouseStationaryTimer = mouse_stationary and (g.MouseStationaryTimer + io.DeltaTime) or 0.0 -- IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer) -- If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. if io.MouseDelta.x ~= 0.0 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 -- We provide io.MouseDoubleClicked[] as a legacy service io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2) -- Clicking any mouse button reactivate mouse hovering which may have been deactivated by keyboard/gamepad navigation if (io.MouseClicked[i]) 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) -- For each axis, find window in the hierarchy that may want to use scrolling local g = GImGui local windows = {nil, nil} for axis = 1 --[[ImGuiAxis.X]], 2 --[[ImGuiAxis.Y]] do if wheel[axis] ~= 0.0 then windows[axis] = g.HoveredWindow local window = g.HoveredWindow while bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 do -- Bubble up into parent window if: -- - a child window doesn't allow any scrolling. -- - a child window has the ImGuiWindowFlags.NoScrollWithMouse flag. -- -- - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP) local has_scrolling = (window.ScrollMax[axis] ~= 0.0) local inputs_disabled = (bit32.band(window.Flags, 16 --[[ImGuiWindowFlags.NoScrollWithMouse]]) ~= 0) and not (bit32.band(window.Flags, 512 --[[ImGuiWindowFlags.NoMouseInputs]]) ~= 0) -- local scrolling_past_limits = (wheel_v < 0.0) and (window.Scroll[axis] <= 0.0) or (window.Scroll[axis] >= window.ScrollMax[axis]) if has_scrolling and not inputs_disabled then -- and not scrolling_past_limits 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 there's only one window or only one axis then there's no ambiguity 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 candidate are different windows we need to decide which one to prioritize -- - First frame: only find a winner if one axis is zero. -- - Subsequent frames: only find a winner when one is more than the other. if (g.WheelingWindowStartFrame == -1) 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 -- Called by NewFrame() function ImGui.UpdateMouseWheel() -- Reset the locked window if we move the mouse or after the timer elapses. -- FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795) 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(661 --[[ImGuiKey.MouseWheelX]], owner_id) and g.IO.MouseWheelH or 0.0 wheel.y = ImGui.TestKeyOwner(662 --[[ImGuiKey.MouseWheelY]], owner_id) and g.IO.MouseWheel or 0.0 -- IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y) if g.WheelingWindow ~= nil then ImGui.SetKeyOwner(661 --[[ImGuiKey.MouseWheelX]], owner_id) ImGui.SetKeyOwner(662 --[[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 -- Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs() 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, 16 --[[ImGuiWindowFlags.NoScrollWithMouse]]) ~= 0) and not (bit32.band(window.Flags, 512 --[[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[1 --[[ImGuiAxis.X]]] and do_scroll[2 --[[ImGuiAxis.Y]]] then do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) and 2 --[[ImGuiAxis.Y]] or 1 --[[ImGuiAxis.X]]] = false end if do_scroll[1 --[[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[2 --[[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 -- Called once a frame. Followed by SetCurrentFont() which sets up the remaining data. -- FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! local function SetupDrawListSharedData() local g = GImGui local virtual_space = ImRect(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[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 = 0 --[[ImDrawListFlags.None]] if g.Style.AntiAliasedLines then g.DrawListSharedData.InitialFlags = bit32.bor(g.DrawListSharedData.InitialFlags, 1 --[[ImDrawListFlags.AntiAliasedLines]]) end if g.Style.AntiAliasedLinesUseTex and not bit32.band(g.IO.Fonts.Flags, 4 --[[ImFontAtlasFlags.NoBakedLines]]) then g.DrawListSharedData.InitialFlags = bit32.bor(g.DrawListSharedData.InitialFlags, 2 --[[ImDrawListFlags.AntiAliasedLinesUseTex]]) end if g.Style.AntiAliasedFill then g.DrawListSharedData.InitialFlags = bit32.bor(g.DrawListSharedData.InitialFlags, 4 --[[ImDrawListFlags.AntiAliasedFill]]) end if bit32.band(g.IO.BackendFlags, 8 --[[ImGuiBackendFlags.RendererHasVtxOffset]]) then g.DrawListSharedData.InitialFlags = bit32.bor(g.DrawListSharedData.InitialFlags, 8 --[[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 -- Make publicly accessible 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, 4096 --[[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: PLEASE DO NOT USE. I don't want to formalize this just yet. Because reasons. 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 -- Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. -- - When using this function it is sane to ensure that float are perfectly rounded to integer values, -- so that e.g. (int)(max.x-min.x) in user's render produce correct result. -- - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): -- some frequently called functions which to modify both channels and clipping simultaneously tend to use the -- more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. -- - This is analogous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack, -- which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts. --- @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 = GImGui.CurrentWindow -- [Luau] inline GetCurrentWindow() window.WriteAccessed = true local draw_list = window.DrawList draw_list:PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect) local stack = draw_list._ClipRectStack ImRect_CopyFromV4(window.ClipRect, stack.Data[stack.Size]) -- [Luau] inline back() end function ImGui.PopClipRect() local window = GImGui.CurrentWindow -- [Luau] inline GetCurrentWindow() window.WriteAccessed = true local draw_list = window.DrawList draw_list:PopClipRect() local stack = draw_list._ClipRectStack ImRect_CopyFromV4(window.ClipRect, stack.Data[stack.Size]) -- [Luau] inline 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) -- Create the draw list on demand, because they are not frequently used for all viewports local g = GImGui 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 -- Our ImDrawList system requires that there is always a command 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, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0 and 1 or 0) - (bit32.band(b.Flags, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0 and 1 or 0) if d ~= 0 then return (d < 0) end d = (bit32.band(a.Flags, 33554432 --[[ImGuiWindowFlags.Tooltip]]) ~= 0 and 1 or 0) - (bit32.band(b.Flags, 33554432 --[[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 in Docking branch for ImGuiWindowFlags.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, 33554432 --[[ImGuiWindowFlags.Tooltip]]) ~= 0) and 2 or 1 end -- Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) --- @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() 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) -- Calculate frame-rate for the user, as a purely luxurious feature -- 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 = 3.4028234663853e+38 --[[FLT_MAX]] end -- Process input queue (trickle as many events as possible), turn events into writes to IO structure ImGui.UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue) -- Update viewports (after processing input queue, so io.MouseHoveredViewport is set) ImGui.UpdateViewportsNewFrame() -- Update texture list (collect destroyed textures, etc.) ImGui.UpdateTexturesNewFrame() -- Setup current font and draw list shared data 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 -- Drag and drop keep the source ID alive so even if the source disappear our state is consistent if g.DragDropActive and g.DragDropPayload.SourceId == g.ActiveId then ImGui.KeepAliveID(g.DragDropPayload.SourceId) end -- [DEBUG] if not g.IO.ConfigDebugHighlightIdConflicts or not g.IO.KeyCtrl then -- Count is locked while holding Ctrl 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 -- Clear ActiveID if the item is not alive anymore. -- In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). -- As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. if (g.ActiveId ~= 0 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 -- Close popups on focus lost (currently wip/opt-in) -- if (g.IO.AppFocusLost) -- ClosePopupsExceptModals(); -- Update keyboard input state ImGui.UpdateKeyboardInputs() -- IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); -- IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); -- IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); -- IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); -- Drag and drop g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr g.DragDropAcceptIdCurr = 0 g.DragDropAcceptFlagsPrev = g.DragDropAcceptFlagsCurr g.DragDropAcceptFlagsCurr = 0 --[[ImGuiDragDropFlags.None]] g.DragDropAcceptIdCurrRectSurface = 3.4028234663853e+38 --[[FLT_MAX]] g.DragDropWithinSource = false g.DragDropWithinTarget = false g.DragDropHoldJustPressedId = 0 if g.DragDropActive then -- Also works when g.ActiveId==0 (aka leftover payload in progress, no active id) -- You may disable this externally by hijacking the input route: -- 'if (GetDragDropPayload() ~= nil) then Shortcut(ImGuiKey.Escape, ImGuiInputFlags.RouteGlobal | ImGuiInputFlags.RouteOverActive) end -- but you will not get a return value from Shortcut() due to ActiveIdUsingAllKeyboardKeys logic. You can however poll IsKeyPressed(ImGuiKey.Escape) afterwards. local owner_id = (g.ActiveId ~= 0) and g.ActiveId or ImHashStr("##DragDropCancelHandler") if ImGui.Shortcut(526 --[[ImGuiKey.Escape]], 4096 --[[ImGuiInputFlags.RouteGlobal]], owner_id) then ImGui.ClearActiveID() ImGui.ClearDragDrop() end end g.TooltipPreviousWindow = nil -- Update keyboard/gamepad navigation ImGui.NavUpdate() -- Update mouse input state 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) -- Mark all windows as not visible and compact unused memory. 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 3.4028234663853e+38 --[[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 -- Garbage collect transient buffers of recently unused windows if (not window.WasActive or gc_all) and not window.MemoryCompacted and window.LastTimeActive < memory_compact_start_time then ImGui.GcCompactTransientWindowBuffers(window) end end -- Find hovered window -- (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) -- (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active) ImGui.UpdateHoveredWindowAndCaptureFlags(g.IO.MousePos) -- Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) 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 = 0 --[[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 -- Mouse wheel scrolling, scale 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 -- Closing the focused window restore focus to the first active root window in descending z-order if (g.NavWindow and not g.NavWindow.WasActive) then ImGui.FocusTopMostWindowUnderOne(nil, nil, nil, 1 --[[ImGuiFocusRequestFlags.RestoreFocusedChild]]) end -- No window should be open at the beginning of the frame. -- But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. g.CurrentWindowStack:resize(0) g.BeginPopupStack:resize(0) g.ItemFlagsStack:resize(0) g.ItemFlagsStack:push_back(144 --[[ImGuiItemFlags.Default_]]) -- Default flags g.CurrentItemFlags = g.ItemFlagsStack:back() g.GroupStack:resize(0) -- [DEBUG] ID Stack Tool query ImGui.UpdateDebugToolItemPathQuery() -- Docking ImGui.DockContextNewFrameUpdateDocking(g) -- Create implicit/fallback window - which we will only render it if the user has added something to it. -- We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. -- This fallback is particularly important as it prevents ImGui:: calls from crashing. g.WithinFrameScopeWithImplicitWindow = true ImGui.SetNextWindowSize(ImVec2(400, 400), 4 --[[ImGuiCond.FirstUseEver]]) ImGui.Begin("Debug##Default") assert(g.CurrentWindow.IsFallbackWindow == true) -- Store stack sizes g.ErrorCountCurrentFrame = 0 g.StackSizesInNewFrame = g.StackSizesInNewFrame or ImGuiErrorRecoveryState() ImGui.ErrorRecoveryStoreState(g.StackSizesInNewFrame) -- [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, -- allowing to validate correct Begin/End behavior in user code. if g.IO.ConfigDebugBeginReturnValueLoop then g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) and 0 or ((g.DebugBeginReturnValueCullDepth + (((g.FrameCount % 4) == 0) and 1 or 0)) % 10) else g.DebugBeginReturnValueCullDepth = -1 end end -- This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. function ImGui.EndFrame() local g = GImGui assert(g.Initialized) -- Don't process EndFrame() multiple times. if g.FrameCountEnded == g.FrameCount then return end IM_ASSERT_USER_ERROR(g.WithinFrameScope, "Forgot to call ImGui::NewFrame()?") -- [EXPERIMENTAL] Recover from errors if g.IO.ConfigErrorRecovery and g.StackSizesInNewFrame then ImGui.ErrorRecoveryTryToRecoverState(g.StackSizesInNewFrame) end ImGui.ErrorCheckEndFrameFinalizeErrorTooltip() -- Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) 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 -- Hide implicit/fallback "Debug" window if it hasn't been used 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 ImGui.NavEndFrame() -- 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, 32 --[[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, 1 --[[ImGuiDragDropFlags.SourceNoPreviewTooltip]]) == 0) then g.DragDropWithinSource = true ImGui.SetTooltip("...") g.DragDropWithinSource = false end -- End frame g.WithinFrameScope = false g.FrameCountEnded = g.FrameCount ImGui.UpdateFontsEndFrame() -- Initiate moving window + handle left-click and right-click focus ImGui.UpdateMouseMovingWindowEndFrame() -- Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) ImGui.UpdateViewportsEndFrame() -- Sort the window list so that all child windows are after their parent -- We cannot do that on FocusWindow() because children may not exist yet g.WindowsTempSortBuffer:resize(0) g.WindowsTempSortBuffer:reserve(g.Windows.Size) for _, window in g.Windows:iter() do repeat if window.Active and bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 then -- if a child is active its parent will add it break end AddWindowToSortBuffer(g.WindowsTempSortBuffer, window) until true end -- This usually assert if there is a mismatch between the ImGuiWindowFlags.ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. assert(g.Windows.Size == g.WindowsTempSortBuffer.Size) g.Windows:swap(g.WindowsTempSortBuffer) g.IO.MetricsActiveWindows = g.WindowsActiveCount ImGui.UpdateTexturesEndFrame() -- Unlock font atlas for _, atlas in g.FontAtlases:iter() do atlas.Locked = false end -- Clear Input data for next frame 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: -- Prepare the data for rendering so you can call GetDrawData() -- (As with anything within the ImGui:: namespace this doesn't touch your GPU or graphics API at all: -- it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) function ImGui.Render() local g = GImGui 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 -- Add background ImDrawList (for each active viewport) 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 -- Draw modal/window whitening backgrounds ImGui.RenderDimmedBackgrounds() -- Add ImDrawList to render local windows_to_render_top_most = {nil, nil} windows_to_render_top_most[1] = (g.NavWindowingTarget and (bit32.band(g.NavWindowingTarget.Flags, 8192 --[[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, 16777216 --[[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 ~= (-1) --[[ImGuiMouseCursor.None]] then ImGui.RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, 4294967295 --[[IM_COL32_WHITE]], 4278190080 --[[IM_COL32_BLACK]], IM_COL32(0, 0, 0, 48)) end -- Setup ImDrawData structures for end-user g.IO.MetricsRenderVertices = 0 g.IO.MetricsRenderIndices = 0 for _, viewport in g.Viewports:iter() do FlattenDrawDataIntoSingleLayer(viewport.DrawDataBuilder) -- Add foreground ImDrawList (for each active viewport) if viewport.BgFgDrawLists[2] ~= nil and viewport.BgFgDrawListsLastTimeActive[2] == g.Time then ImGui.AddDrawListToDrawDataEx(viewport.DrawDataP, viewport.DrawDataBuilder.Layers[1], ImGui.GetForegroundDrawList(viewport)) end -- We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). 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 -- Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. -- CalcTextSize("") should return ImVec2(0.0, g.FontSize) --- @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) -- Hide anything after a '##' string 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 = ImFontCalcTextSizeEx(font, font_size, 3.4028234663853e+38 --[[FLT_MAX]], wrap_width, text, text_begin, text_display_end, text_display_end, nil, 0 --[[ImDrawTextFlags.None]]) -- [Luau] inline font:CalcTextSizeA() -- Round -- (see 7b0bf230, 4622fa4b6, #791 for details about this.) -- FIXME: Add a way to disable this. text_size.x = math.ceil(text_size.x) -- [Luau] == ImCeilFast() for all finite values, builtin return text_size end -- Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() 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 -- This function is merely here to free heap allocations. 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 -- The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) for _, atlas in g.FontAtlases:iter() do ImGui.UnregisterFontAtlas(atlas) if atlas.OwnerContext == g then 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() -- Shutdown extensions ImGui.DockContextShutdown(g) -- Cleanup of other data are conditional on actually having initialized Dear ImGui. if not g.Initialized then return end -- TODO: -- Clear everything else g.MultiSelectStorage:Clear() g.MultiSelectTempData:clear() g.MenusIdSubmittedThisFrame:clear() end -- A conformant backend should return nil on failure (e.g. clipboard data is not text). --- @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() assert(GImGui ~= nil, "No current context. Did you call ImGui.CreateContext() and ImGui.SetCurrentContext()?") return GImGui.PlatformIO end -- Get desired mouse cursor shape. -- Important: this is meant to be used by a platform backend, it is reset in ImGui.NewFrame(), -- updated during the frame, and locked in EndFrame()/Render(). -- If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you function ImGui.GetMouseCursor() local g = GImGui return g.MouseCursor end -- We intentionally accept values of ImGuiMouseCursor that are outside our bounds, in case users needs to hack-in a custom cursor value. -- Custom cursors may be handled by custom backends. If you are using a standard backend and want to hack in a custom cursor, you may -- handle it before the backend _NewFrame() call and temporarily set ImGuiConfigFlags.NoMouseCursorChange during the backend _NewFrame() call. --- @param cursor_type ImGuiMouseCursor function ImGui.SetMouseCursor(cursor_type) local g = GImGui g.MouseCursor = cursor_type end ------------------------------------------------------------------------------- -- [SECTION] MISC HELPERS/UTILITIES (Color functions) -- Note: The Convert functions are early design which are not consistent with other API. ------------------------------------------------------------------------------- --- @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, 24 --[[IM_COL32_A_SHIFT]]), 0xFF) / 255.0 local r = ImLerp(bit32.band(bit32.rshift(col_a, 0 --[[IM_COL32_R_SHIFT]]), 0xFF), bit32.band(bit32.rshift(col_b, 0 --[[IM_COL32_R_SHIFT]]), 0xFF), t) local g = ImLerp(bit32.band(bit32.rshift(col_a, 8 --[[IM_COL32_G_SHIFT]]), 0xFF), bit32.band(bit32.rshift(col_b, 8 --[[IM_COL32_G_SHIFT]]), 0xFF), t) local b = ImLerp(bit32.band(bit32.rshift(col_a, 16 --[[IM_COL32_B_SHIFT]]), 0xFF), bit32.band(bit32.rshift(col_b, 16 --[[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, 0 --[[IM_COL32_R_SHIFT]]), 0xFF) * s local g = bit32.band(bit32.rshift(in_col, 8 --[[IM_COL32_G_SHIFT]]), 0xFF) * s local b = bit32.band(bit32.rshift(in_col, 16 --[[IM_COL32_B_SHIFT]]), 0xFF) * s local a = bit32.band(bit32.rshift(in_col, 24 --[[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 local function F32ToU8Sat(v) if v < 0.0 then v = 0.0 elseif v > 1.0 then v = 1.0 end return math.floor(v * 255.0 + 0.5) end function ImGui.ColorConvertFloat4ToU32(in_col) return bit32.bor(F32ToU8Sat(in_col.x), bit32.lshift(F32ToU8Sat(in_col.y), 8), bit32.lshift(F32ToU8Sat(in_col.z), 16), bit32.lshift(F32ToU8Sat(in_col.w), 24)) end -- Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 -- Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv --- @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 -- Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 -- also http://en.wikipedia.org/wiki/HSL_and_HSV --- @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 -- Generic helper, equivalent to old ImGui.CalcListClipping() but stateless --- @param clip_rect ImRect --- @param pos ImVec2 --- @param items_height float function ImGui.CalcClipRectVisibleItemsY(clip_rect, pos, items_height) -- [Port] returns (out_visible_start, out_visible_end), 0-based like upstream local out_visible_start = ImMax(ImTrunc((clip_rect.Min.y - pos.y) / items_height), 0) local out_visible_end = ImMax(ImTrunc(ImCeil((clip_rect.Max.y - pos.y) / items_height)), out_visible_start) return out_visible_start, out_visible_end end ------------------------------------------------------------------------------- -- [SECTION] STYLING ------------------------------------------------------------------------------- function ImGui.GetStyle() 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 local w if type(col) == "number" then col = style.Colors[col] w = col.w * style.Alpha * alpha_mul else --- @cast col ImVec4 w = col.w * style.Alpha end -- [Luau] inline F32ToU8Sat() x4 local x, y, z = col.x, col.y, col.z if x < 0.0 then x = 0.0 elseif x > 1.0 then x = 1.0 end if y < 0.0 then y = 0.0 elseif y > 1.0 then y = 1.0 end if z < 0.0 then z = 0.0 elseif z > 1.0 then z = 1.0 end if w < 0.0 then w = 0.0 elseif w > 1.0 then w = 1.0 end return bit32.bor(math.floor(x * 255.0 + 0.5), bit32.lshift(math.floor(y * 255.0 + 0.5), 8), bit32.lshift(math.floor(z * 255.0 + 0.5), 16), bit32.lshift(math.floor(w * 255.0 + 0.5), 24)) 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, 4278190080 --[[IM_COL32_A_MASK]]), 24 --[[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(4278190080 --[[IM_COL32_A_MASK]])), bit32.lshift(a, 24 --[[IM_COL32_A_SHIFT]])) end end end -- FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 --- @param idx ImGuiCol --- @param col ImU32|ImVec4 function ImGui.PushStyleColor(idx, col) local g = GImGui local backup = ImGuiColorMod(idx, g.Style.Colors[idx]) -- [Luau] inline g.ColorStack:push_back(backup) local stack = g.ColorStack local n = stack.Size + 1 if n > stack.Capacity then stack:push_back(backup) else stack.Data[n] = backup; stack.Size = n end 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 local stack = g.ColorStack while count > 0 do local backup = stack.Data[stack.Size] -- [Luau] inline back()/pop_back() ImVec4_Copy(g.Style.Colors[backup.Col], backup.BackupValue) stack.Size = stack.Size - 1 count = count - 1 end end local GStyleVarsInfo = { ImGuiStyleVarInfo(1, ImGuiDataType.Float, "Alpha"), -- ImGuiStyleVar.Alpha ImGuiStyleVarInfo(1, ImGuiDataType.Float, "DisabledAlpha"), -- ImGuiStyleVar.DisabledAlpha ImGuiStyleVarInfo(2, ImGuiDataType.Float, "WindowPadding"), -- ImGuiStyleVar.WindowPadding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "WindowRounding"), -- ImGuiStyleVar.WindowRounding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "WindowBorderSize"), -- ImGuiStyleVar.WindowBorderSize ImGuiStyleVarInfo(2, ImGuiDataType.Float, "WindowMinSize"), -- ImGuiStyleVar.WindowMinSize ImGuiStyleVarInfo(2, ImGuiDataType.Float, "WindowTitleAlign"), -- ImGuiStyleVar.WindowTitleAlign ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ChildRounding"), -- ImGuiStyleVar.ChildRounding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ChildBorderSize"), -- ImGuiStyleVar.ChildBorderSize ImGuiStyleVarInfo(1, ImGuiDataType.Float, "PopupRounding"), -- ImGuiStyleVar.PopupRounding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "PopupBorderSize"), -- ImGuiStyleVar.PopupBorderSize ImGuiStyleVarInfo(2, ImGuiDataType.Float, "FramePadding"), -- ImGuiStyleVar.FramePadding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "FrameRounding"), -- ImGuiStyleVar.FrameRounding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "FrameBorderSize"), -- ImGuiStyleVar.FrameBorderSize ImGuiStyleVarInfo(2, ImGuiDataType.Float, "ItemSpacing"), -- ImGuiStyleVar.ItemSpacing ImGuiStyleVarInfo(2, ImGuiDataType.Float, "ItemInnerSpacing"), -- ImGuiStyleVar.ItemInnerSpacing ImGuiStyleVarInfo(1, ImGuiDataType.Float, "IndentSpacing"), -- ImGuiStyleVar.IndentSpacing ImGuiStyleVarInfo(2, ImGuiDataType.Float, "CellPadding"), -- ImGuiStyleVar.CellPadding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ScrollbarSize"), -- ImGuiStyleVar.ScrollbarSize ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ScrollbarRounding"), -- ImGuiStyleVar.ScrollbarRounding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ScrollbarPadding"), -- ImGuiStyleVar.ScrollbarPadding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "GrabMinSize"), -- ImGuiStyleVar.GrabMinSize ImGuiStyleVarInfo(1, ImGuiDataType.Float, "GrabRounding"), -- ImGuiStyleVar.GrabRounding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ImageRounding"), -- ImGuiStyleVar.ImageRounding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "ImageBorderSize"), -- ImGuiStyleVar.ImageBorderSize ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabRounding"), -- ImGuiStyleVar.TabRounding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabBorderSize"), -- ImGuiStyleVar.TabBorderSize ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabMinWidthBase"), -- ImGuiStyleVar.TabMinWidthBase ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabMinWidthShrink"), -- ImGuiStyleVar.TabMinWidthShrink ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabBarBorderSize"), -- ImGuiStyleVar.TabBarBorderSize ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TabBarOverlineSize"), -- ImGuiStyleVar.TabBarOverlineSize ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TableAngledHeadersAngle"), -- ImGuiStyleVar.TableAngledHeadersAngle ImGuiStyleVarInfo(2, ImGuiDataType.Float, "TableAngledHeadersTextAlign"), -- ImGuiStyleVar.TableAngledHeadersTextAlign ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TreeLinesSize"), -- ImGuiStyleVar.TreeLinesSize ImGuiStyleVarInfo(1, ImGuiDataType.Float, "TreeLinesRounding"), -- ImGuiStyleVar.TreeLinesRounding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "MenuItemRounding"), -- ImGuiStyleVar.MenuItemRounding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "SelectableRounding"), -- ImGuiStyleVar.SelectableRounding ImGuiStyleVarInfo(1, ImGuiDataType.Float, "DragDropTargetRounding"), -- ImGuiStyleVar.DragDropTargetRounding ImGuiStyleVarInfo(2, ImGuiDataType.Float, "ButtonTextAlign"), -- ImGuiStyleVar.ButtonTextAlign ImGuiStyleVarInfo(2, ImGuiDataType.Float, "SelectableTextAlign"), -- ImGuiStyleVar.SelectableTextAlign ImGuiStyleVarInfo(1, ImGuiDataType.Float, "SeparatorSize"), -- ImGuiStyleVar.SeparatorSize ImGuiStyleVarInfo(1, ImGuiDataType.Float, "SeparatorTextBorderSize"), -- ImGuiStyleVar.SeparatorTextBorderSize ImGuiStyleVarInfo(2, ImGuiDataType.Float, "SeparatorTextAlign"), -- ImGuiStyleVar.SeparatorTextAlign ImGuiStyleVarInfo(2, ImGuiDataType.Float, "SeparatorTextPadding") -- ImGuiStyleVar.SeparatorTextPadding } --- @param idx ImGuiStyleVar --- @return ImGuiStyleVarInfo function ImGui.GetStyleVarInfo(idx) assert(idx >= 0 and idx < 43 --[[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 == 6 --[[ImGuiDataType.Float]] and var_info.Count == 1, "Calling PushStyleVar() with wrong type!") else -- ImVec2 IM_ASSERT_USER_ERROR_RET(var_info.DataType == 6 --[[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)) if type(val) == "number" then g.Style[var_info.Key] = val else -- copy into the style's own ImVec2: storing the caller's vector would alias it into the style forever var.x = val.x; var.y = val.y end 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 == 6 --[[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 == 6 --[[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 local stack = g.StyleVarStack while count > 0 do local backup = stack.Data[stack.Size] -- [Luau] inline back()/pop_back() local var_info = ImGui.GetStyleVarInfo(backup.VarIdx) local data = g.Style[var_info.Key] if (var_info.DataType == 6 --[[ImGuiDataType.Float]] and var_info.Count == 1) then g.Style[var_info.Key] = backup.BackupVal[1] elseif (var_info.DataType == 6 --[[ImGuiDataType.Float]] and var_info.Count == 2) then data.x = backup.BackupVal[1]; data.y = backup.BackupVal[2] end stack.Size = stack.Size - 1 count = count - 1 end end -- ATTENTION THIS IS IN LEGACY LOCAL SPACE. --- @param wrap_local_pos_x float function ImGui.PushTextWrapPos(wrap_local_pos_x) local g = GImGui local window = g.CurrentWindow -- [Luau] inline window.DC.TextWrapPosStack:push_back(window.DC.TextWrapPos) local dc = window.DC local stack = dc.TextWrapPosStack local n = stack.Size + 1 if n > stack.Capacity then stack:push_back(dc.TextWrapPos) else stack.Data[n] = dc.TextWrapPos; stack.Size = n end dc.TextWrapPos = wrap_local_pos_x end function ImGui.PopTextWrapPos() local g = GImGui local window = g.CurrentWindow local stack = window.DC.TextWrapPosStack IM_ASSERT_USER_ERROR_RET(stack.Size > 0, "Calling PopTextWrapPos() too many times!") window.DC.TextWrapPos = stack.Data[stack.Size] -- [Luau] inline back()/pop_back() stack.Size = stack.Size - 1 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. -- IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, -- you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! -- Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. --- @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(12479 --[[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, 4 --[[ImGuiHoveredFlags.AnyWindow]]) == 0 then assert(cur_window) -- Not inside a Begin()/End() local popup_hierarchy = bit32.band(flags, 8 --[[ImGuiHoveredFlags.NoPopupHierarchy]]) == 0 local dock_hierarchy = bit32.band(flags, 16 --[[ImGuiHoveredFlags.DockHierarchy]]) ~= 0 if bit32.band(flags, 2 --[[ImGuiHoveredFlags.RootWindow]]) ~= 0 then cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy) end local result if bit32.band(flags, 1 --[[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, 128 --[[ImGuiHoveredFlags.AllowWhenBlockedByActiveItem]]) == 0 then if g.ActiveId ~= 0 and not g.ActiveIdAllowOverlap and g.ActiveId ~= ref_window.MoveId then return false end end -- When changing hovered window we requires a bit of stationary delay before activating hover timer. -- FIXME: We don't support delay other than stationary one for now, other delay would need a way -- to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true -- for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache. -- We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow. if bit32.band(flags, 4096 --[[ImGuiHoveredFlags.ForTooltip]]) ~= 0 then flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse) end if bit32.band(flags, 8192 --[[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, 4 --[[ImGuiFocusedFlags.AnyWindow]]) ~= 0 then return true end assert(cur_window) -- Not inside a Begin()/End() local popup_hierarchy = bit32.band(flags, 8 --[[ImGuiFocusedFlags.NoPopupHierarchy]]) == 0 local dock_hierarchy = bit32.band(flags, 16 --[[ImGuiFocusedFlags.DockHierarchy]]) ~= 0 if bit32.band(flags, 2 --[[ImGuiFocusedFlags.RootWindow]]) ~= 0 then cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy) end if bit32.band(flags, 1 --[[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 -- Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) --- @param viewport ImGuiViewportP --- @param scale float function ImGui.ScaleWindowsInViewport(viewport, scale) local g = GImGui -- IMGUI_DEBUG_LOG_VIEWPORT("[viewport] ScaleWindowsInViewport 0x%08X\n", 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 ------------------------------------------------------------------------------- -- Helper to snap on edges when aiming at an item very close to the edge, -- So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. -- When we refactor the scrolling API this may be configurable with a flag? -- Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. --- @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_n = 1 --[[ImGuiAxis.X]], 2 --[[ImGuiAxis.Y]] do local axis = (axis_n == 1 --[[ImGuiAxis.X]]) and "x" or "y" -- [Luau] named key: ImVec2[1]/[2] go through IM_VEC2.__index if window.ScrollTarget[axis] < 3.4028234663853e+38 --[[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 -- Scroll to keep newly navigated item fully into view --- @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) -- GetForegroundDrawList(window):AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0, 0, 5.0) -- [DEBUG] -- GetForegroundDrawList(window):AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE) -- [DEBUG] -- Check that only one behavior is selected per axis assert(bit32.band(flags, 21 --[[ImGuiScrollFlags.MaskX_]]) == 0 or ImIsPowerOfTwo(bit32.band(flags, 21 --[[ImGuiScrollFlags.MaskX_]]))) assert(bit32.band(flags, 42 --[[ImGuiScrollFlags.MaskY_]]) == 0 or ImIsPowerOfTwo(bit32.band(flags, 42 --[[ImGuiScrollFlags.MaskY_]]))) -- Defaults local in_flags = flags if bit32.band(flags, 21 --[[ImGuiScrollFlags.MaskX_]]) == 0 and window.ScrollbarX then flags = bit32.bor(flags, 1 --[[ImGuiScrollFlags.KeepVisibleEdgeX]]) end if bit32.band(flags, 42 --[[ImGuiScrollFlags.MaskY_]]) == 0 then flags = bit32.bor(flags, window.Appearing and 32 --[[ImGuiScrollFlags.AlwaysCenterY]] or 2 --[[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, 64 --[[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, 64 --[[ImGuiWindowFlags.AlwaysAutoResize]]) ~= 0 if bit32.band(flags, 1 --[[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, 4 --[[ImGuiScrollFlags.KeepVisibleCenterX]]) ~= 0 and not fully_visible_x) or bit32.band(flags, 16 --[[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, 2 --[[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, 8 --[[ImGuiScrollFlags.KeepVisibleCenterY]]) ~= 0 and not fully_visible_y) or bit32.band(flags, 32 --[[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 -- Also scroll parent window to keep us into view if necessary if bit32.band(flags, 64 --[[ImGuiScrollFlags.NoScrollParent]]) == 0 and bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 then -- FIXME-SCROLL: May be an option? if bit32.band(in_flags, bit32.bor(16 --[[ImGuiScrollFlags.AlwaysCenterX]], 4 --[[ImGuiScrollFlags.KeepVisibleCenterX]])) ~= 0 then in_flags = bit32.bor(bit32.band(in_flags, bit32.bnot(21 --[[ImGuiScrollFlags.MaskX_]])), 1 --[[ImGuiScrollFlags.KeepVisibleEdgeX]]) end if bit32.band(in_flags, bit32.bor(32 --[[ImGuiScrollFlags.AlwaysCenterY]], 8 --[[ImGuiScrollFlags.KeepVisibleCenterY]])) ~= 0 then in_flags = bit32.bor(bit32.band(in_flags, bit32.bnot(42 --[[ImGuiScrollFlags.MaskY_]])), 2 --[[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 -- center_x_ratio: 0.0 left of last item, 0.5 horizontal center of last item, 1.0 right of last item. --- @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) -- Convert from absolute to local pos -- Tweak: snap on edges when aiming at an item very close to the edge window.ScrollTargetEdgeSnapDist.x = ImMax(0.0, window.WindowPadding.x - spacing_x) end -- center_y_ratio: 0.0 top of last item, 0.5 vertical center of last item, 1.0 bottom of last item. --- @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) -- Convert from absolute to local pos -- Tweak: snap on edges when aiming at an item very close to the edge window.ScrollTargetEdgeSnapDist.y = ImMax(0.0, 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 -- Note that a local position will vary depending on initial scroll value, -- This is a little bit confusing so bear with us: -- - local_pos = (absolution_pos - window.Pos) -- - So local_x/local_y are 0.0 for a position at the upper-left corner of a window, -- and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. -- - They mostly exist because of legacy API. -- Following the rules above, when trying to work with scrolling code, consider that: -- - SetScrollFromPosY(0.0) == SetScrollY(0.0 + scroll.y) == has no effect! -- - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0) == reset scroll. Of course writing SetScrollY(0.0) directly then makes more sense -- We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size --- @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 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) -- Convert local position to scroll offset 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 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) -- Convert local position to scroll offset 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 -- Drag and Drop tooltips are positioning differently than other tooltips: -- - offset visibility to increase visibility around mouse. -- - never clamp within outer viewport boundary. -- We call SetNextWindowPos() to enforce position and disable clamping. -- See FindBestWindowPosForPopup() for positioning logic of other tooltips (not drag and drop ones). -- local tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding local is_touchscreen = (g.IO.MouseSource == 1 --[[ImGuiMouseSource.TouchScreen]]) if bit32.band(g.NextWindowData.HasFlags, 1 --[[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, 0 --[[ImGuiCond.None]], tooltip_pivot) end local bg_alpha = g.Style.Colors[4 --[[ImGuiCol.PopupBg]]].w * 0.60 ImGui.SetNextWindowBgAlpha(bg_alpha) -- PushStyleVar(ImGuiStyleVar.Alpha, g.Style.Alpha * 0.60) -- This would be nice but e.g ColorButton with checkerboard has issue with transparent colors :( tooltip_flags = bit32.bor(tooltip_flags, 2 --[[ImGuiTooltipFlags.OverridePrevious]]) end -- Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. if (bit32.band(tooltip_flags, 2 --[[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(33554432 --[[ImGuiWindowFlags.Tooltip]], 197120 --[[ImGuiWindowFlags.NoInputs]], 1 --[[ImGuiWindowFlags.NoTitleBar]], 4 --[[ImGuiWindowFlags.NoMove]], 2 --[[ImGuiWindowFlags.NoResize]], 256 --[[ImGuiWindowFlags.NoSavedSettings]], 64 --[[ImGuiWindowFlags.AlwaysAutoResize]]) ImGui.Begin(window_name, nil, bit32.bor(flags, extra_window_flags)) -- 2023-03-09: Added bool return value to the API, but currently always returning true. -- If this ever returns false we need to update BeginDragDropSource() accordingly. -- if (!ret) -- End(); -- return ret; return true end function ImGui.BeginTooltip() return ImGui.BeginTooltipEx(0 --[[ImGuiTooltipFlags.None]], 0 --[[ImGuiWindowFlags.None]]) end function ImGui.BeginItemTooltip() if not ImGui.IsItemHovered(4096 --[[ImGuiHoveredFlags.ForTooltip]]) then return false end return ImGui.BeginTooltipEx(0 --[[ImGuiTooltipFlags.None]], 0 --[[ImGuiWindowFlags.None]]) end function ImGui.EndTooltip() assert(bit32.band(ImGui.GetCurrentWindowRead().Flags, 33554432 --[[ImGuiWindowFlags.Tooltip]]) ~= 0) -- Mismatched BeginTooltip()/EndTooltip() calls ImGui.End() end --- @param fmt string --- @param ... any function ImGui.SetTooltip(fmt, ...) if not ImGui.BeginTooltipEx(2 --[[ImGuiTooltipFlags.OverridePrevious]], 0 --[[ImGuiWindowFlags.None]]) then return end ImGui.TextV(fmt, ...) ImGui.EndTooltip() end -- Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'. -- Defaults to == ImGuiHoveredFlags.Stationary | ImGuiHoveredFlags.DelayShort when using the mouse. --- @param fmt string --- @param ... any function ImGui.SetItemTooltip(fmt, ...) if ImGui.IsItemHovered(4096 --[[ImGuiHoveredFlags.ForTooltip]]) then ImGui.SetTooltip(fmt, ...) end end ------------------------------------------------------------------------------- -- [SECTION] POPUPS ------------------------------------------------------------------------------- -- When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags.NoFocusOnAppearing) -- should be positioned behind that modal window, unless the window was created inside the modal begin-stack. -- In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. -- - WindowA -- FindBlockingModal() returns Modal1 -- - WindowB -- .. returns Modal1 -- - Modal1 -- .. returns Modal2 -- - WindowC -- .. returns Modal2 -- - WindowD -- .. returns Modal2 -- - Modal2 -- .. returns Modal2 -- - WindowE -- .. returns nil -- Notes: -- - FindBlockingModal(nil) == nil is generally equivalent to GetTopMostPopupModal() == nil. -- Only difference is here we check for .Active/WasActive but it may be unnecessary. --- @param window? ImGuiWindow function ImGui.FindBlockingModal(window) local g = GImGui if g.OpenPopupStack.Size <= 0 then return nil end -- Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. 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, 134217728 --[[ImGuiWindowFlags.Modal]]) == 0 then break end if not popup_window.Active and not popup_window.WasActive then -- Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. break end if window == nil then -- FindBlockingModal(nil) test for if FocusWindow(nil) is naturally possible via a mouse click. return popup_window end if ImGui.IsWindowWithinBeginStackOf(window, popup_window) then -- Window may be over modal break end do return popup_window end -- Place window right below first block modal 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 -- Mark popup as open (toggle toward open state). -- - Return true when the popup is toggled open, which allows you to capture local state if needed. -- You may also call IsWindowAppearing() inside the later BeginPopup() scope if you need to prepare/compute data for the popup. -- - Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. -- - Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). -- - One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to nil). --- @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, 128 --[[ImGuiPopupFlags.NoOpenOverExistingPopup]]) ~= 0 then if ImGui.IsPopupOpen(0, 1024 --[[ImGuiPopupFlags.AnyPopupId]]) then return false end end local popup_ref = ImGuiPopupData() -- Tagged as new ref as Window will be set back to nil if we write this into OpenPopupStack. 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(67108864 --[[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)\n", 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, 32 --[[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\n", 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 assert(bit32.band(popup.Window.Flags, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0) -- Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) -- - Clicking/Focusing Window2 won't close Popup1: -- Window -> Popup1 -> Window2(Ref) -- - Clicking/focusing Popup1 will close Popup2 and Popup3: -- Window -> Popup1(Ref) -> Popup2 -> Popup3 -- - Each popups may contain child windows, which is why we compare .RootWindowDockTree! -- Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child -- We step through every popup from bottom to top to validate their position relative to reference window. 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.RootWindowDockTree == ref_window.RootWindowDockTree) -- FIXME-MERGE 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\")\n", 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\n", remaining, restore_focus_to_window_under_popup) 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, 268435456 --[[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, 1 --[[ImGuiFocusRequestFlags.RestoreFocusedChild]]) -- Fallback else local focus_flags = (g.NavLayer == 0 --[[ImGuiNavLayer.Main]]) and 1 --[[ImGuiFocusRequestFlags.RestoreFocusedChild]] or 0 --[[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, 268435456 --[[ImGuiWindowFlags.ChildMenu]]) ~= 0 then if parent_popup_window and not (bit32.band(parent_popup_window.Flags, 1024 --[[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 -- Attention! BeginPopup() adds default flags when calling BeginPopupEx()! --- @param id ImGuiID --- @param extra_window_flags ImGuiWindowFlags function ImGui.BeginPopupEx(id, extra_window_flags) local g = GImGui if not ImGui.IsPopupOpen(id, 0 --[[ImGuiPopupFlags.None]]) then g.NextWindowData:ClearFlags() -- We behave like Begin() and need to consume those values return false end assert(bit32.band(extra_window_flags, 268435456 --[[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, 67108864 --[[ImGuiWindowFlags.Popup]], 524288 --[[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, 0 --[[ImGuiPopupFlags.None]]) then g.NextWindowData:ClearFlags() -- We behave like Begin() and need to consume those values return false end -- As we bypass BeginChild(), set ImGuiChildFlags.AlwaysAutoResize as it is checked independently from ImGuiWindowFlags.AlwaysAutoResize for now (see #9355) -- Ideally we should remove setting ImGuiWindowFlags.AlwaysAutoResize in BeginChild(). if bit32.band(extra_window_flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 and bit32.band(extra_window_flags, 64 --[[ImGuiWindowFlags.AlwaysAutoResize]]) ~= 0 then ImGui.SetNextWindowChildFlags(64 --[[ImGuiChildFlags.AlwaysAutoResize]], true) end assert(bit32.band(extra_window_flags, 268435456 --[[ImGuiWindowFlags.ChildMenu]]) ~= 0) local name = ImFormatString("%s###Menu_%02d", label, g.BeginMenuDepth) -- Recycle windows based on depth local is_open _, is_open = ImGui.Begin(name, nil, bit32.bor(extra_window_flags, 67108864 --[[ImGuiWindowFlags.Popup]])) 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 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, 64 --[[ImGuiWindowFlags.AlwaysAutoResize]], 1 --[[ImGuiWindowFlags.NoTitleBar]], 256 --[[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, 67108864 --[[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, 2 --[[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, 16777216 --[[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 -- r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) -- r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. -- (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor -- information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. -- this allows us to have tooltips/popups displayed out of the parent viewport.) --- @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 == 1 --[[ImGuiPopupPositionPolicy.ComboBox]] then local dir_preferred_order = {3 --[[ImGuiDir.Down]], 1 --[[ImGuiDir.Right]], 0 --[[ImGuiDir.Left]], 2 --[[ImGuiDir.Up]]} for n = (last_dir ~= (-1) --[[ImGuiDir.None]]) and 0 or 1, 4 --[[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 == 3 --[[ImGuiDir.Down]] then pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y) -- Below, Toward Right (default) elseif dir == 1 --[[ImGuiDir.Right]] then pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y) -- Above, Toward Right elseif dir == 0 --[[ImGuiDir.Left]] then pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y) -- Below, Toward Left elseif dir == 2 --[[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 == 2 --[[ImGuiPopupPositionPolicy.Tooltip]] or policy == 0 --[[ImGuiPopupPositionPolicy.Default]] then local dir_preferred_order = {1 --[[ImGuiDir.Right]], 3 --[[ImGuiDir.Down]], 2 --[[ImGuiDir.Up]], 0 --[[ImGuiDir.Left]]} for n = (last_dir ~= (-1) --[[ImGuiDir.None]]) and 0 or 1, 4 --[[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 avail_w = ((dir == 0 --[[ImGuiDir.Left]]) and r_avoid.Min.x or r_outer.Max.x) - ((dir == 1 --[[ImGuiDir.Right]]) and r_avoid.Max.x or r_outer.Min.x) local avail_h = ((dir == 2 --[[ImGuiDir.Up]]) and r_avoid.Min.y or r_outer.Max.y) - ((dir == 3 --[[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 == 0 --[[ImGuiDir.Left]] or dir == 1 --[[ImGuiDir.Right]]) then break end if avail_h < size.y and (dir == 2 --[[ImGuiDir.Up]] or dir == 3 --[[ImGuiDir.Down]]) then break end base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size) local pos = ImVec2() pos.x = (dir == 0 --[[ImGuiDir.Left]]) and (r_avoid.Min.x - size.x) or ((dir == 1 --[[ImGuiDir.Right]]) and r_avoid.Max.x or base_pos_clamped.x) pos.y = (dir == 2 --[[ImGuiDir.Up]]) and (r_avoid.Min.y - size.y) or ((dir == 3 --[[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 = (-1) --[[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 == 2 --[[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 -- Note that this is used for popups, which can overlap the non work-area of individual viewports. --- @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, 268435456 --[[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(-3.4028234663853e+38 --[[FLT_MAX]], parent_window.ClipRect.Min.y, 3.4028234663853e+38 --[[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, -3.4028234663853e+38 --[[FLT_MAX]], parent_window.Pos.x + parent_window.Size.x - horizontal_overlap - parent_window.ScrollbarSizes.x, 3.4028234663853e+38 --[[FLT_MAX]]) end local pos pos, window.AutoPosLastDirection = ImGui.FindBestWindowPosForPopupEx(window.Pos, window.Size, window.AutoPosLastDirection, r_outer, r_avoid, 0 --[[ImGuiPopupPositionPolicy.Default]]) return pos end if bit32.band(window.Flags, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0 then local pos pos, window.AutoPosLastDirection = ImGui.FindBestWindowPosForPopupEx(window.Pos, window.Size, window.AutoPosLastDirection, r_outer, ImRect(window.Pos, window.Pos), 0 --[[ImGuiPopupPositionPolicy.Default]]) -- Ideally we'd disable r_avoid here return pos end if bit32.band(window.Flags, 33554432 --[[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(). assert(g.CurrentWindow == window) local scale = g.Style.MouseCursorScale local ref_pos = ImGui.NavCalcPreferredRefPos(33554432 --[[ImGuiWindowFlags.Tooltip]]) if g.IO.MouseSource == 1 --[[ImGuiMouseSource.TouchScreen]] and ImGui.NavCalcPreferredRefPosSource(33554432 --[[ImGuiWindowFlags.Tooltip]]) == 1 --[[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 -- ImGui.GetForegroundDrawList():AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255)) local pos pos, window.AutoPosLastDirection = ImGui.FindBestWindowPosForPopupEx(tooltip_pos, window.Size, window.AutoPosLastDirection, r_outer, r_avoid, 2 --[[ImGuiPopupPositionPolicy.Tooltip]]) return pos end assert(false) return window.Pos end --- @param flags ImGuiPopupFlags --- @return ImGuiMouseButton function ImGui.GetMouseButtonFromPopupFlags(flags) assert(bit32.band(flags, 3 --[[ImGuiPopupFlags.InvalidMask_]]) == 0) if bit32.band(flags, 12 --[[ImGuiPopupFlags.MouseButtonMask_]]) ~= 0 then return bit32.rshift(bit32.band(flags, 12 --[[ImGuiPopupFlags.MouseButtonMask_]]), 2 --[[ImGuiPopupFlags.MouseButtonShift_]]) - 1 end return 1 --[[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(32 --[[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 -- Helper to open a popup if mouse button is released over the item -- - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() --- @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 -- If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! assert(id ~= 0) -- You cannot pass a nil str_id if the last item has no identifier (e.g. a Text() item) return ImGui.OpenPopupEx(id, popup_flags) end return false end -- This is a helper to handle the simplest case of associating one named popup to one given widget. -- - To create a popup associated to the last item, you generally want to pass a nil value to str_id. -- - To create a popup with a specific identifier, pass it in str_id. -- - This is useful when using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. -- - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. -- - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). -- This is essentially the same as: -- id = str_id ? GetID(str_id) : GetItemID(); -- OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); -- return BeginPopup(id); -- Which is essentially the same as: -- id = str_id ? GetID(str_id) : GetItemID(); -- if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) -- OpenPopup(id); -- return BeginPopup(id); -- The main difference being that this is tweaked to avoid computing the ID twice. --- @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 -- If user hasn't passed an ID, we can use the LastItem ID. Using LastItem ID as a Popup ID won't conflict! assert(id ~= 0) -- You cannot pass a nil str_id if the last item has no identifier (e.g. a Text() item) if ImGui.IsPopupOpenRequestForItem(popup_flags, g.LastItemData.ID) then ImGui.OpenPopupEx(id, popup_flags) end return ImGui.BeginPopupEx(id, bit32.bor(64 --[[ImGuiWindowFlags.AlwaysAutoResize]], 1 --[[ImGuiWindowFlags.NoTitleBar]], 256 --[[ImGuiWindowFlags.NoSavedSettings]])) end ------------------------------------------------------------------------------- -- [SECTION] KEYBOARD/GAMEPAD NAVIGATION ------------------------------------------------------------------------------- -- FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. -- In our terminology those should be interchangeable, yet right now this is super confusing. -- Those two functions are merely a legacy artifact, so at minimum naming should be clarified. --- @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) -- Invalidate if focus_scope_id == 0 then return end assert(g.NavWindow ~= nil) -- Store current path (in reverse order) if focus_scope_id == g.CurrentFocusScopeId then -- Top of focus stack contains local focus scopes inside current window 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 -- Then follow on manually set ParentWindowForFocusRoute field (#6798) 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 assert(g.NavFocusRoute.Size < 100) -- Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3 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() -- Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll) if not window.ClipRect:Contains(g.LastItemData.Rect) then ImGui.ScrollToRectEx(window, g.LastItemData.Rect, 0 --[[ImGuiScrollFlags.None]]) end end -- (was called NavRestoreHighlightAfterMove() before 1.91.4) function ImGui.SetNavCursorVisibleAfterMove() local g = GImGui if g.NavWindow and (bit32.band(g.NavWindow.Flags, 65536 --[[ImGuiWindowFlags.NoNavInputs]]) ~= 0) then g.NavCursorVisible = false elseif g.NavInputSource == 2 --[[ImGuiInputSource.Keyboard]] and (bit32.band(g.IO.ConfigFlags, 1 --[[ImGuiConfigFlags.NavEnableKeyboard]]) == 0) then g.NavCursorVisible = false elseif g.NavInputSource == 3 --[[ImGuiInputSource.Gamepad]] and (bit32.band(g.IO.ConfigFlags, 2 --[[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 = (-1) --[[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] = 3.4028234663853e+38 --[[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 assert(g.NavWindow ~= nil) assert(nav_layer == 0 --[[ImGuiNavLayer.Main]] or nav_layer == 1 --[[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) -- Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) ImGui.NavClearPreferredPosForAxis(1 --[[ImGuiAxis.X]]) ImGui.NavClearPreferredPosForAxis(2 --[[ImGuiAxis.Y]]) end -- FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). -- This way we could find the last focused window among our children. It would be much less confusing this way? --- @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(67108864 --[[ImGuiWindowFlags.Popup]], 268435456 --[[ImGuiWindowFlags.ChildMenu]])) == 0 do parent = parent.ParentWindow end if parent and parent ~= nav_window then parent.NavLastChildNavWindow = nav_window end end -- Restore the last focused child. -- Call when we are expected to land on the Main Layer (0) after FocusWindow() --- @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 == 0 --[[ImGuiNavLayer.Main]] then local prev_nav_window = g.NavWindow g.NavWindow = ImGui.NavRestoreLastChildNavWindow(g.NavWindow) -- FIXME-NAV: Should clear ongoing nav requests? g.NavLastValidSelectionUserData = (-1) --[[ImGuiSelectionUserData_Invalid]] -- if (prev_nav_window) IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name) 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 = 0.1 --[[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 assert(g.NavWindow ~= nil) end end -- This needs to be called before we submit any widget (aka in or before Begin) --- @param window ImGuiWindow --- @param force_reinit bool function ImGui.NavInitWindow(window, force_reinit) -- FIXME: ChildWindow test here is wrong for docking local g = GImGui assert(window == g.NavWindow) if bit32.band(window.Flags, 65536 --[[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, 67108864 --[[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 -- Positioning logic altered slightly for remote activation: for Popup we want to use item rect, for Tooltip we leave things alone. (#9138) -- When calling for ImGuiWindowFlags.Popup we use LastItemData. --- @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, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0) and activated_shortcut then return 2 --[[ImGuiInputSource.Keyboard]] end if not g.NavCursorVisible or not g.NavHighlightItemUnderNav or not window then return 1 --[[ImGuiInputSource.Mouse]] else return 2 --[[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 == 1 --[[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, 67108864 --[[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 ~= 3.4028234663853e+38 --[[FLT_MAX]] or window.ScrollTarget.y ~= 3.4028234663853e+38 --[[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(8 --[[ImGuiInputFlags.RepeatRateNavTweak]]) local key_less, key_more if g.NavInputSource == 3 --[[ImGuiInputSource.Gamepad]] then key_less = (axis == 1 --[[ImGuiAxis.X]]) and 638 --[[ImGuiKey.GamepadDpadLeft]] or 640 --[[ImGuiKey.GamepadDpadUp]] key_more = (axis == 1 --[[ImGuiAxis.X]]) and 639 --[[ImGuiKey.GamepadDpadRight]] or 641 --[[ImGuiKey.GamepadDpadDown]] else key_less = (axis == 1 --[[ImGuiAxis.X]]) and 513 --[[ImGuiKey.LeftArrow]] or 515 --[[ImGuiKey.UpArrow]] key_more = (axis == 1 --[[ImGuiAxis.X]]) and 514 --[[ImGuiKey.RightArrow]] or 516 --[[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 assert(g.NavWindowingTarget) if bit32.band(g.NavWindowingTarget.Flags, 134217728 --[[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 -- Don't reset windowing target if there's a single window in the list 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 -- Apply focus and close overlay --- @param apply_focus_window ImGuiWindow function ImGui.NavUpdateWindowingApplyFocus(apply_focus_window) -- FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow() ? -- Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow() 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, 1 --[[ImGuiFocusRequestFlags.RestoreFocusedChild]]) assert(g.NavWindow ~= nil) apply_focus_window = g.NavWindow if apply_focus_window.NavLastIds[0 --[[ImGuiNavLayer.Main]]] == 0 then -- FIXME: This is the equivalent of the 'if (g.NavId == 0) { NavInitWindow() }' in DockNodeUpdateTabBar(). ImGui.NavInitWindow(apply_focus_window, false) end -- If the window has ONLY a menu layer (no main layer), select it directly -- Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, -- so Ctrl+Tab where the keys are only held for 1 frame will be able to use correct layers mask since -- the target window as already been previewed once. -- FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, -- we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* -- won't be valid. if apply_focus_window.DC.NavLayersActiveMaskNext == bit32.lshift(1, 1 --[[ImGuiNavLayer.Menu]]) then g.NavLayer = 1 --[[ImGuiNavLayer.Menu]] end -- Request OS level focus 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 -- Windowing management mode -- Keyboard: Ctrl+Tab (change focus/move/resize), Alt (toggle menu layer) -- Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) 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) -- FIXME: This prevent Ctrl+Tab from being usable with windows that are inside the Begin-stack of that modal. if not allow_windowing then g.NavWindowingTarget = nil end -- Fade out 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 -- Start Ctrl+Tab or Square+L/R window selection -- (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey.Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey.Tab) local owner_id = ImHashStr("##NavUpdateWindowing") local nav_gamepad_active = bit32.band(io.ConfigFlags, 2 --[[ImGuiConfigFlags.NavEnableGamepad]]) ~= 0 and bit32.band(io.BackendFlags, 1 --[[ImGuiBackendFlags.HasGamepad]]) ~= 0 local nav_keyboard_active = bit32.band(io.ConfigFlags, 1 --[[ImGuiConfigFlags.NavEnableKeyboard]]) ~= 0 local keyboard_next_window = allow_windowing and g.ConfigNavWindowingKeyNext ~= 0 and ImGui.Shortcut(g.ConfigNavWindowingKeyNext, bit32.bor(1 --[[ImGuiInputFlags.Repeat]], 8192 --[[ImGuiInputFlags.RouteAlways]]), owner_id) local keyboard_prev_window = allow_windowing and g.ConfigNavWindowingKeyPrev ~= 0 and ImGui.Shortcut(g.ConfigNavWindowingKeyPrev, bit32.bor(1 --[[ImGuiInputFlags.Repeat]], 8192 --[[ImGuiInputFlags.RouteAlways]]), owner_id) local start_toggling_with_gamepad = nav_gamepad_active and g.NavWindowingTarget == nil and ImGui.Shortcut(634 --[[ImGuiKey.NavGamepadMenu]], 8192 --[[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) -- Note: enabled even without NavEnableKeyboard! local just_started_windowing_from_null_focus = false if start_toggling_with_gamepad then g.NavWindowingToggleLayer = true -- Gamepad starts toggling layer g.NavWindowingToggleKey = 634 --[[ImGuiKey.NavGamepadMenu]] g.NavWindowingInputSource = 3 --[[ImGuiInputSource.Gamepad]] g.NavInputSource = 3 --[[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 -- Current location 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 2 --[[ImGuiInputSource.Keyboard]] or 3 --[[ImGuiInputSource.Gamepad]] g.NavInputSource = g.NavWindowingInputSource if g.NavWindow == nil then just_started_windowing_from_null_focus = true end -- Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects. if keyboard_next_window or keyboard_prev_window then ImGui.SetKeyOwnersForKeyChord(bit32.band(bit32.bor(g.ConfigNavWindowingKeyNext, g.ConfigNavWindowingKeyPrev), 61440 --[[ImGuiMod_Mask_]]), owner_id) end end end -- Gamepad update if (g.NavWindowingTarget or g.NavWindowingToggleLayer) and g.NavWindowingInputSource == 3 --[[ImGuiInputSource.Gamepad]] then if g.NavWindowingTarget ~= nil then -- Highlight only appears after a brief time holding the button, so that a fast tap on ImGuiKey.NavGamepadMenu (to toggle NavLayer) doesn't add visual noise -- However inputs are accepted immediately, so you press ImGuiKey.NavGamepadMenu + L1/R1 fast. g.NavWindowingTimer = g.NavWindowingTimer + io.DeltaTime g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - 0.5 --[[NAV_WINDOWING_HIGHLIGHT_DELAY]]) / 0.05)) -- Select window to focus local focus_change_dir = (ImGui.IsKeyPressedEx(642 --[[ImGuiKey.GamepadL1]], 0 --[[ImGuiInputFlags.None]], 0 --[[ImGuiKeyOwner_Any]]) and 1 or 0) - (ImGui.IsKeyPressedEx(643 --[[ImGuiKey.GamepadR1]], 0 --[[ImGuiInputFlags.None]], 0 --[[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 -- Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) if not ImGui.IsKeyDown(634 --[[ImGuiKey.NavGamepadMenu]]) then g.NavWindowingToggleLayer = g.NavWindowingToggleLayer and (g.NavWindowingHighlightAlpha < 1.0) -- Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. 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 -- Keyboard: Focus if g.NavWindowingTarget and g.NavWindowingInputSource == 2 --[[ImGuiInputSource.Keyboard]] then -- Visuals only appears after a brief time after pressing TAB the first time, so that a fast Ctrl+Tab doesn't add visual noise local shared_mods = bit32.band( bit32.band((g.ConfigNavWindowingKeyNext ~= 0) and g.ConfigNavWindowingKeyNext or 61440 --[[ImGuiMod_Mask_]], (g.ConfigNavWindowingKeyPrev ~= 0) and g.ConfigNavWindowingKeyPrev or 61440 --[[ImGuiMod_Mask_]]), 61440 --[[ImGuiMod_Mask_]]) assert(shared_mods ~= 0) -- Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. g.NavWindowingTimer = g.NavWindowingTimer + io.DeltaTime g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - 0.5 --[[NAV_WINDOWING_HIGHLIGHT_DELAY]]) / 0.05)) -- 1.0f 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 -- Keyboard: Press and Release Alt to toggle menu layer local windowing_toggle_keys = { 529 --[[ImGuiKey.LeftAlt]], 533 --[[ImGuiKey.RightAlt]] } local windowing_toggle_layer_start = false if g.NavWindow and bit32.band(g.NavWindow.Flags, 65536 --[[ImGuiWindowFlags.NoNavInputs]]) == 0 then for _, windowing_toggle_key in ipairs(windowing_toggle_keys) do if nav_keyboard_active and ImGui.IsKeyPressedEx(windowing_toggle_key, 0 --[[ImGuiInputFlags.None]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]) then windowing_toggle_layer_start = true g.NavWindowingToggleLayer = true g.NavWindowingToggleKey = windowing_toggle_key g.NavWindowingInputSource = 2 --[[ImGuiInputSource.Keyboard]] g.NavInputSource = 2 --[[ImGuiInputSource.Keyboard]] break end end end if g.NavWindowingToggleLayer and g.NavWindowingInputSource == 2 --[[ImGuiInputSource.Keyboard]] then -- We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) -- We cancel toggling nav layer when other modifiers are pressed. (See #4439) -- - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). -- We cancel toggling nav layer if an owner has claimed the key. if io.InputQueueCharacters.Size > 0 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, 4294967295 --[[ImGuiKeyOwner_NoOwner]]) == false or ImGui.TestKeyOwner(16384 --[[ImGuiMod_Alt]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]) == false then g.NavWindowingToggleLayer = false end -- Apply layer toggle on Alt release -- Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. if 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 -- Move window if g.NavWindowingTarget and bit32.band(g.NavWindowingTarget.Flags, 4 --[[ImGuiWindowFlags.NoMove]]) == 0 then local nav_move_dir if g.NavInputSource == 2 --[[ImGuiInputSource.Keyboard]] and not io.KeyShift then nav_move_dir = ImGui.GetKeyMagnitude2d(513 --[[ImGuiKey.LeftArrow]], 514 --[[ImGuiKey.RightArrow]], 515 --[[ImGuiKey.UpArrow]], 516 --[[ImGuiKey.DownArrow]]) end if g.NavInputSource == 3 --[[ImGuiInputSource.Gamepad]] then nav_move_dir = ImGui.GetKeyMagnitude2d(648 --[[ImGuiKey.GamepadLStickLeft]], 649 --[[ImGuiKey.GamepadLStickRight]], 650 --[[ImGuiKey.GamepadLStickUp]], 651 --[[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, 1 --[[ImGuiCond.Always]]) ImVec2_Copy(g.NavWindowingAccumDeltaPos, g.NavWindowingAccumDeltaPos - accum_floored) end end end -- Apply final focus if apply_focus_window then ImGui.NavUpdateWindowingApplyFocus(apply_focus_window) end -- Apply menu/layer toggle if apply_toggle_layer and g.NavWindow then ImGui.ClearActiveID() -- Move to parent menu if necessary local new_nav_window = g.NavWindow while new_nav_window.ParentWindow and bit32.band(new_nav_window.DC.NavLayersActiveMask, bit32.lshift(1, 1 --[[ImGuiNavLayer.Menu]])) == 0 and bit32.band(new_nav_window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 and bit32.band(new_nav_window.Flags, bit32.bor(67108864 --[[ImGuiWindowFlags.Popup]], 268435456 --[[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 -- Toggle layer local new_nav_layer = (bit32.band(g.NavWindow.DC.NavLayersActiveMask, bit32.lshift(1, 1 --[[ImGuiNavLayer.Menu]])) ~= 0) and bit32.bxor(g.NavLayer, 1) or 0 --[[ImGuiNavLayer.Main]] if new_nav_layer ~= g.NavLayer then -- Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) local preserve_layer_1_nav_id = (new_nav_window.DockNodeAsHost ~= nil) if new_nav_layer == 1 --[[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, 1 --[[ImGuiConfigFlags.NavEnableKeyboard]]) ~= 0 local nav_gamepad_active = bit32.band(io.ConfigFlags, 2 --[[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(535 --[[ImGuiKey.Menu]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]) or (ImGui.IsKeyPressedEx(581 --[[ImGuiKey.F10]], 0 --[[ImGuiInputFlags.None]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]) and io.KeyMods == 8192 --[[ImGuiMod_Shift]]))) request = request or (nav_gamepad_active and ImGui.IsKeyPressedEx(636 --[[ImGuiKey.NavGamepadContextMenu]], 0 --[[ImGuiInputFlags.None]], 4294967295 --[[ImGuiKeyOwner_NoOwner]])) if not request then return end g.NavOpenContextMenuItemId = g.NavId g.NavOpenContextMenuWindowId = g.NavWindow.ID -- Allow triggering for Begin()..BeginPopupContextItem(). A possible alternative would be to use g.NavLayer == ImGuiNavLayer.Menu. if g.NavId == g.NavWindow:GetID("#CLOSE") or g.NavId == g.NavWindow:GetID("#COLLAPSE") then g.NavOpenContextMenuItemId = g.NavWindow.MoveId end g.NavInputSource = 2 --[[ImGuiInputSource.Keyboard]] ImGui.SetNavCursorVisibleAfterMove() end -- FIXME: ScoringRect is not set --- @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 assert(g.NavWindow ~= nil) -- IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestSubmit: dir %c, window \"%s\"\n", "-WENS"[move_dir + 1], g.NavWindow->Name) if bit32.band(move_flags, 1024 --[[ImGuiNavMoveFlags.IsTabbing]]) ~= 0 then move_flags = bit32.bor(move_flags, 16 --[[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, 512 --[[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 -- Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position --- @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) -- Bias initial rect local g = GImGui local rel_to_abs_offset = g.NavWindow.DC.CursorStartPos -- Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias. -- - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column. -- - But each successful move sets new bias on one axis, only cleared when using mouse. if bit32.band(move_flags, 128 --[[ImGuiNavMoveFlags.Forwarded]]) == 0 then if preferred_pos_rel.x == 3.4028234663853e+38 --[[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 == 3.4028234663853e+38 --[[FLT_MAX]] then preferred_pos_rel.y = r:GetCenter().y - rel_to_abs_offset.y end end -- Apply general bias on the other axis if (move_dir == 2 --[[ImGuiDir.Up]] or move_dir == 3 --[[ImGuiDir.Down]]) and preferred_pos_rel.x ~= 3.4028234663853e+38 --[[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 == 0 --[[ImGuiDir.Left]] or move_dir == 1 --[[ImGuiDir.Right]]) and preferred_pos_rel.y ~= 3.4028234663853e+38 --[[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 -- Handle PageUp/PageDown/Home/End keys -- Called from NavUpdateCreateMoveRequest() which will use our output to create a move request -- FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference -- FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? --- @return float function ImGui.NavUpdatePageUpPageDown() local g = GImGui local window = g.NavWindow if bit32.band(window.Flags, 65536 --[[ImGuiWindowFlags.NoNavInputs]]) ~= 0 or g.NavWindowingTarget ~= nil then return 0.0 end local page_up_held = ImGui.IsKeyDown(517 --[[ImGuiKey.PageUp]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]) local page_down_held = ImGui.IsKeyDown(518 --[[ImGuiKey.PageDown]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]) local home_pressed = ImGui.IsKeyPressedEx(519 --[[ImGuiKey.Home]], 1 --[[ImGuiInputFlags.Repeat]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]) local end_pressed = ImGui.IsKeyPressedEx(520 --[[ImGuiKey.End]], 1 --[[ImGuiInputFlags.Repeat]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]) if page_up_held == page_down_held and home_pressed == end_pressed then -- Proceed if either (not both) are pressed, otherwise early out return 0.0 end if g.NavLayer ~= 0 --[[ImGuiNavLayer.Main]] then ImGui.NavRestoreLayer(0 --[[ImGuiNavLayer.Main]]) end if bit32.band(window.DC.NavLayersActiveMask, bit32.lshift(1, 0 --[[ImGuiNavLayer.Main]])) == 0 and window.DC.NavWindowHasScrollY then -- Fallback manual-scroll when window has no navigable item if ImGui.IsKeyPressedEx(517 --[[ImGuiKey.PageUp]], 1 --[[ImGuiInputFlags.Repeat]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]) then ImGui.SetScrollY(window, window.Scroll.y - window.InnerRect:GetHeight()) elseif ImGui.IsKeyPressedEx(518 --[[ImGuiKey.PageDown]], 1 --[[ImGuiInputFlags.Repeat]], 4294967295 --[[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(517 --[[ImGuiKey.PageUp]], 1 --[[ImGuiInputFlags.Repeat]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]) then nav_scoring_rect_offset_y = -page_offset_y g.NavMoveDir = 3 --[[ImGuiDir.Down]] -- Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) g.NavMoveClipDir = 2 --[[ImGuiDir.Up]] g.NavMoveFlags = bit32.bor(16 --[[ImGuiNavMoveFlags.AllowCurrentNavId]], 2048 --[[ImGuiNavMoveFlags.IsPageMove]]) -- ImGuiNavMoveFlags.AlsoScoreVisibleSet may be added later elseif ImGui.IsKeyPressedEx(518 --[[ImGuiKey.PageDown]], 1 --[[ImGuiInputFlags.Repeat]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]) then nav_scoring_rect_offset_y = page_offset_y g.NavMoveDir = 2 --[[ImGuiDir.Up]] -- Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) g.NavMoveClipDir = 3 --[[ImGuiDir.Down]] g.NavMoveFlags = bit32.bor(16 --[[ImGuiNavMoveFlags.AllowCurrentNavId]], 2048 --[[ImGuiNavMoveFlags.IsPageMove]]) -- ImGuiNavMoveFlags.AlsoScoreVisibleSet may be added later elseif home_pressed then -- FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y -- Scrolling will be handled via the ImGuiNavMoveFlags.ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. -- Preserve current horizontal position if we have any. nav_rect_rel.Min.y = 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 = 3 --[[ImGuiDir.Down]] g.NavMoveFlags = bit32.bor(16 --[[ImGuiNavMoveFlags.AllowCurrentNavId]], 64 --[[ImGuiNavMoveFlags.ScrollToEdgeY]]) -- FIXME-NAV: MoveClipDir left to _None, intentional? 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 = 2 --[[ImGuiDir.Up]] g.NavMoveFlags = bit32.bor(16 --[[ImGuiNavMoveFlags.AllowCurrentNavId]], 64 --[[ImGuiNavMoveFlags.ScrollToEdgeY]]) -- FIXME-NAV: MoveClipDir left to _None, intentional? 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, 2 --[[ImGuiConfigFlags.NavEnableGamepad]]) ~= 0 and bit32.band(io.BackendFlags, 1 --[[ImGuiBackendFlags.HasGamepad]]) ~= 0 local nav_keyboard_active = bit32.band(io.ConfigFlags, 1 --[[ImGuiConfigFlags.NavEnableKeyboard]]) ~= 0 if g.NavMoveForwardToNextFrame and window ~= nil then -- Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) -- (preserve most state, which were already set by the NavMoveRequestForward() function) assert(g.NavMoveDir ~= (-1) --[[ImGuiDir.None]] and g.NavMoveClipDir ~= (-1) --[[ImGuiDir.None]]) assert(bit32.band(g.NavMoveFlags, 128 --[[ImGuiNavMoveFlags.Forwarded]]) ~= 0) -- IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir) else -- Initiate directional inputs request g.NavMoveDir = (-1) --[[ImGuiDir.None]] g.NavMoveFlags = 0 --[[ImGuiNavMoveFlags.None]] g.NavMoveScrollFlags = 0 --[[ImGuiScrollFlags.None]] if window and not g.NavWindowingTarget and bit32.band(window.Flags, 65536 --[[ImGuiWindowFlags.NoNavInputs]]) == 0 then local repeat_mode = bit32.bor(1 --[[ImGuiInputFlags.Repeat]], 4 --[[ImGuiInputFlags.RepeatRateNavMove]]) if not ImGui.IsActiveIdUsingNavDir(0 --[[ImGuiDir.Left]]) and ((nav_gamepad_active and ImGui.IsKeyPressedEx(638 --[[ImGuiKey.GamepadDpadLeft]], repeat_mode, 4294967295 --[[ImGuiKeyOwner_NoOwner]])) or (nav_keyboard_active and ImGui.IsKeyPressedEx(513 --[[ImGuiKey.LeftArrow]], repeat_mode, 4294967295 --[[ImGuiKeyOwner_NoOwner]]))) then g.NavMoveDir = 0 --[[ImGuiDir.Left]] end if not ImGui.IsActiveIdUsingNavDir(1 --[[ImGuiDir.Right]]) and ((nav_gamepad_active and ImGui.IsKeyPressedEx(639 --[[ImGuiKey.GamepadDpadRight]], repeat_mode, 4294967295 --[[ImGuiKeyOwner_NoOwner]])) or (nav_keyboard_active and ImGui.IsKeyPressedEx(514 --[[ImGuiKey.RightArrow]], repeat_mode, 4294967295 --[[ImGuiKeyOwner_NoOwner]]))) then g.NavMoveDir = 1 --[[ImGuiDir.Right]] end if not ImGui.IsActiveIdUsingNavDir(2 --[[ImGuiDir.Up]]) and ((nav_gamepad_active and ImGui.IsKeyPressedEx(640 --[[ImGuiKey.GamepadDpadUp]], repeat_mode, 4294967295 --[[ImGuiKeyOwner_NoOwner]])) or (nav_keyboard_active and ImGui.IsKeyPressedEx(515 --[[ImGuiKey.UpArrow]], repeat_mode, 4294967295 --[[ImGuiKeyOwner_NoOwner]]))) then g.NavMoveDir = 2 --[[ImGuiDir.Up]] end if not ImGui.IsActiveIdUsingNavDir(3 --[[ImGuiDir.Down]]) and ((nav_gamepad_active and ImGui.IsKeyPressedEx(641 --[[ImGuiKey.GamepadDpadDown]], repeat_mode, 4294967295 --[[ImGuiKeyOwner_NoOwner]])) or (nav_keyboard_active and ImGui.IsKeyPressedEx(516 --[[ImGuiKey.DownArrow]], repeat_mode, 4294967295 --[[ImGuiKeyOwner_NoOwner]]))) then g.NavMoveDir = 3 --[[ImGuiDir.Down]] end end g.NavMoveClipDir = g.NavMoveDir ImRect_Copy(g.NavScoringNoClipRect, ImRect(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[FLT_MAX]])) end -- Update PageUp/PageDown/Home/End scroll -- FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags.NavEnableKeyboard flag? local scoring_page_offset_y = 0.0 if window and g.NavMoveDir == (-1) --[[ImGuiDir.None]] and nav_keyboard_active then scoring_page_offset_y = ImGui.NavUpdatePageUpPageDown() end -- Submit g.NavMoveForwardToNextFrame = false if g.NavMoveDir ~= (-1) --[[ImGuiDir.None]] then ImGui.NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags) end -- Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match) if g.NavMoveSubmitted and g.NavId == 0 then -- IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer) g.NavInitRequest = true; g.NavInitRequestFromMove = true g.NavInitResult.ID = 0 if g.IO.ConfigNavCursorVisibleAuto then -- NO check for _NoNavInputs here as we assume MoveRequests cannot be created. g.NavCursorVisible = true end end -- When using gamepad, we project the reference nav bounding box into window visible area. -- This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, -- since with gamepad all movements are relative (can't focus a visible object like we can with the mouse). if g.NavMoveSubmitted and g.NavInputSource == 3 --[[ImGuiInputSource.Gamepad]] and g.NavLayer == 0 --[[ImGuiNavLayer.Main]] and window ~= nil then -- and (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) local clamp_x = bit32.band(g.NavMoveFlags, bit32.bor(1 --[[ImGuiNavMoveFlags.LoopX]], 4 --[[ImGuiNavMoveFlags.WrapX]])) == 0 local clamp_y = bit32.band(g.NavMoveFlags, bit32.bor(2 --[[ImGuiNavMoveFlags.LoopY]], 8 --[[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))) -- Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171) -- Otherwise 'inner_rect_rel' would be off on the move result frame. 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 -- IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n") local pad_x = ImMin(inner_rect_rel:GetWidth(), window.FontRefSize * 0.5) local pad_y = ImMin(inner_rect_rel:GetHeight(), window.FontRefSize * 0.5) -- Terrible approximation for the intent of starting navigation from first fully visible item inner_rect_rel.Min.x = clamp_x and (inner_rect_rel.Min.x + pad_x) or -3.4028234663853e+38 --[[FLT_MAX]] inner_rect_rel.Max.x = clamp_x and (inner_rect_rel.Max.x - pad_x) or 3.4028234663853e+38 --[[FLT_MAX]] inner_rect_rel.Min.y = clamp_y and (inner_rect_rel.Min.y + pad_y) or -3.4028234663853e+38 --[[FLT_MAX]] inner_rect_rel.Max.y = clamp_y and (inner_rect_rel.Max.y - pad_y) or 3.4028234663853e+38 --[[FLT_MAX]] window.NavRectRel[g.NavLayer]:ClipWithFull(inner_rect_rel) g.NavId = 0 end end -- Prepare scoring rectangle. -- For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) 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, 2048 --[[ImGuiNavMoveFlags.IsPageMove]]) ~= 0 then -- When we start from a visible location, score visible items and prioritize this result. if window.InnerRect:Contains(scoring_rect) then g.NavMoveFlags = bit32.bor(g.NavMoveFlags, 32 --[[ImGuiNavMoveFlags.AlsoScoreVisibleSet]]) end ImRect_Copy(g.NavScoringNoClipRect, scoring_rect) scoring_rect:TranslateY(scoring_page_offset_y) g.NavScoringNoClipRect:Add(scoring_rect) end -- ImGui.GetForegroundDrawList():AddRectFilled(scoring_rect.Min - ImVec2(1, 1), scoring_rect.Max + ImVec2(1, 1), IM_COL32(255, 100, 0, 80)) -- [DEBUG] Pre-bias if g.NavMoveSubmitted then ImGui.NavBiasScoringRect(scoring_rect, window.RootWindowForNav.NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags) end assert(not scoring_rect:IsInverted()) -- Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). -- ImGui.GetForegroundDrawList():AddRectFilled(scoring_rect.Min - ImVec2(1, 1), scoring_rect.Max + ImVec2(1, 1), IM_COL32(255, 100, 0, 80)) -- [DEBUG] Post-bias -- if not g.NavScoringNoClipRect:IsInverted() then ImGui.GetForegroundDrawList():AddRectFilled(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(100, 255, 0, 80)) end -- [DEBUG] end ImRect_Copy(g.NavScoringRect, scoring_rect) -- g.NavScoringNoClipRect:Add(scoring_rect) end function ImGui.NavUpdateCreateTabbingRequest() local g = GImGui local window = g.NavWindow assert(g.NavMoveDir == (-1) --[[ImGuiDir.None]]) if window == nil or g.NavWindowingTarget ~= nil or bit32.band(window.Flags, 65536 --[[ImGuiWindowFlags.NoNavInputs]]) ~= 0 or not g.ConfigNavEnableTabbing then return end local tab_pressed = ImGui.IsKeyPressedEx(512 --[[ImGuiKey.Tab]], 1 --[[ImGuiInputFlags.Repeat]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]) and not g.IO.KeyCtrl and not g.IO.KeyAlt if not tab_pressed then return end -- Initiate tabbing request -- (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags.NavEnableKeyboard flag!) -- See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. local nav_keyboard_active = bit32.band(g.IO.ConfigFlags, 1 --[[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(1024 --[[ImGuiNavMoveFlags.IsTabbing]], 4096 --[[ImGuiNavMoveFlags.Activate]]) local scroll_flags = window.Appearing and bit32.bor(1 --[[ImGuiScrollFlags.KeepVisibleEdgeX]], 32 --[[ImGuiScrollFlags.AlwaysCenterY]]) or bit32.bor(1 --[[ImGuiScrollFlags.KeepVisibleEdgeX]], 2 --[[ImGuiScrollFlags.KeepVisibleEdgeY]]) local clip_dir = (g.NavTabbingDir < 0) and 2 --[[ImGuiDir.Up]] or 3 --[[ImGuiDir.Down]] ImGui.NavMoveRequestSubmit((-1) --[[ImGuiDir.None]], clip_dir, move_flags, scroll_flags) -- FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. g.NavTabbingCounter = -1 end function ImGui.NavUpdate() local g = GImGui local io = g.IO io.WantSetMousePos = false -- if g.NavScoringDebugCount > 0 then IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest) end -- Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) -- FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? local nav_gamepad_active = bit32.band(io.ConfigFlags, 2 --[[ImGuiConfigFlags.NavEnableGamepad]]) ~= 0 and bit32.band(io.BackendFlags, 1 --[[ImGuiBackendFlags.HasGamepad]]) ~= 0 if nav_gamepad_active and g.NavInputSource ~= 3 --[[ImGuiInputSource.Gamepad]] then for _, key in ipairs(nav_gamepad_keys_to_change_source) do if ImGui.IsKeyDown(key) then g.NavInputSource = 3 --[[ImGuiInputSource.Gamepad]] end end end local nav_keyboard_active = bit32.band(io.ConfigFlags, 1 --[[ImGuiConfigFlags.NavEnableKeyboard]]) ~= 0 if nav_keyboard_active and g.NavInputSource ~= 2 --[[ImGuiInputSource.Keyboard]] then for _, key in ipairs(nav_keyboard_keys_to_change_source) do if ImGui.IsKeyDown(key) then g.NavInputSource = 2 --[[ImGuiInputSource.Keyboard]] end end end -- Process navigation init request (select first/default focus) 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 -- Process navigation move request 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 -- Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) 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 assert(g.NavLayer == 0 --[[ImGuiNavLayer.Main]] or g.NavLayer == 1 --[[ImGuiNavLayer.Menu]]) -- Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 if g.NavWindow then ImGui.NavSaveLastChildNavWindowIntoParent(g.NavWindow) end if g.NavWindow and g.NavWindow.NavLastChildNavWindow ~= nil and g.NavLayer == 0 --[[ImGuiNavLayer.Main]] then g.NavWindow.NavLastChildNavWindow = nil end -- Update Ctrl+Tab and Windowing features (hold Square to move/resize/etc.) ImGui.NavUpdateWindowing() -- Set output flags for user application io.NavActive = (nav_keyboard_active or nav_gamepad_active) and g.NavWindow and bit32.band(g.NavWindow.Flags, 65536 --[[ImGuiWindowFlags.NoNavInputs]]) == 0 io.NavVisible = (io.NavActive and g.NavId ~= 0 and g.NavCursorVisible) or (g.NavWindowingTarget ~= nil) -- Process NavCancel input (to close a popup, get back to parent, clear focus) ImGui.NavUpdateCancelRequest() ImGui.NavUpdateContextMenuRequest() -- Process manual activation request g.NavActivateId = 0 g.NavActivateDownId = 0 g.NavActivatePressedId = 0 g.NavActivateFlags = 0 --[[ImGuiActivateFlags.None]] if g.NavId ~= 0 and g.NavCursorVisible and not g.NavWindowingTarget and g.NavWindow and bit32.band(g.NavWindow.Flags, 65536 --[[ImGuiWindowFlags.NoNavInputs]]) == 0 then local activate_down = (nav_keyboard_active and ImGui.IsKeyDown(524 --[[ImGuiKey.Space]], 4294967295 --[[ImGuiKeyOwner_NoOwner]])) or (nav_gamepad_active and ImGui.IsKeyDown(ImGuiKey.NavGamepadActivate, 4294967295 --[[ImGuiKeyOwner_NoOwner]])) local activate_pressed = activate_down and ((nav_keyboard_active and ImGui.IsKeyPressedEx(524 --[[ImGuiKey.Space]], 0 --[[ImGuiInputFlags.None]], 4294967295 --[[ImGuiKeyOwner_NoOwner]])) or (nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.NavGamepadActivate, 0 --[[ImGuiInputFlags.None]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]))) local input_pressed_keyboard = nav_keyboard_active and (ImGui.IsKeyPressedEx(525 --[[ImGuiKey.Enter]], 0 --[[ImGuiInputFlags.None]], 4294967295 --[[ImGuiKeyOwner_NoOwner]]) or ImGui.IsKeyPressedEx(627 --[[ImGuiKey.KeypadEnter]], 0 --[[ImGuiInputFlags.None]], 4294967295 --[[ImGuiKeyOwner_NoOwner]])) local input_pressed_gamepad = false if activate_down and nav_gamepad_active and ImGui.IsKeyDown(ImGuiKey.NavGamepadActivate, 4294967295 --[[ImGuiKeyOwner_NoOwner]]) and bit32.band(g.NavIdItemFlags, 1048576 --[[ImGuiItemFlags.Inputable]]) ~= 0 then -- requires ImGuiItemFlags.Inputable to avoid retriggering regular buttons. if ImGui.GetKeyData(g, ImGuiKey.NavGamepadActivate).DownDurationPrev < 0.6 --[[NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY]] and ImGui.GetKeyData(g, ImGuiKey.NavGamepadActivate).DownDuration >= 0.6 --[[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 = 2 --[[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 = 1 --[[ImGuiActivateFlags.PreferInput]] end if (g.ActiveId == 0 or g.ActiveId == g.NavId) and (activate_down or input_pressed_keyboard or input_pressed_gamepad) then -- FIXME-NAV: Unsure why input_pressed_xxx (migrated from input_down which was already dubious) 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, 65536 --[[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 assert(g.NavActivateDownId == g.NavActivateId) end -- Highlight 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 -- Process programmatic activation request -- FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) 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 -- Process move requests ImGui.NavUpdateCreateMoveRequest() if g.NavMoveDir == (-1) --[[ImGuiDir.None]] then ImGui.NavUpdateCreateTabbingRequest() end ImGui.NavUpdateAnyRequestFlag() g.NavIdIsAlive = false -- Scrolling if g.NavWindow and bit32.band(g.NavWindow.Flags, 65536 --[[ImGuiWindowFlags.NoNavInputs]]) == 0 and not g.NavWindowingTarget then -- *Fallback* manual-scroll with Nav directional keys when window has no navigable item local window = g.NavWindow local scroll_speed = IM_ROUND(window.FontRefSize * 100 * io.DeltaTime) -- We need round the scrolling speed because sub-pixel scroll isn't reliably supported. local move_dir = g.NavMoveDir if window.DC.NavLayersActiveMask == 0x00 and window.DC.NavWindowHasScrollY and move_dir ~= (-1) --[[ImGuiDir.None]] then if move_dir == 0 --[[ImGuiDir.Left]] or move_dir == 1 --[[ImGuiDir.Right]] then local delta = (move_dir == 0 --[[ImGuiDir.Left]]) and -1.0 or 1.0 ImGui.SetScrollX(window, ImTrunc(window.Scroll.x + delta * scroll_speed)) end if move_dir == 2 --[[ImGuiDir.Up]] or move_dir == 3 --[[ImGuiDir.Down]] then local delta = (move_dir == 2 --[[ImGuiDir.Up]]) and -1.0 or 1.0 ImGui.SetScrollY(window, ImTrunc(window.Scroll.y + delta * scroll_speed)) end end -- *Normal* Manual scroll with LStick -- Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. if nav_gamepad_active then local scroll_dir = ImGui.GetKeyMagnitude2d(648 --[[ImGuiKey.GamepadLStickLeft]], 649 --[[ImGuiKey.GamepadLStickRight]], 650 --[[ImGuiKey.GamepadLStickUp]], 651 --[[ImGuiKey.GamepadLStickDown]]) local tweak_factor = 1.0 if ImGui.IsKeyDown(642 --[[ImGuiKey.NavGamepadTweakSlow]]) then tweak_factor = 1.0 / 10.0 elseif ImGui.IsKeyDown(643 --[[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 -- Always prioritize mouse highlight if navigation is disabled if not nav_keyboard_active and not nav_gamepad_active then g.NavCursorVisible = false g.NavHighlightItemUnderNav = false set_mouse_pos = false end -- Update mouse position if requested -- (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) if set_mouse_pos and io.ConfigNavMoveSetMousePos and bit32.band(io.BackendFlags, 4 --[[ImGuiBackendFlags.HasSetMousePos]]) ~= 0 then ImGui.TeleportMousePos(ImGui.NavCalcPreferredRefPos(67108864 --[[ImGuiWindowFlags.Popup]])) end -- [DEBUG] g.NavScoringDebugCount = 0 end end -- Process Escape/NavCancel input (to close a popup, get back to parent, clear focus) -- FIXME: In order to support e.g. Escape to clear a selection we'll need: -- - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. -- - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept function ImGui.NavUpdateCancelRequest() local g = GImGui local nav_gamepad_active = bit32.band(g.IO.ConfigFlags, 2 --[[ImGuiConfigFlags.NavEnableGamepad]]) ~= 0 and bit32.band(g.IO.BackendFlags, 1 --[[ImGuiBackendFlags.HasGamepad]]) ~= 0 local nav_keyboard_active = bit32.band(g.IO.ConfigFlags, 1 --[[ImGuiConfigFlags.NavEnableKeyboard]]) ~= 0 if not (nav_keyboard_active and ImGui.IsKeyPressedEx(526 --[[ImGuiKey.Escape]], 0, 4294967295 --[[ImGuiKeyOwner_NoOwner]])) and not (nav_gamepad_active and ImGui.IsKeyPressedEx(ImGuiKey.NavGamepadCancel, 0, 4294967295 --[[ImGuiKeyOwner_NoOwner]])) then return end -- IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()") if g.ActiveId ~= 0 then ImGui.ClearActiveID() elseif g.NavLayer ~= 0 --[[ImGuiNavLayer.Main]] then -- Leave the "menu" layer ImGui.NavRestoreLayer(0 --[[ImGuiNavLayer.Main]]) ImGui.SetNavCursorVisibleAfterMove() elseif g.NavWindow and g.NavWindow ~= g.NavWindow.RootWindow and bit32.band(g.NavWindow.RootWindowForNav.Flags, 67108864 --[[ImGuiWindowFlags.Popup]]) == 0 and g.NavWindow.RootWindowForNav.ParentWindow then -- Exit child window local child_window = g.NavWindow.RootWindowForNav local parent_window = child_window.ParentWindow assert(child_window.ChildId ~= 0) ImGui.FocusWindow(parent_window) ImGui.SetNavID(child_window.ChildId, 0 --[[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, 134217728 --[[ImGuiWindowFlags.Modal]]) == 0 then -- Close open popup/menu ImGui.ClosePopupToLevel(g.OpenPopupStack.Size - 1, true) else -- Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were -- FIXME-NAV: This should happen on window appearing. if g.IO.ConfigNavEscapeClearFocusItem or g.IO.ConfigNavEscapeClearFocusWindow then if g.NavWindow and bit32.band(g.NavWindow.Flags, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0 then -- or not (g.NavWindow.Flags & ImGuiWindowFlags.ChildWindow) g.NavWindow.NavLastIds[0] = 0 end end -- Clear nav focus 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 1 --[[ImGuiDir.Right]] or 0 --[[ImGuiDir.Left]] end return (dy > 0.0) and 3 --[[ImGuiDir.Down]] or 2 --[[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 -- Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057 --- @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 -- FIXME: Those are not good variables names local cand = ImRect() ImRect_Copy(cand, nav_bb) -- Current item nav rectangle local curr = g.NavScoringRect -- Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) g.NavScoringDebugCount = g.NavScoringDebugCount + 1 -- When entering through a NavFlattened border, we consider child window items as fully clipped for scoring if window.ParentWindow == g.NavWindow then assert(bit32.band(bit32.bor(window.ChildFlags, g.NavWindow.ChildFlags), 256 --[[ImGuiChildFlags.NavFlattened]]) ~= 0) if not window.ClipRect:Overlaps(cand) then return false end cand:ClipWithFull(window.ClipRect) -- This allows the scored item to not overlap other candidates in the parent window end -- Compute distance between boxes -- FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. 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)) -- Scale down on Y to keep using box-distance for vertically touching items 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) -- Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) 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) -- L1 metric (need this for our connectedness guarantee) -- Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance local quadrant local dax = 0.0 local day = 0.0 local dist_axial = 0.0 if dbx ~= 0.0 or dby ~= 0.0 then -- For non-overlapping boxes, use distance between boxes -- FIXME-NAV: Quadrant may be incorrect because of (1) dbx bias and (2) curr.Max.y bias applied by NavBiasScoringRect() where typically curr.Max.y==curr.Min.y -- One typical case where this happens, with style.WindowMenuButtonPosition == ImGuiDir.Right, pressing Left to navigate from Close to Collapse tends to fail. -- Also see #6344. Calling ImGetDirQuadrantFromDelta() with unbiased values may be good but side-effects are plenty. dax = dbx day = dby dist_axial = dist_box quadrant = ImGetDirQuadrantFromDelta(dbx, dby) elseif dcx ~= 0.0 or dcy ~= 0.0 then -- For overlapping boxes with different centers, use distance between centers dax = dcx day = dcy dist_axial = dist_center quadrant = ImGetDirQuadrantFromDelta(dcx, dcy) else -- Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) quadrant = (g.LastItemData.ID < g.NavId) and 0 --[[ImGuiDir.Left]] or 1 --[[ImGuiDir.Right]] end local move_dir = g.NavMoveDir -- Is it in the quadrant we're interested in moving to? local new_best = false if quadrant == move_dir then -- Does it beat the current best candidate? if dist_box < result.DistBox then result.DistBox = dist_box result.DistCenter = dist_center return true end if dist_box == result.DistBox then -- Try using distance between center points to break ties if dist_center < result.DistCenter then result.DistCenter = dist_center new_best = true elseif dist_center == result.DistCenter then -- Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items -- (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), -- this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. if (((move_dir == 2 --[[ImGuiDir.Up]] or move_dir == 3 --[[ImGuiDir.Down]]) and dby) or dbx) < 0.0 then -- moving bj to the right/down decreases distance new_best = true end end end end -- Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches -- are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) -- This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. -- 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. -- Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? if result.DistBox == 3.4028234663853e+38 --[[FLT_MAX]] and dist_axial < result.DistAxial then -- Check axial match if g.NavLayer == 1 --[[ImGuiNavLayer.Menu]] and bit32.band(g.NavWindow.Flags, 268435456 --[[ImGuiWindowFlags.ChildMenu]]) == 0 then if (move_dir == 0 --[[ImGuiDir.Left]] and dax < 0.0) or (move_dir == 1 --[[ImGuiDir.Right]] and dax > 0.0) or (move_dir == 2 --[[ImGuiDir.Up]] and day < 0.0) or (move_dir == 3 --[[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, 2097152 --[[ImGuiItemFlags.HasSelectionUserData]]) ~= 0 then assert(g.NextItemData.SelectionUserData ~= (-1) --[[ImGuiSelectionUserData_Invalid]]) result.SelectionUserData = g.NextItemData.SelectionUserData -- INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. end end --- @param result ImGuiNavItemData function ImGui.NavMoveRequestResolveWithLastItem(result) local g = GImGui g.NavMoveScoringItems = false -- Ensure request doesn't need more processing ImGui.NavApplyItemToResult(result) ImGui.NavUpdateAnyRequestFlag() end -- Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). -- Note that SetKeyboardFocusHere() API calls are considered tabbing requests! -- - Case 1: no nav/active id: set result to first eligible item, stop storing. -- - Case 2: tab forward: on ref id set counter, on counter elapse store result -- - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. -- FIXME-TABBING: Could be done as a next-frame forwarded request -- - Case 4: tab backward: store all results, on ref id pick prev, stop storing -- - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last -- FIXME-TABBING: Could be done as next-frame forwarded requested --- @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, 512 --[[ImGuiNavMoveFlags.FocusApi]]) == 0 then if g.NavLayer ~= g.CurrentWindow.DC.NavLayerCurrent then return end if g.NavFocusScopeId ~= g.CurrentFocusScopeId then return end end -- - Can always land on an item when using API call. -- - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. -- - Tabbing without _NavEnableKeyboard: goes through inputable items only. local can_stop if bit32.band(move_flags, 512 --[[ImGuiNavMoveFlags.FocusApi]]) ~= 0 then can_stop = true else can_stop = bit32.band(item_flags, 1 --[[ImGuiItemFlags.NoTabStop]]) == 0 and (bit32.band(g.IO.ConfigFlags, 1 --[[ImGuiConfigFlags.NavEnableKeyboard]]) ~= 0 or bit32.band(item_flags, 1048576 --[[ImGuiItemFlags.Inputable]]) ~= 0) end -- Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) local result = g.NavMoveResultLocal if g.NavTabbingDir == 1 then -- Tab Forward or SetKeyboardFocusHere() with >= 0 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 -- Tab Backward if g.NavId == id then if result.ID ~= 0 then g.NavMoveScoringItems = false ImGui.NavUpdateAnyRequestFlag() end elseif can_stop then -- Keep applying until reaching NavId 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 -- Tab init ImGui.NavApplyItemToResult(g.NavTabbingResultFirst) end end end -- We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) -- This is called after LastItemData is set, but NextItemData is also still valid. function ImGui.NavProcessItem() local g = GImGui local window = g.CurrentWindow local id = g.LastItemData.ID local item_flags = g.LastItemData.ItemFlags -- When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221, #8816, #7994) 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 -- Process Init Request if g.NavInitRequest and g.NavLayer == window.DC.NavLayerCurrent and bit32.band(item_flags, 64 --[[ImGuiItemFlags.Disabled]]) == 0 then -- Even if 'ImGuiItemFlags.NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback local candidate_for_nav_default_focus = bit32.band(item_flags, 4 --[[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 -- Found a match, clear request ImGui.NavUpdateAnyRequestFlag() end end -- Process Move Request (scoring for navigation) -- FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) if g.NavMoveScoringItems and bit32.band(item_flags, 64 --[[ImGuiItemFlags.Disabled]]) == 0 then if bit32.band(g.NavMoveFlags, 512 --[[ImGuiNavMoveFlags.FocusApi]]) ~= 0 or bit32.band(window.Flags, 65536 --[[ImGuiWindowFlags.NoNavInputs]]) == 0 then local is_tabbing = bit32.band(g.NavMoveFlags, 1024 --[[ImGuiNavMoveFlags.IsTabbing]]) ~= 0 if is_tabbing then ImGui.NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags) elseif g.NavId ~= id or bit32.band(g.NavMoveFlags, 16 --[[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 -- Features like PageUp/PageDown need to maintain a separate score for the visible set of items. local VISIBLE_RATIO = 0.70 if bit32.band(g.NavMoveFlags, 32 --[[ImGuiNavMoveFlags.AlsoScoreVisibleSet]]) ~= 0 then local r = window.InnerRect -- window.ClipRect 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 -- Update information for currently focused/navigated item if g.NavId == id then if g.NavWindow ~= window then ImGui.SetNavWindow(window) -- Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. end g.NavLayer = window.DC.NavLayerCurrent ImGui.SetNavFocusScope(g.CurrentFocusScopeId) -- Will set g.NavFocusScopeId AND store g.NavFocusScopePath g.NavFocusScopeId = g.CurrentFocusScopeId g.NavIdIsAlive = true g.NavIdItemFlags = item_flags if bit32.band(g.LastItemData.ItemFlags, 2097152 --[[ImGuiItemFlags.HasSelectionUserData]]) ~= 0 then assert(g.NextItemData.SelectionUserData ~= (-1) --[[ImGuiSelectionUserData_Invalid]]) g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData -- INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. end window.NavRectRel[window.DC.NavLayerCurrent] = ImGui.WindowRectAbsToRel(window, nav_bb) -- Store item bounding box (relative to window position) end end function ImGui.NavInitRequestApplyResult() -- In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) 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, 2097152 --[[ImGuiItemFlags.HasSelectionUserData]]) ~= 0 end -- Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) -- FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. -- IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name) ImGui.SetNavID(result.ID, g.NavLayer, result.FocusScopeId, result.RectRel) g.NavIdIsAlive = true -- Mark as alive from previous frame as we got a result if result.SelectionUserData ~= (-1) --[[ImGuiSelectionUserData_Invalid]] then g.NavLastValidSelectionUserData = result.SelectionUserData end if g.NavInitRequestFromMove then ImGui.SetNavCursorVisibleAfterMove() end end -- Apply result from previous frame navigation directional move request. Always called from NavUpdate() function ImGui.NavMoveRequestApplyResult() local g = GImGui -- Select which result to use local result if g.NavMoveResultLocal.ID ~= 0 then result = g.NavMoveResultLocal elseif g.NavMoveResultOther.ID ~= 0 then result = g.NavMoveResultOther else result = nil end -- Tabbing forward wrap if bit32.band(g.NavMoveFlags, 1024 --[[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 -- In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) local axis = (g.NavMoveDir == 2 --[[ImGuiDir.Up]] or g.NavMoveDir == 3 --[[ImGuiDir.Down]]) and 2 --[[ImGuiAxis.Y]] or 1 --[[ImGuiAxis.X]] if result == nil then if bit32.band(g.NavMoveFlags, 1024 --[[ImGuiNavMoveFlags.IsTabbing]]) ~= 0 then g.NavMoveFlags = bit32.bor(g.NavMoveFlags, 16384 --[[ImGuiNavMoveFlags.NoSetNavCursorVisible]]) end if g.NavId ~= 0 and bit32.band(g.NavMoveFlags, 16384 --[[ImGuiNavMoveFlags.NoSetNavCursorVisible]]) == 0 then ImGui.SetNavCursorVisibleAfterMove() end ImGui.NavClearPreferredPosForAxis(axis) -- On a failed move, clear preferred pos for this axis. -- IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n") return end -- PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. if bit32.band(g.NavMoveFlags, 32 --[[ImGuiNavMoveFlags.AlsoScoreVisibleSet]]) ~= 0 and g.NavMoveResultLocalVisible.ID ~= 0 and g.NavMoveResultLocalVisible.ID ~= g.NavId then result = g.NavMoveResultLocalVisible end -- Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. 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 assert(g.NavWindow and result.Window) -- Scroll to keep newly navigated item fully into view. if g.NavLayer == 0 --[[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, 64 --[[ImGuiNavMoveFlags.ScrollToEdgeY]]) ~= 0 then -- FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge? local scroll_target = (g.NavMoveDir == 2 --[[ImGuiDir.Up]]) and result.Window.ScrollMax.y or 0.0 ImGui.SetScrollY(result.Window, scroll_target) end end if g.NavWindow ~= result.Window then -- IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name) g.NavWindow = result.Window g.NavLastValidSelectionUserData = (-1) --[[ImGuiSelectionUserData_Invalid]] end -- Clear active id unless requested not to -- FIXME: ImGuiNavMoveFlags.NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction, -- so this is mostly provided as a gateway for further experiments (see #1418, #2890) if g.ActiveId ~= result.ID and bit32.band(g.NavMoveFlags, 32768 --[[ImGuiNavMoveFlags.NoClearActiveId]]) == 0 then ImGui.ClearActiveID() end -- Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags.AllowCurrentNavId) -- PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior. if (g.NavId ~= result.ID or bit32.band(g.NavMoveFlags, 2048 --[[ImGuiNavMoveFlags.IsPageMove]]) ~= 0) and bit32.band(g.NavMoveFlags, 8192 --[[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, 1024 --[[ImGuiNavMoveFlags.IsTabbing]]) ~= 0 g.NavJustMovedToHasSelectionData = bit32.band(result.ItemFlags, 2097152 --[[ImGuiItemFlags.HasSelectionUserData]]) ~= 0 -- IMGUI_DEBUG_LOG_NAV("[nav] NavJustMovedFromFocusScopeId = 0x%08X, NavJustMovedToFocusScopeId = 0x%08X\n", g.NavJustMovedFromFocusScopeId, g.NavJustMovedToFocusScopeId) end -- Apply new NavID/Focus -- IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name) 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 ~= (-1) --[[ImGuiSelectionUserData_Invalid]] then g.NavLastValidSelectionUserData = result.SelectionUserData end -- Restore last preferred position for current axis -- (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..) if bit32.band(g.NavMoveFlags, 1024 --[[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 -- Tabbing: Activates Inputable, otherwise only Focus if bit32.band(g.NavMoveFlags, 1024 --[[ImGuiNavMoveFlags.IsTabbing]]) ~= 0 and bit32.band(result.ItemFlags, 1048576 --[[ImGuiItemFlags.Inputable]]) == 0 then g.NavMoveFlags = bit32.band(g.NavMoveFlags, bit32.bnot(4096 --[[ImGuiNavMoveFlags.Activate]])) end -- Activate if bit32.band(g.NavMoveFlags, 4096 --[[ImGuiNavMoveFlags.Activate]]) ~= 0 then g.NavNextActivateId = result.ID g.NavNextActivateFlags = 0 --[[ImGuiActivateFlags.None]] if bit32.band(g.NavMoveFlags, 512 --[[ImGuiNavMoveFlags.FocusApi]]) ~= 0 then g.NavNextActivateFlags = bit32.bor(g.NavNextActivateFlags, 32 --[[ImGuiActivateFlags.FromFocusApi]]) end if bit32.band(g.NavMoveFlags, 1024 --[[ImGuiNavMoveFlags.IsTabbing]]) ~= 0 then g.NavNextActivateFlags = bit32.bor(g.NavNextActivateFlags, 1 --[[ImGuiActivateFlags.PreferInput]], 4 --[[ImGuiActivateFlags.TryToPreserveState]], 8 --[[ImGuiActivateFlags.FromTabbing]]) end end -- Make nav cursor visible if bit32.band(g.NavMoveFlags, 16384 --[[ImGuiNavMoveFlags.NoSetNavCursorVisible]]) == 0 then ImGui.SetNavCursorVisibleAfterMove() end end -- True when current work location may be scrolled horizontally when moving left / right. -- This is generally always true UNLESS within a column. We don't have a vertical equivalent. function ImGui.NavUpdateCurrentWindowIsScrollPushableX() local g = GImGui local window = g.CurrentWindow window.DC.NavIsScrollPushableX = (g.CurrentTable == nil and window.DC.CurrentColumns == nil) end -- Called by TreePop() to implement ImGuiTreeNodeFlags.NavLeftJumpsToParent --- @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(2097152 --[[ImGuiItemFlags.HasSelectionUserData]])) -- Losing SelectionUserData, recovered next-frame (cheaper). ImRect_Copy(g.LastItemData.NavRect, tree_node_data.NavRect) ImGui.NavApplyItemToResult(result) -- Result this instead of implementing a NavApplyPastTreeNodeToResult() ImGui.NavClearPreferredPosForAxis(2 --[[ImGuiAxis.Y]]) ImGui.NavUpdateAnyRequestFlag() end function ImGui.NavMoveRequestCancel() local g = GImGui g.NavMoveSubmitted = false g.NavMoveScoringItems = false ImGui.NavUpdateAnyRequestFlag() end -- Forward will reuse the move request again on the next frame (generally with modifications done to it) --- @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 assert(g.NavMoveForwardToNextFrame == false) ImGui.NavMoveRequestCancel() g.NavMoveForwardToNextFrame = true g.NavMoveDir = move_dir g.NavMoveClipDir = clip_dir g.NavMoveFlags = bit32.bor(move_flags, 128 --[[ImGuiNavMoveFlags.Forwarded]]) g.NavMoveScrollFlags = scroll_flags end -- Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire -- popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. --- @param window ImGuiWindow --- @param wrap_flags ImGuiNavMoveFlags function ImGui.NavMoveRequestTryWrapping(window, wrap_flags) local g = GImGui assert(bit32.band(wrap_flags, 15 --[[ImGuiNavMoveFlags.WrapMask_]]) ~= 0 and bit32.band(wrap_flags, bit32.bnot(15 --[[ImGuiNavMoveFlags.WrapMask_]])) == 0) -- Call with _WrapX, _WrapY, _LoopX, _LoopY -- In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it: -- as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest(). if g.NavWindow == window and g.NavMoveScoringItems and g.NavLayer == window.DC.NavLayerCurrent then g.NavMoveFlags = bit32.bor(bit32.band(g.NavMoveFlags, bit32.bnot(15 --[[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 ------------------------------------------------------------------------------- -- - GetMainViewport() -- - FindViewportByID() -- - SetCurrentViewport() [Internal] -- - SetWindowViewport() [Internal] -- - GetWindowAlwaysWantOwnViewport() [Internal] -- - UpdateTryMergeWindowIntoHostViewport() [Internal] -- - UpdateTryMergeWindowIntoHostViewports() [Internal] -- - TranslateWindowsInViewport() [Internal] -- - ScaleWindowsInViewport() [Internal] -- - FindHoveredViewportFromPlatformWindowStack() [Internal] -- - UpdateViewportsNewFrame() [Internal] -- - UpdateViewportsEndFrame() [Internal] -- - AddUpdateViewport() [Internal] -- - WindowSelectViewport() [Internal] -- - WindowSyncOwnedViewport() [Internal] -- - UpdatePlatformWindows() -- - RenderPlatformWindowsDefault() -- - FindPlatformMonitorForPos() [Internal] -- - FindPlatformMonitorForRect() [Internal] -- - UpdateViewportPlatformMonitor() [Internal] -- - DestroyPlatformWindow() [Internal] -- - DestroyPlatformWindows() ------------------------------------------------------------------------------- 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.Data[1] -- [Luau] .Data[]: no IM_VECTOR.__index end -- FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) --- @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 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, 512 --[[ImGuiViewportFlags.NoAutoMerge]]) ~= 0) then if bit32.band(g.ConfigFlagsCurrFrame, 1024 --[[ImGuiConfigFlags.ViewportsEnable]]) ~= 0 then if not window.DockIsActive then if bit32.band(window.Flags, bit32.bor(16777216 --[[ImGuiWindowFlags.ChildWindow]], 268435456 --[[ImGuiWindowFlags.ChildMenu]], 33554432 --[[ImGuiWindowFlags.Tooltip]])) == 0 then if bit32.band(window.Flags, 67108864 --[[ImGuiWindowFlags.Popup]]) == 0 or bit32.band(window.Flags, 134217728 --[[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, 8192 --[[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 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, 2048 --[[ImGuiViewportFlags.CanHostOtherWindows]]) == 0 then return false end if bit32.band(viewport_dst.Flags, 4096 --[[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, 8192 --[[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) assert(viewport.Window == nil and (bit32.band(viewport.Flags, 2048 --[[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, 1024 --[[ImGuiConfigFlags.ViewportsEnable]]) ~= bit32.band(g.ConfigFlagsLastFrame, 1024 --[[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(128 --[[ImGuiViewportFlags.NoInputs]], 4096 --[[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 -- Update viewports and monitor infos -- Note that this is running even if 'ImGuiConfigFlags.ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. function ImGui.UpdateViewportsNewFrame() local g = GImGui 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, 1024 --[[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, 4096 --[[ImGuiViewportFlags.IsMinimized]]) else viewport.Flags = bit32.band(viewport.Flags, bit32.bnot(4096 --[[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, 8192 --[[ImGuiViewportFlags.IsFocused]]) else viewport.Flags = bit32.band(viewport.Flags, bit32.bnot(8192 --[[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(2 --[[ImGuiFocusRequestFlags.UnlessBelowModal]], 1 --[[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] assert(main_viewport.ID == IMGUI_VIEWPORT_DEFAULT_ID) 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, 4096 --[[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(4 --[[ImGuiViewportFlags.OwnedByApp]], 2048 --[[ImGuiViewportFlags.CanHostOtherWindows]])) local memory_compact_start_time = (g.GcCompactAll or g.IO.ConfigMemoryCompactTimer < 0.0) and 3.4028234663853e+38 --[[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, 4096 --[[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) 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() -- Garbage collect transient buffers of recently BG/FG drawlists 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, 2048 --[[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 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(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[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, 4096 --[[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, 128 --[[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, 128 --[[ImGuiViewportFlags.NoInputs]]) == 0) then g.MouseViewport = viewport_hovered end end assert(g.MouseViewport ~= nil) end -- Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) 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 -- Always include main viewport in the list break end if viewport.Window and not ImGui.IsWindowActiveAndVisible(viewport.Window) then break end if i > 1 then 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 -- FIXME: We should ideally refactor the system to call this every frame (we currently don't) --- @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 assert(id ~= 0) flags = bit32.bor(flags, 1 --[[ImGuiViewportFlags.IsPlatformWindow]]) if window ~= nil then local window_can_use_inputs = (bit32.band(window.Flags, bit32.bor(512 --[[ImGuiWindowFlags.NoMouseInputs]], 65536 --[[ImGuiWindowFlags.NoNavInputs]])) == 0) if g.MovingWindow and g.MovingWindow.RootWindowDockTree == window then flags = bit32.bor(flags, 128 --[[ImGuiViewportFlags.NoInputs]], 32 --[[ImGuiViewportFlags.NoFocusOnAppearing]]) end if not window_can_use_inputs then flags = bit32.bor(flags, 128 --[[ImGuiViewportFlags.NoInputs]]) end if bit32.band(window.Flags, 4096 --[[ImGuiWindowFlags.NoFocusOnAppearing]]) ~= 0 then flags = bit32.bor(flags, 32 --[[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 viewport.Flags = bit32.bor(flags, bit32.band(viewport.Flags, bit32.bor(4096 --[[ImGuiViewportFlags.IsMinimized]], 8192 --[[ImGuiViewportFlags.IsFocused]]))) -- Preserve existing flags 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() 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. assert(not g.PlatformIO.Viewports:contains(viewport)) assert(g.Viewports.Data[viewport.Idx] == viewport) g.Viewports:erase(viewport.Idx) -- IM_DELETE(viewport) end -- FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. --- @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, 1024 --[[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(67108864 --[[ImGuiWindowFlags.Popup]], 33554432 --[[ImGuiWindowFlags.Tooltip]])) ~= 0 and window.Appearing then window.Viewport = nil window.ViewportId = 0 end if bit32.band(g.NextWindowData.HasFlags, 2048 --[[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 ~= 3.4028234663853e+38 --[[FLT_MAX]] and window.ViewportPos.y ~= 3.4028234663853e+38 --[[FLT_MAX]] then window.Viewport = ImGui.AddUpdateViewport(window, window.ID, window.ViewportPos, window.Size, 0 --[[ImGuiViewportFlags.None]]) end end end local lock_viewport = false if bit32.band(g.NextWindowData.HasFlags, 2048 --[[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, 8388608 --[[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, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 or bit32.band(flags, 268435456 --[[ImGuiWindowFlags.ChildMenu]]) ~= 0 then -- Always inherit viewport from parent window if window.DockNode and window.DockNode.HostWindow then 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, 33554432 --[[ImGuiWindowFlags.Tooltip]]) ~= 0 then window.Viewport = g.MouseViewport elseif ImGui.GetWindowAlwaysWantOwnViewport(window) then window.Viewport = ImGui.AddUpdateViewport(window, window.ID, window.Pos, window.Size, 0 --[[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, 0 --[[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, 0 --[[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(33554432 --[[ImGuiWindowFlags.Tooltip]], 67108864 --[[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, 33554432 --[[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(33554432 --[[ImGuiWindowFlags.Tooltip]], 268435456 --[[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, 16777216 --[[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, 8388608 --[[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, 32 --[[ImGuiViewportFlags.NoFocusOnAppearing]]) end elseif window.ViewportAllowPlatformMonitorExtend < 0 and bit32.band(flags, 16777216 --[[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(1024 --[[ImGuiViewportFlags.TopMost]], 16 --[[ImGuiViewportFlags.NoTaskBarIcon]], 8 --[[ImGuiViewportFlags.NoDecoration]], 256 --[[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, 134217728 --[[ImGuiWindowFlags.Modal]]) ~= 0 local is_short_lived_floating_window = bit32.band(window_flags, bit32.bor(268435456 --[[ImGuiWindowFlags.ChildMenu]], 33554432 --[[ImGuiWindowFlags.Tooltip]], 67108864 --[[ImGuiWindowFlags.Popup]])) ~= 0 if bit32.band(window_flags, 33554432 --[[ImGuiWindowFlags.Tooltip]]) ~= 0 then viewport_flags = bit32.bor(viewport_flags, 1024 --[[ImGuiViewportFlags.TopMost]]) end if (g.IO.ConfigViewportsNoTaskBarIcon or is_short_lived_floating_window) and not is_modal then viewport_flags = bit32.bor(viewport_flags, 16 --[[ImGuiViewportFlags.NoTaskBarIcon]]) end if g.IO.ConfigViewportsNoDecoration or is_short_lived_floating_window then viewport_flags = bit32.bor(viewport_flags, 8 --[[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: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" -- 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, 32 --[[ImGuiViewportFlags.NoFocusOnAppearing]], 64 --[[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, 128 --[[ImGuiWindowFlags.NoBackground]]) == 0 then viewport_flags = bit32.bor(viewport_flags, 256 --[[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(67108864 --[[ImGuiWindowFlags.Popup]], 33554432 --[[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 -- Called by user at the end of the main loop, after EndFrame() -- This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. function ImGui.UpdatePlatformWindows() local g = GImGui assert(g.FrameCountEnded == g.FrameCount, "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?") assert(g.FrameCountPlatformEnded < g.FrameCount) g.FrameCountPlatformEnded = g.FrameCount if bit32.band(g.ConfigFlagsCurrFrame, 1024 --[[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, 3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]) ImVec2_CopyV(viewport.LastPlatformSize, 3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[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, 32 --[[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, 4096 --[[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, 4096 --[[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 -- Search for the monitor with the largest intersection area with the given rectangle -- We generally try to avoid searching loops but the monitor count should be very small here -- FIXME-OPT: We could test the last monitor used for that viewport first, and early --- @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 -- Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) --- @param viewport ImGuiViewportP function ImGui.UpdateViewportPlatformMonitor(viewport) viewport.PlatformMonitor = ImGui.FindPlatformMonitorForRect(viewport:GetMainRect()) end -- Return value is always ~= nil, but don't hold on it across frames. --- @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 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 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() -- We call the destroy window on every viewport (including the main viewport, index 1) to give a chance to the backend -- to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. -- It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling -- code to operator a consistent manner. -- It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without -- crashing if it doesn't have data stored. local g = GImGui for _, viewport in g.Viewports:iter() do ImGui.DestroyPlatformWindow(viewport) end end ------------------------------------------------------------------------------- -- [SECTION] METRICS/DEBUGGER WINDOW ------------------------------------------------------------------------------- -- - DebugRenderViewportThumbnail() [Internal] -- - RenderViewportsThumbnails() [Internal] ------------------------------------------------------------------------------- --- @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, 4096 --[[ImGuiViewportFlags.IsMinimized]]) ~= 0) and 0.30 or 1.00 window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(5 --[[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, 16777216 --[[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)) -- Exaggerate title bar height 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(2 --[[ImGuiCol.WindowBg]], alpha_mul)) window.DrawList:AddRectFilled(title_r.Min, title_r.Max, ImGui.GetColorU32(window_is_focused and 11 --[[ImGuiCol.TitleBgActive]] or 10 --[[ImGuiCol.TitleBg]], alpha_mul)) window.DrawList:AddRect(thumb_r.Min, thumb_r.Max, ImGui.GetColorU32(5 --[[ImGuiCol.Border]], alpha_mul)) window.DrawList:AddText(g.Font, g.FontSize * 1.0, title_r.Min, ImGui.GetColorU32(0 --[[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(5 --[[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 function ImGui.RenderViewportsThumbnails() local g = GImGui local window = g.CurrentWindow -- Draw monitor and calculate their boundaries local SCALE = 1.0 / 8.0 local bb_full = ImRect(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[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(5 --[[ImGuiCol.Border]]), 4.0) window.DrawList:AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui.GetColorU32(5 --[[ImGuiCol.Border]], 0.10), 4.0) end -- Draw viewports 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 --- @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 -- Until 1.89 (August 2022, IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos()/SetCursorScreenPos() -- to extend contents size of our parent container (e.g. window contents size, which is used for auto-resizing -- windows, table column contents size used for auto-resizing columns, group size). -- This was causing issues and ambiguities and we needed to retire that. -- -- Advanced: -- - For reference, old logic was causing issues because it meant that SetCursorScreenPos(GetCursorScreenPos()) -- had a side-effect on layout! In particular this caused problem to compute group boundaries. -- e.g. BeginGroup() + SomeItem() + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() would cause the -- group to be taller because auto-sizing generally adds padding on bottom and right side. -- - While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. -- Using vertical alignment patterns would frequently trigger this sorts of issue. -- - See https://github.com/ocornut/imgui/issues/5548 for more details. function ImGui.ErrorCheckUsingSetCursorPosToExtendParentBoundaries() local g = GImGui local window = g.CurrentWindow 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, 33554432 --[[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, 16777216 --[[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 -- See Demo->Stacked Modal to confirm what this is for. 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, 134217728 --[[ImGuiWindowFlags.Modal]]) ~= 0 and ImGui.IsWindowActiveAndVisible(popup) then return popup end end return nil end function ImGui.RenderDimmedBackgroundBehindWindow(window, col) if bit32.band(col, 4278190080 --[[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 -- Draw list have been trimmed already, hence the explicit recreation of a draw command if missing. -- FIXME: This is a little bit complicated, solely to avoid creating/injecting an extra drawlist in drawdata. 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) -- FIXME: Need to strictly ensure ImDrawCmd are not merged 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() -- We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. draw_list:PopClipRect() end -- Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList:ChannelsMerge() before usage. -- We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds(). 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 -- Draw dimming behind modal or a begin stack child, whichever comes first in draw order. 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 -- Draw dimming behind Ctrl+Tab target window and behind Ctrl+Tab UI window ImGui.RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, ImGui.GetColorU32(61 --[[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(61 --[[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 -- If a window fits the entire viewport, adjust its highlight inward 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(60 --[[ImGuiCol.NavWindowingHighlight]], g.NavWindowingHighlightAlpha), window.WindowRounding, 0, 3.0) -- FIXME-DPI 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, 134217728 --[[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 -- This test is not required but it allows to set a convenient breakpoint on the statement below ImGui.ClosePopupToLevel(popup_count_to_keep, true) end end -- If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. -- Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup). -- - p_open is returned set back to false by BeginPopupModal() when popup is not open. -- - if you set p_open to false before calling BeginPopupModal(), it will close the popup. --- @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, 0 --[[ImGuiPopupFlags.None]]) then g.NextWindowData:ClearFlags() -- We behave like Begin() and need to consume those values if p_open then p_open = false end return false, p_open end -- Center modal windows by default for increased visibility -- (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) -- FIXME: Should test for (PosCond & window.SetWindowPosAllowFlags) with the upcoming window. if bit32.band(g.NextWindowData.HasFlags, 1 --[[ImGuiNextWindowDataFlags.HasPos]]) == 0 then local viewport = window.WasActive and window.Viewport or ImGui.GetMainViewport() -- FIXME-VIEWPORT: What may be our reference viewport? ImGui.SetNextWindowPos(viewport:GetCenter(), 4 --[[ImGuiCond.FirstUseEver]], ImVec2(0.5, 0.5)) end flags = bit32.bor(flags, 67108864 --[[ImGuiWindowFlags.Popup]], 134217728 --[[ImGuiWindowFlags.Modal]], 32 --[[ImGuiWindowFlags.NoCollapse]], 524288 --[[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 -- NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) 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, 4294967295 --[[ImGuiKeyOwner_NoOwner]]) and ImGui.IsWindowHovered(32 --[[ImGuiHoveredFlags.AllowWhenBlockedByPopup]]) then if bit32.band(popup_flags, 256 --[[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 -- This enable ordering to be used to disambiguate item vs window (#8803) 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(64 --[[ImGuiWindowFlags.AlwaysAutoResize]], 1 --[[ImGuiWindowFlags.NoTitleBar]], 256 --[[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) -- FIXME: Use a global ID? local mouse_button = ImGui.GetMouseButtonFromPopupFlags(popup_flags) if ImGui.IsMouseReleased(mouse_button, id) and not ImGui.IsWindowHovered(4 --[[ImGuiHoveredFlags.AnyWindow]]) then if ImGui.GetTopMostPopupModal() == nil then ImGui.OpenPopupEx(id, popup_flags) end end return ImGui.BeginPopupEx(id, bit32.bor(64 --[[ImGuiWindowFlags.AlwaysAutoResize]], 1 --[[ImGuiWindowFlags.NoTitleBar]], 256 --[[ImGuiWindowFlags.NoSavedSettings]])) end function ImGui.BeginTooltipHidden() local g = GImGui local _, ret = ImGui.Begin("##Tooltip_Hidden", nil, bit32.bor(33554432 --[[ImGuiWindowFlags.Tooltip]], 197120 --[[ImGuiWindowFlags.NoInputs]], 1 --[[ImGuiWindowFlags.NoTitleBar]], 4 --[[ImGuiWindowFlags.NoMove]], 2 --[[ImGuiWindowFlags.NoResize]], 256 --[[ImGuiWindowFlags.NoSavedSettings]], 64 --[[ImGuiWindowFlags.AlwaysAutoResize]])) ImGui.SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow) return ret end ------------------------------------------------------------------------------- -- [SECTION] MISC GETTERS/SETTERS, FOCUS ------------------------------------------------------------------------------- function ImGui.NavMoveRequestResolveWithLastItem(result) local g = GImGui g.NavMoveScoringItems = false -- Ensure request doesn't need more processing ImGui.NavApplyItemToResult(result) ImGui.NavUpdateAnyRequestFlag() end -- Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! -- But ActivateItem() should function without altering scroll/focus? function ImGui.SetKeyboardFocusHere(offset) if offset == nil then offset = 0 end local g = GImGui local window = g.CurrentWindow assert(offset >= -1) -- -1 is allowed but not below -- It makes sense in the vast majority of cases to never interrupt a drag and drop. -- When we refactor this function into ActivateItem() we may want to make this an option. -- MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but -- is also automatically dropped in the event g.ActiveId is stolen. if g.DragDropActive or g.MovingWindow ~= nil then return end ImGui.SetNavWindow(window) local move_flags = bit32.bor(1024 --[[ImGuiNavMoveFlags.IsTabbing]], 4096 --[[ImGuiNavMoveFlags.Activate]], 512 --[[ImGuiNavMoveFlags.FocusApi]], 16384 --[[ImGuiNavMoveFlags.NoSetNavCursorVisible]]) local scroll_flags = window.Appearing and bit32.bor(1 --[[ImGuiScrollFlags.KeepVisibleEdgeX]], 32 --[[ImGuiScrollFlags.AlwaysCenterY]]) or bit32.bor(1 --[[ImGuiScrollFlags.KeepVisibleEdgeX]], 2 --[[ImGuiScrollFlags.KeepVisibleEdgeY]]) ImGui.NavMoveRequestSubmit((-1) --[[ImGuiDir.None]], (offset < 0) and 2 --[[ImGuiDir.Up]] or 3 --[[ImGuiDir.Down]], move_flags, scroll_flags) -- FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. if offset == -1 then ImGui.NavMoveRequestResolveWithLastItem(g.NavMoveResultLocal) else g.NavTabbingDir = 1 g.NavTabbingCounter = offset + 1 end end -- Focus = move navigation cursor, set scrolling, set focus window. function ImGui.FocusItem() local g = GImGui local window = g.CurrentWindow if g.DragDropActive or g.MovingWindow ~= nil then -- FIXME: Opt-in flags for this? return end local move_flags = bit32.bor(1024 --[[ImGuiNavMoveFlags.IsTabbing]], 512 --[[ImGuiNavMoveFlags.FocusApi]], 16384 --[[ImGuiNavMoveFlags.NoSetNavCursorVisible]], 8192 --[[ImGuiNavMoveFlags.NoSelect]]) local scroll_flags = window.Appearing and bit32.bor(1 --[[ImGuiScrollFlags.KeepVisibleEdgeX]], 32 --[[ImGuiScrollFlags.AlwaysCenterY]]) or bit32.bor(1 --[[ImGuiScrollFlags.KeepVisibleEdgeX]], 2 --[[ImGuiScrollFlags.KeepVisibleEdgeY]]) ImGui.SetNavWindow(window) ImGui.NavMoveRequestSubmit((-1) --[[ImGuiDir.None]], 2 --[[ImGuiDir.Up]], move_flags, scroll_flags) ImGui.NavMoveRequestResolveWithLastItem(g.NavMoveResultLocal) end function ImGui.ActivateItemByID(id) local g = GImGui g.NavNextActivateId = id g.NavNextActivateFlags = 0 --[[ImGuiActivateFlags.None]] end function ImGui.SetNavCursorVisible(visible) local g = GImGui if g.NavWindow and bit32.band(g.NavWindow.Flags, 65536 --[[ImGuiWindowFlags.NoNavInputs]]) ~= 0 then visible = false elseif g.IO.ConfigNavCursorVisibleAlways then visible = true end g.NavCursorVisible = visible end function ImGui.GetFrameCount() return GImGui.FrameCount end function ImGui.GetStateStorage() return GImGui.CurrentWindow.DC.StateStorage end function ImGui.SetStateStorage(tree) local window = GImGui.CurrentWindow window.DC.StateStorage = tree or window.StateStorage end function ImGui.SetNextFrameWantCaptureKeyboard(want) GImGui.WantCaptureKeyboardNextFrame = want and 1 or 0 end function ImGui.SetNextFrameWantCaptureMouse(want) GImGui.WantCaptureMouseNextFrame = want and 1 or 0 end function ImGui.GetVersion() return IMGUI_VERSION end local StyleColorNames = nil function ImGui.GetStyleColorName(idx) if StyleColorNames == nil then StyleColorNames = {} for k, v in pairs(ImGuiCol) do if k ~= "COUNT" then StyleColorNames[v] = k end end end return StyleColorNames[idx] or "Unknown" end ------------------------------------------------------------------------------- -- [SECTION] NAV END FRAME ------------------------------------------------------------------------------- local NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15 -- Window has already passed the IsWindowNavFocusable() local function GetFallbackWindowNameForWindowingList(window) if bit32.band(window.Flags, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0 then return "(Popup)" end if bit32.band(window.Flags, 1024 --[[ImGuiWindowFlags.MenuBar]]) ~= 0 and window.Name == "##MainMenuBar" then return "(Main menu bar)" end if window.DockNodeAsHost then return "(Dock node)" -- Not normally shown to user. end return "(Untitled)" end -- Overlay displayed when using Ctrl+Tab. Called by EndFrame(). function ImGui.NavUpdateWindowingOverlay() local g = GImGui assert(g.NavWindowingTarget ~= nil) if g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY then return end local viewport = ImGui.GetMainViewport() ImGui.SetNextWindowSizeConstraints(ImVec2(viewport.Size.x * 0.20, viewport.Size.y * 0.20), ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]])) ImGui.SetNextWindowPos(viewport:GetCenter(), 1 --[[ImGuiCond.Always]], ImVec2(0.5, 0.5)) ImGui.PushStyleVar(2 --[[ImGuiStyleVar.WindowPadding]], g.Style.WindowPadding * 2.0) ImGui.Begin("##NavWindowingOverlay", nil, bit32.bor(1 --[[ImGuiWindowFlags.NoTitleBar]], 4096 --[[ImGuiWindowFlags.NoFocusOnAppearing]], 2 --[[ImGuiWindowFlags.NoResize]], 4 --[[ImGuiWindowFlags.NoMove]], 197120 --[[ImGuiWindowFlags.NoInputs]], 64 --[[ImGuiWindowFlags.AlwaysAutoResize]], 256 --[[ImGuiWindowFlags.NoSavedSettings]])) g.NavWindowingListWindow = g.CurrentWindow for n = g.WindowsFocusOrder.Size, 1, -1 do local window = g.WindowsFocusOrder.Data[n] assert(window ~= nil) -- Fix static analyzers if ImGui.IsWindowNavFocusable(window) then local label = window.Name if ImGui.FindRenderedTextEnd(label) == 1 then label = GetFallbackWindowNameForWindowingList(window) end ImGui.Selectable(label, g.NavWindowingTarget == window) end end ImGui.End() ImGui.PopStyleVar() end local function NavUpdateCreateWrappingRequest() local g = GImGui local window = g.NavWindow local do_forward = false local src = window.NavRectRel[g.NavLayer] local bb_rel = ImRect(src.Min.x, src.Min.y, src.Max.x, src.Max.y) local clip_dir = g.NavMoveDir local move_flags = g.NavMoveFlags -- local move_axis = (g.NavMoveDir == ImGuiDir.Up or g.NavMoveDir == ImGuiDir.Down) and ImGuiAxis.Y or ImGuiAxis.X -- Menu layer does not maintain scrolling / content size (#9178) local wrap_size = (g.NavLayer == 1 --[[ImGuiNavLayer.Menu]]) and window.Size or (window.ContentSize + window.WindowPadding) if g.NavMoveDir == 0 --[[ImGuiDir.Left]] and bit32.band(move_flags, bit32.bor(4 --[[ImGuiNavMoveFlags.WrapX]], 1 --[[ImGuiNavMoveFlags.LoopX]])) ~= 0 then bb_rel.Min.x = wrap_size.x; bb_rel.Max.x = wrap_size.x if bit32.band(move_flags, 4 --[[ImGuiNavMoveFlags.WrapX]]) ~= 0 then bb_rel:TranslateY(-bb_rel:GetHeight()) -- Previous row clip_dir = 2 --[[ImGuiDir.Up]] end do_forward = true end if g.NavMoveDir == 1 --[[ImGuiDir.Right]] and bit32.band(move_flags, bit32.bor(4 --[[ImGuiNavMoveFlags.WrapX]], 1 --[[ImGuiNavMoveFlags.LoopX]])) ~= 0 then bb_rel.Min.x = -window.WindowPadding.x; bb_rel.Max.x = -window.WindowPadding.x if bit32.band(move_flags, 4 --[[ImGuiNavMoveFlags.WrapX]]) ~= 0 then bb_rel:TranslateY(bb_rel:GetHeight()) -- Next row clip_dir = 3 --[[ImGuiDir.Down]] end do_forward = true end if g.NavMoveDir == 2 --[[ImGuiDir.Up]] and bit32.band(move_flags, bit32.bor(8 --[[ImGuiNavMoveFlags.WrapY]], 2 --[[ImGuiNavMoveFlags.LoopY]])) ~= 0 then bb_rel.Min.y = wrap_size.y; bb_rel.Max.y = wrap_size.y if bit32.band(move_flags, 8 --[[ImGuiNavMoveFlags.WrapY]]) ~= 0 then bb_rel:TranslateX(-bb_rel:GetWidth()) -- Previous column clip_dir = 0 --[[ImGuiDir.Left]] end do_forward = true end if g.NavMoveDir == 3 --[[ImGuiDir.Down]] and bit32.band(move_flags, bit32.bor(8 --[[ImGuiNavMoveFlags.WrapY]], 2 --[[ImGuiNavMoveFlags.LoopY]])) ~= 0 then bb_rel.Min.y = -window.WindowPadding.y; bb_rel.Max.y = -window.WindowPadding.y if bit32.band(move_flags, 8 --[[ImGuiNavMoveFlags.WrapY]]) ~= 0 then bb_rel:TranslateX(bb_rel:GetWidth()) -- Next column clip_dir = 1 --[[ImGuiDir.Right]] end do_forward = true end if not do_forward then return end window.NavRectRel[g.NavLayer] = bb_rel ImGui.NavClearPreferredPosForAxis(1 --[[ImGuiAxis.X]]) ImGui.NavClearPreferredPosForAxis(2 --[[ImGuiAxis.Y]]) ImGui.NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags) end function ImGui.NavEndFrame() local g = GImGui -- Show Ctrl+Tab list window if g.NavWindowingTarget ~= nil then ImGui.NavUpdateWindowingOverlay() end -- Perform wrap-around in menus -- FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. -- FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. if g.NavWindow and ImGui.NavMoveRequestButNoResultYet() and bit32.band(g.NavMoveFlags, 15 --[[ImGuiNavMoveFlags.WrapMask_]]) ~= 0 and bit32.band(g.NavMoveFlags, 128 --[[ImGuiNavMoveFlags.Forwarded]]) == 0 then NavUpdateCreateWrappingRequest() end end ------------------------------------------------------------------------------- -- [SECTION] ImGuiTextFilter ------------------------------------------------------------------------------- --- @class ImGuiTextFilter MT.ImGuiTextFilter = {} MT.ImGuiTextFilter.__index = MT.ImGuiTextFilter -- Helper: Parse and apply text filters e.g. 'aaa bbb -ccc'. --- @param default_filter? string function ImGuiTextFilter(default_filter) local this = setmetatable({ InputBuf = {}, _CountExclude = 0, _Items = ImVector() }, MT.ImGuiTextFilter) for i = 1, 256 do this.InputBuf[i] = 0 end if default_filter and default_filter ~= "" then for i = 1, ImMin(#default_filter, 255) do this.InputBuf[i] = string.byte(default_filter, i) end this:Build() end return this end function MT.ImGuiTextFilter:Draw(label, width) if label == nil then label = "Filter (inc,-exc)" end if width ~= nil and width ~= 0.0 then ImGui.SetNextItemWidth(width) end return self:DrawWithHint(label, "incl -excl") end -- Use ImGui.SetNextItemWidth() manually if you want to use this. function MT.ImGuiTextFilter:DrawWithHint(label, hint) if label == nil then label = "Filter" end if hint == nil then hint = "incl -excl" end local value_changed = ImGui.InputTextWithHint(label, hint, self.InputBuf, 256) if value_changed then self:Build() end return value_changed end function MT.ImGuiTextFilter:Clear() self.InputBuf[1] = 0; self:Build() end function MT.ImGuiTextFilter:IsActive() return self._Items.Size ~= 0 end -- Parse filter and split into a format optimal for PassFilter() -- Items are { Text = string (lowercased), CountInclude = int } function MT.ImGuiTextFilter:Build() local items = self._Items items:resize(0) self._CountExclude = 0 local n = 0 while self.InputBuf[n + 1] ~= nil and self.InputBuf[n + 1] ~= 0 do n = n + 1 end local buf = ImGui._ByteArrayToString(self.InputBuf, 1, n + 1) local buf_e = n + 1 -- exclusive, 1-based local word_b = 1 local seq_start_idx = -1 -- 1-based index into items, -1 = none while word_b < buf_e do -- Trim blanks while word_b < buf_e and ImCharIsBlankA(string.byte(buf, word_b)) do word_b = word_b + 1 end local is_excl = word_b < buf_e and string.byte(buf, word_b) == 45 -- '-' if is_excl then word_b = word_b + 1 end local is_quote = word_b < buf_e and string.byte(buf, word_b) == 34 -- '"' local word_e if is_quote then -- Parsing quotes. Omit storing leading/trailing quotes. word_b = word_b + 1 word_e = string.find(buf, '"', word_b, true) or buf_e if word_e > buf_e then word_e = buf_e end else -- Handle both ' ' and ',' separators. word_e = word_b while word_e < buf_e do local c = string.byte(buf, word_e) if c == 32 or c == 44 then break end word_e = word_e + 1 end end -- Min length if word_e - word_b > 0 then -- Add to list. The '-' is not stored in items but implicitly inferred using (n < CountExclude). local item = { Text = string.lower(string.sub(buf, word_b, word_e - 1)), CountInclude = 0 } if is_excl then items:insert(self._CountExclude + 1, item) self._CountExclude = self._CountExclude + 1 if seq_start_idx ~= -1 then seq_start_idx = seq_start_idx + 1 end else if seq_start_idx == -1 then seq_start_idx = items.Size + 1 end items:push_back(item) items.Data[seq_start_idx].CountInclude = items.Data[seq_start_idx].CountInclude + 1 end end -- Next sequence if word_e < buf_e and string.byte(buf, word_e) == 44 then -- ',' seq_start_idx = -1 end word_b = word_e + 1 end end -- FIXME: Could use a specialized ImStristr() + pre-convert our filter to uppercase. --- @param text string? --- @param text_end? int # exclusive, 1-based function MT.ImGuiTextFilter:PassFilter(text, text_end) local items = self._Items if items.Size == 0 then return true end if text == nil then text = "" end if text_end ~= nil then text = string.sub(text, 1, text_end - 1) end text = string.lower(text) -- Filters are sorted so that '-' ones are always leading. local seq = 1 local seq_excl_end = self._CountExclude + 1 while seq < seq_excl_end do if string.find(text, items.Data[seq].Text, 1, true) then return false end seq = seq + 1 end -- Process includes local seq_end = items.Size + 1 if seq == seq_end then return true end -- When no inclusion are specified (only exclusions) we implicitly pass while seq < seq_end do local seq_incl_end = seq + items.Data[seq].CountInclude while seq < seq_incl_end do if not string.find(text, items.Data[seq].Text, 1, true) then break end seq = seq + 1 end if seq == seq_incl_end then return true end -- All matched seq = seq_incl_end -- Try next end return false end ------------------------------------------------------------------------------- -- [SECTION] ImGuiListClipper ------------------------------------------------------------------------------- ImGuiListClipperFlags = ImGuiListClipperFlags or { None = 0, NoSetTableRowCounters = bit32.lshift(1, 0) } -- FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. -- The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. local function GetSkipItemForListClipping() local g = GImGui if g.CurrentTable then return g.CurrentTable.HostSkipItems end return g.CurrentWindow.SkipItems end local function ClipperRangeFromIndices(min, max) return { Min = min, Max = max, PosToIndexConvert = false, PosToIndexOffsetMin = 0, PosToIndexOffsetMax = 0 } end local function ClipperRangeFromPositions(y1, y2, off_min, off_max) return { Min = y1, Max = y2, PosToIndexConvert = true, PosToIndexOffsetMin = off_min, PosToIndexOffsetMax = off_max } end -- `offset` is a 0-based count of leading ranges to leave alone local function ImGuiListClipper_SortAndFuseRanges(ranges, offset) if offset == nil then offset = 0 end if ranges.Size - offset <= 1 then return end local d = ranges.Data -- Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) for sort_end = ranges.Size - offset - 1, 1, -1 do for i = offset + 1, sort_end + offset do if d[i].Min > d[i + 1].Min then d[i], d[i + 1] = d[i + 1], d[i] end end end -- Now fuse ranges together as much as possible. local i = 2 + offset while i <= ranges.Size do assert(not d[i].PosToIndexConvert and not d[i - 1].PosToIndexConvert) if d[i - 1].Max < d[i].Min then i = i + 1 else d[i - 1].Min = ImMin(d[i - 1].Min, d[i].Min) d[i - 1].Max = ImMax(d[i - 1].Max, d[i].Max) ranges:erase(i) end end end local function ImGuiListClipper_SeekCursorAndSetupPrevLine(clipper, pos_y, line_height) -- Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. -- FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. -- The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? local g = GImGui local window = g.CurrentWindow local off_y = pos_y - window.DC.CursorPos.y window.DC.CursorPos.y = pos_y window.DC.CursorMaxPos.y = ImMax(window.DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y) window.DC.CursorPosPrevLine.y = window.DC.CursorPos.y - line_height -- Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. window.DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y) -- If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. local columns = window.DC.CurrentColumns if columns then columns.LineMinY = window.DC.CursorPos.y -- Setting this so that cell Y position are set properly end local tbl = g.CurrentTable if tbl then if tbl.IsInsideRow then ImGui.TableEndRow(tbl) end local row_increase = math.floor((off_y / line_height) + 0.5) if row_increase > 0 and bit32.band(clipper.Flags, 1 --[[ImGuiListClipperFlags.NoSetTableRowCounters]]) == 0 then -- If your clipper item height is ~= from actual table row height, consider using ImGuiListClipperFlags.NoSetTableRowCounters. See #8886. tbl.CurrentRow = tbl.CurrentRow + row_increase tbl.RowBgColorCounter = tbl.RowBgColorCounter + row_increase end tbl.RowPosY2 = window.DC.CursorPos.y end end --- @class ImGuiListClipper MT.ImGuiListClipper = {} MT.ImGuiListClipper.__index = MT.ImGuiListClipper function ImGuiListClipper() return setmetatable({ DisplayStart = 0, DisplayEnd = 0, UserIndex = 0, ItemsCount = 0, ItemsHeight = 0.0, Flags = 0, StartPosY = 0.0, StartSeekOffsetY = 0.0, Ctx = nil, TempData = nil }, MT.ImGuiListClipper) end --- @param items_count int --- @param items_height? float function MT.ImGuiListClipper:Begin(items_count, items_height) if items_height == nil then items_height = -1.0 end self.Ctx = ImGui.GetCurrentContext() local g = self.Ctx local window = g.CurrentWindow local tbl = g.CurrentTable if tbl and tbl.IsInsideRow then ImGui.TableEndRow(tbl) end self.StartPosY = window.DC.CursorPos.y self.ItemsHeight = items_height self.ItemsCount = items_count self.DisplayStart = -1 self.DisplayEnd = 0 -- Acquire temporary buffer g.ClipperTempDataStacked = g.ClipperTempDataStacked + 1 while g.ClipperTempDataStacked > g.ClipperTempData.Size do g.ClipperTempData:push_back({ ListClipper = nil, LossynessOffset = 0.0, StepNo = 0, ItemsFrozen = 0, Ranges = ImVector() }) end local data = g.ClipperTempData.Data[g.ClipperTempDataStacked] data.ListClipper = self; data.StepNo = 0; data.ItemsFrozen = 0; data.Ranges:resize(0) data.LossynessOffset = window.DC.CursorStartPosLossyness.y self.TempData = data self.StartSeekOffsetY = data.LossynessOffset end function MT.ImGuiListClipper:End() local data = self.TempData if data then -- In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. local g = self.Ctx if self.ItemsCount >= 0 and self.ItemsCount < 2147483647 --[[INT_MAX]] and self.DisplayStart >= 0 then self:SeekCursorForItem(self.ItemsCount) end -- Restore temporary buffer and fix back pointers which may be invalidated when nesting assert(data.ListClipper == self) data.StepNo = data.Ranges.Size g.ClipperTempDataStacked = g.ClipperTempDataStacked - 1 if g.ClipperTempDataStacked > 0 then data = g.ClipperTempData.Data[g.ClipperTempDataStacked] data.ListClipper.TempData = data end self.TempData = nil end self.DisplayStart = self.ItemsCount -- Clear this so code which may be reused past last Step() won't trip on a non-empty range. self.DisplayEnd = self.ItemsCount self.ItemsCount = -1 end function MT.ImGuiListClipper:IncludeItemByIndex(item_index) self:IncludeItemsByIndex(item_index, item_index + 1) end function MT.ImGuiListClipper:IncludeItemsByIndex(item_begin, item_end) local data = self.TempData assert(self.DisplayStart < 0) -- Only allowed after Begin() and if there has not been a specified range yet. assert(item_begin <= item_end) if item_begin < item_end then data.Ranges:push_back(ClipperRangeFromIndices(item_begin, item_end)) end end -- This is already called while stepping. -- The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper:Begin() because you couldn't step item count beforehand. function MT.ImGuiListClipper:SeekCursorForItem(item_n) -- - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight). -- - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done. local pos_y = self.StartPosY + self.StartSeekOffsetY + item_n * self.ItemsHeight ImGuiListClipper_SeekCursorAndSetupPrevLine(self, pos_y, self.ItemsHeight) end local function ImGuiListClipper_StepInternal(clipper) local g = clipper.Ctx local window = g.CurrentWindow local data = clipper.TempData assert(data ~= nil, "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?") local tbl = g.CurrentTable if tbl and tbl.IsInsideRow then ImGui.TableEndRow(tbl) end -- No items if clipper.ItemsCount == 0 or GetSkipItemForListClipping() then return false end -- While we are in frozen row state, keep displaying items one by one, unclipped -- FIXME: Could be stored as a table-agnostic state. if data.StepNo == 0 and tbl ~= nil and not tbl.IsUnfrozenRows then clipper.DisplayStart = data.ItemsFrozen clipper.DisplayEnd = ImMin(data.ItemsFrozen + 1, clipper.ItemsCount) if clipper.DisplayStart < clipper.DisplayEnd then data.ItemsFrozen = data.ItemsFrozen + 1 end return true end -- Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) local calc_clipping = false if data.StepNo == 0 then clipper.StartPosY = window.DC.CursorPos.y if clipper.ItemsHeight <= 0.0 then -- Submit the first item (or range) so we can measure its height (generally the first range is 0..1) data.Ranges:push_front(ClipperRangeFromIndices(data.ItemsFrozen, data.ItemsFrozen + 1)) clipper.DisplayStart = ImMax(data.Ranges.Data[1].Min, data.ItemsFrozen) clipper.DisplayEnd = ImMin(data.Ranges.Data[1].Max, clipper.ItemsCount) data.StepNo = 1 return true end calc_clipping = true -- If on the first step with known item height, calculate clipping. end -- Step 1: Let the clipper infer height from first range if clipper.ItemsHeight <= 0.0 then assert(data.StepNo == 1) -- (no float precision mitigation needed: Luau numbers are doubles) clipper.ItemsHeight = (window.DC.CursorPos.y - clipper.StartPosY) / (clipper.DisplayEnd - clipper.DisplayStart) if clipper.ItemsHeight == 0.0 and clipper.ItemsCount == 2147483647 --[[INT_MAX]] then -- Accept that no item have been submitted if in indeterminate mode. return false end if clipper.ItemsHeight <= 0.0 then IM_ASSERT_USER_ERROR(clipper.ItemsHeight > 0.0, "ImGuiListClipper: Failed to calculate item height! First item hasn't been submitted by user code, or has not moved the cursor vertically!") return false end calc_clipping = true -- If item height had to be calculated, calculate clipping afterwards. end -- Step 0 or 1: Calculate the actual ranges of visible elements. local already_submitted = clipper.DisplayEnd if calc_clipping then -- Record seek offset, this is so ImGuiListClipper:Seek() can be called after ImGuiListClipperData is done clipper.StartSeekOffsetY = data.LossynessOffset - data.ItemsFrozen * clipper.ItemsHeight if g.LogEnabled then -- If logging is active, do not perform any clipping data.Ranges:push_back(ClipperRangeFromIndices(0, clipper.ItemsCount)) else -- Add range selected to be included for navigation local is_nav_request = (g.NavMoveScoringItems and g.NavWindow and g.NavWindow.RootWindowForNav == window.RootWindowForNav) and true or false local nav_off_min = (is_nav_request and g.NavMoveClipDir == 2 --[[ImGuiDir.Up]]) and -1 or 0 local nav_off_max = (is_nav_request and g.NavMoveClipDir == 3 --[[ImGuiDir.Down]]) and 1 or 0 if is_nav_request then data.Ranges:push_back(ClipperRangeFromPositions(g.NavScoringRect.Min.y, g.NavScoringRect.Max.y, nav_off_min, nav_off_max)) if not g.NavScoringNoClipRect:IsInverted() then data.Ranges:push_back(ClipperRangeFromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, nav_off_min, nav_off_max)) end end if is_nav_request and bit32.band(g.NavMoveFlags, 1024 --[[ImGuiNavMoveFlags.IsTabbing]]) ~= 0 and g.NavTabbingDir == -1 then data.Ranges:push_back(ClipperRangeFromIndices(clipper.ItemsCount - 1, clipper.ItemsCount)) end -- Add focused/active item local nav_rect_abs = ImGui.WindowRectRelToAbs(window, window.NavRectRel[0]) if g.NavId ~= 0 and window.NavLastIds[0] == g.NavId then data.Ranges:push_back(ClipperRangeFromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)) end local min_y = window.ClipRect.Min.y local max_y = window.ClipRect.Max.y -- Add box selection range local bs = g.BoxSelectState if bs.IsActive and bs.Window == window then -- FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos. -- RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that. -- As a workaround we currently half ItemSpacing worth on each side. local pad_y = g.Style.ItemSpacing.y min_y = min_y - pad_y max_y = max_y + pad_y -- Box-select on 2D area requires different clipping. -- (best adding pad_y here than in BeginBoxSelect() as we are closer to current state) if bs.UnclipMode then data.Ranges:push_back(ClipperRangeFromPositions(bs.UnclipRect.Min.y - pad_y, bs.UnclipRect.Max.y + pad_y, 0, 0)) end end -- Add main visible range data.Ranges:push_back(ClipperRangeFromPositions(min_y, max_y, nav_off_min, nav_off_max)) end -- Convert position ranges to item index ranges -- - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. -- - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, -- which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. for _, range in data.Ranges:iter() do if range.PosToIndexConvert then local m1 = ImTrunc((range.Min - window.DC.CursorPos.y - data.LossynessOffset) / clipper.ItemsHeight) local m2 = ImTrunc(((range.Max - window.DC.CursorPos.y - data.LossynessOffset) / clipper.ItemsHeight) + 0.999999) range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper.ItemsCount - 1) range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper.ItemsCount) range.PosToIndexConvert = false end end ImGuiListClipper_SortAndFuseRanges(data.Ranges, data.StepNo) end -- Step 0+ (if item height is given in advance) or 1+: Display the next range in line. while data.StepNo < data.Ranges.Size do local r = data.Ranges.Data[data.StepNo + 1] clipper.DisplayStart = ImMax(r.Min, already_submitted) clipper.DisplayEnd = ImMin(r.Max, clipper.ItemsCount) data.StepNo = data.StepNo + 1 if clipper.DisplayStart < clipper.DisplayEnd then if clipper.DisplayStart > already_submitted then clipper:SeekCursorForItem(clipper.DisplayStart) end return true end end -- After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), -- Advance the cursor to the end of the list and then returns 'false' to end the loop. if clipper.ItemsCount < 2147483647 --[[INT_MAX]] then clipper:SeekCursorForItem(clipper.ItemsCount) end return false end function MT.ImGuiListClipper:Step() local ret = ImGuiListClipper_StepInternal(self) if ret and (self.DisplayStart >= self.DisplayEnd) then ret = false end if not ret then self:End() end return ret end ------------------------------------------------------------------------------- -- [SECTION] ERROR CHECKING, STATE RECOVERY ------------------------------------------------------------------------------- -- - ErrorRecoveryStoreState() -- - ErrorRecoveryTryToRecoverState() -- - ErrorRecoveryTryToRecoverWindowState() -- - ErrorLog() ------------------------------------------------------------------------------- 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 -- Save current stack sizes. Called e.g. by NewFrame() and by Begin() but may be called for manual recovery. 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 -- NOT g.TreeNodeStack.Size which is a partial stack! 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 end -- Chosen name "Try to recover" over e.g. "Restore" to suggest this is not a 100% guaranteed recovery. -- Called by e.g. EndFrame() but may be called for manual recovery. -- Attempt to recover full window stack. function ImGui.ErrorRecoveryTryToRecoverState(state_in) local g = GImGui while g.CurrentWindowStack.Size > state_in.SizeOfWindowStack do -- Recap: -- - Begin()/BeginChild() return false to indicate the window is collapsed or fully clipped. -- - Always call a matching End() for each Begin() call, regardless of its return value! -- - Begin/End and BeginChild/EndChild logic is KNOWN TO BE INCONSISTENT WITH ALL OTHER BEGIN/END FUNCTIONS. -- - We will fix that in a future major update. local window = g.CurrentWindow if bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0 then if g.CurrentTable ~= nil and g.CurrentTable.InnerWindow == g.CurrentWindow then IM_ASSERT_USER_ERROR(false, "Missing EndTable()") ImGui.EndTable() else IM_ASSERT_USER_ERROR(false, "Missing EndChild()") ImGui.EndChild() end else IM_ASSERT_USER_ERROR(false, "Missing End()") ImGui.End() end end if g.CurrentWindowStack.Size == state_in.SizeOfWindowStack then ImGui.ErrorRecoveryTryToRecoverWindowState(state_in) end end -- Called by e.g. End() but may be called for manual recovery. -- Attempt to recover from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. function ImGui.ErrorRecoveryTryToRecoverWindowState(state_in) local g = GImGui while g.CurrentTable ~= nil and g.CurrentTable.InnerWindow == g.CurrentWindow do IM_ASSERT_USER_ERROR(false, "Missing EndTable()") ImGui.EndTable() end local window = g.CurrentWindow -- FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. while g.CurrentTabBar ~= nil and g.CurrentTabBar.Window == window do IM_ASSERT_USER_ERROR(false, "Missing EndTabBar()") ImGui.EndTabBar() end while g.CurrentMultiSelect ~= nil and g.CurrentMultiSelect.Storage.Window == window do --V1044 IM_ASSERT_USER_ERROR(false, "Missing EndMultiSelect()") ImGui.EndMultiSelect() end if window.DC.MenuBarAppending then IM_ASSERT_USER_ERROR(false, "Missing EndMenuBar()") ImGui.EndMenuBar() end while window.DC.TreeDepth > state_in.SizeOfTreeStack do IM_ASSERT_USER_ERROR(false, "Missing TreePop()") ImGui.TreePop() end while g.GroupStack.Size > state_in.SizeOfGroupStack do IM_ASSERT_USER_ERROR(false, "Missing EndGroup()") ImGui.EndGroup() end assert(g.GroupStack.Size == state_in.SizeOfGroupStack) while window.IDStack.Size > state_in.SizeOfIDStack do IM_ASSERT_USER_ERROR(false, "Missing PopID()") ImGui.PopID() end while g.DisabledStackSize > state_in.SizeOfDisabledStack do IM_ASSERT_USER_ERROR(false, "Missing EndDisabled()") if bit32.band(g.CurrentItemFlags, 64 --[[ImGuiItemFlags.Disabled]]) ~= 0 then ImGui.EndDisabled() else ImGui.EndDisabledOverrideReenable() g.CurrentWindowStack:back().DisabledOverrideReenable = false end end assert(g.DisabledStackSize == state_in.SizeOfDisabledStack) while g.ColorStack.Size > state_in.SizeOfColorStack do IM_ASSERT_USER_ERROR(false, "Missing PopStyleColor()") ImGui.PopStyleColor() end while g.ItemFlagsStack.Size > state_in.SizeOfItemFlagsStack do IM_ASSERT_USER_ERROR(false, "Missing PopItemFlag()") ImGui.PopItemFlag() end while g.StyleVarStack.Size > state_in.SizeOfStyleVarStack do IM_ASSERT_USER_ERROR(false, "Missing PopStyleVar()") ImGui.PopStyleVar() end while g.FontStack.Size > state_in.SizeOfFontStack do IM_ASSERT_USER_ERROR(false, "Missing PopFont()") ImGui.PopFont() end while g.FocusScopeStack.Size > state_in.SizeOfFocusScopeStack do IM_ASSERT_USER_ERROR(false, "Missing PopFocusScope()") ImGui.PopFocusScope() end -- IM_ASSERT(g.FocusScopeStack.Size == state_in.SizeOfFocusScopeStack) end -- Lines are stored in g.DebugLogBuf (one chunk per call) function ImGui.DebugLog(fmt, ...) local g = GImGui g.DebugLogBuf = g.DebugLogBuf or ImGuiTextBuffer() local str = string.format("[%05d] ", g.FrameCount) .. ((select("#", ...) > 0) and string.format(fmt, ...) or fmt) g.DebugLogBuf:append(str) -- Line index (upstream: g.DebugLogIndex). Lines are complete strings without '\n'. local lines = g.DebugLogLines if lines == nil then lines = { "" }; g.DebugLogLines = lines end for part, nl in string.gmatch(str, "([^\n]*)(\n?)") do lines[#lines] = lines[#lines] .. part if nl ~= "" then lines[#lines + 1] = "" end if part == "" and nl == "" then break end end if bit32.band(g.DebugLogFlags, 1048576 --[[ImGuiDebugLogFlags.OutputToTTY]]) ~= 0 then print((string.gsub(str, "\n$", ""))) end end --- @return bool should_assert function ImGui.ErrorLog(msg) local g = GImGui if g == nil then return true end -- Output to debug log local window = g.CurrentWindow if g.IO.ConfigErrorRecoveryEnableDebugLog then if g.ErrorFirst then ImGui.DebugLog(string.format("[imgui-error] (current settings: Assert=%d, Log=%d, Tooltip=%d)\n", g.IO.ConfigErrorRecoveryEnableAssert and 1 or 0, g.IO.ConfigErrorRecoveryEnableDebugLog and 1 or 0, g.IO.ConfigErrorRecoveryEnableTooltip and 1 or 0)) end ImGui.DebugLog(string.format("[imgui-error] In window '%s': %s\n", window and window.Name or "NULL", tostring(msg))) end g.ErrorFirst = false -- Output to tooltip if g.IO.ConfigErrorRecoveryEnableTooltip then if g.WithinFrameScope and ImGui.BeginErrorTooltip() then if g.ErrorCountCurrentFrame < 20 then ImGui.Text("In window '%s': %s", window and window.Name or "NULL", tostring(msg)) if window and (not window.IsFallbackWindow or window.WasActive) then ImGui.GetForegroundDrawList(window.Viewport):AddRect(window.Pos, window.Pos + window.Size, IM_COL32(255, 0, 0, 255)) end end if g.ErrorCountCurrentFrame == 20 then ImGui.Text("(and more errors)") end -- EndFrame() will amend debug buttons to this window, after all errors have been submitted. ImGui.EndErrorTooltip() end g.ErrorCountCurrentFrame = g.ErrorCountCurrentFrame + 1 end -- Output to callback if g.ErrorCallback ~= nil then g.ErrorCallback(g, g.ErrorCallbackUserData, msg) end -- Return whether we should assert return g.IO.ConfigErrorRecoveryEnableAssert end -- Display an error tooltip when same ID as HoveredId was submitted multiple times. -- See code in ItemHoverable() for an explanation of why we associate this error to HoveredId + code drawing of rectangles over individual items instances. function ImGui.ErrorCheckEndFrameFinalizeErrorTooltip() local g = GImGui if g.DebugDrawIdConflictsId ~= 0 and g.IO.KeyCtrl == false then g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount end if g.DebugDrawIdConflictsId ~= 0 and not g.DebugItemPickerActive and ImGui.BeginErrorTooltip() then ImGui.Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount) ImGui.BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!") ImGui.BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!") -- ImGui.BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags.AllowDuplicateId, true); ... PopItemFlag()") -- Not making this too visible for fear of it being abused. ImGui.BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds.") ImGui.Separator() ImGui.Text("(Hold Ctrl to: ") ImGui.SameLine(0.0, 0.0) ImGui.TextLinkOpenURL("read FAQ \"About ID Stack System\"", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage") ImGui.SameLine(0.0, 0.0) ImGui.Text(")") ImGui.EndErrorTooltip() end if g.ErrorCountCurrentFrame > 0 and ImGui.BeginErrorTooltip() then -- Amend at end of frame ImGui.Separator() ImGui.Text("(Hold Ctrl to: ") ImGui.SameLine(0.0, 0.0) if ImGui.SmallButton("Enable Asserts") then g.IO.ConfigErrorRecoveryEnableAssert = true end -- ImGui.SameLine() -- if ImGui.SmallButton("Hide Error Tooltips") then -- g.IO.ConfigErrorRecoveryEnableTooltip = false -- Too dangerous -- end ImGui.SameLine(0, 0) ImGui.Text(")") ImGui.EndErrorTooltip() end end -- Pseudo-tooltip. Follow mouse until Ctrl is held. When Ctrl is held we lock position, allowing to click it. function ImGui.BeginErrorTooltip() local g = GImGui local window = ImGui.FindWindowByName("##Tooltip_Error") local use_locked_pos = g.IO.KeyCtrl and window ~= nil and window.WasActive local c = g.Style.Colors[4 --[[ImGuiCol.PopupBg]]] ImGui.PushStyleColor(4 --[[ImGuiCol.PopupBg]], ImVec4(ImLerp(c.x, 1.0, 0.15), ImLerp(c.y, 0.0, 0.15), ImLerp(c.z, 0.0, 0.15), ImLerp(c.w, 1.0, 0.15))) if use_locked_pos then ImGui.SetNextWindowPos(g.ErrorTooltipLockedPos) end local _, is_visible = ImGui.Begin("##Tooltip_Error", nil, bit32.bor(33554432 --[[ImGuiWindowFlags.Tooltip]], 43 --[[ImGuiWindowFlags.NoDecoration]], 4 --[[ImGuiWindowFlags.NoMove]], 2 --[[ImGuiWindowFlags.NoResize]], 256 --[[ImGuiWindowFlags.NoSavedSettings]], 64 --[[ImGuiWindowFlags.AlwaysAutoResize]])) ImGui.PopStyleColor() if is_visible and g.CurrentWindow.BeginCount == 1 then ImGui.SeparatorText("MESSAGE FROM DEAR IMGUI") ImGui.BringWindowToDisplayFront(g.CurrentWindow) ImGui.BringWindowToFocusFront(g.CurrentWindow) g.ErrorTooltipLockedPos = ImGui.GetWindowPos() elseif not is_visible then ImGui.End() end return is_visible end function ImGui.EndErrorTooltip() ImGui.End() end do --[[ [SECTION] METRICS/DEBUGGER WINDOW, DEBUG LOG, ID STACK TOOL, FONT DEBUG ]] ------------------------------------------------------------------------------- -- [SECTION] Font atlas / font debugging ------------------------------------------------------------------------------- -- byte buffers for InputText (same as the demo's DemoBuf/DemoBufStr; kept here so the library doesn't need the demo) local 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 local 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 -- Avoid naming collision with imgui_demo's HelpMarker() for unity builds. local function MetricsHelpMarker(desc) ImGui.TextDisabled("(?)") if ImGui.BeginItemTooltip() then ImGui.PushTextWrapPos(ImGui.GetFontSize() * 35.0) ImGui.TextUnformatted(desc) ImGui.PopTextWrapPos() ImGui.EndTooltip() end end ImGui.MetricsHelpMarker = MetricsHelpMarker local function U8(c) return (c and c > 0) and utf8.char(c) or "" end -- Demo helper function to select among loaded fonts. -- Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. function ImGui.ShowFontSelector(label) local io = ImGui.GetIO() local font_current = ImGui.GetFont() if ImGui.BeginCombo(label, font_current:GetDebugName()) then for i, font in io.Fonts.Fonts:iter() do ImGui.PushID(i) if ImGui.Selectable(font:GetDebugName(), font == font_current, 64 --[[ImGuiSelectableFlags.SelectOnNav]]) then io.FontDefault = font end if font == font_current then ImGui.SetItemDefaultFocus() end ImGui.PopID() end ImGui.EndCombo() end ImGui.SameLine() MetricsHelpMarker("- Load additional fonts with io.Fonts->AddFontXXX() functions.\n- On Roblox: register the .ttf bytes with ImGui_ImplRoblox.AddFile() first.\n- Read FAQ and docs/FONTS.md for more details.") end function ImGui.DebugNodeFontGlyph(font, glyph) ImGui.Text("Codepoint: U+%04X", glyph.Codepoint) ImGui.Separator() ImGui.Text("Visible: %d", glyph.Visible and 1 or 0) ImGui.Text("AdvanceX: %.1f", glyph.AdvanceX) ImGui.Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph.X0, glyph.Y0, glyph.X1, glyph.Y1) ImGui.Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph.U0, glyph.V0, glyph.U1, glyph.V1) if glyph.PackId >= 0 then local r = { uv0 = ImVec2(), uv1 = ImVec2() } if font.OwnerAtlas:GetCustomRect(glyph.PackId, r) then ImGui.Text("PackId: 0x%X (%dx%d rect at %d,%d)", glyph.PackId, r.w, r.h, r.x, r.y) end end ImGui.Text("SourceIdx: %d", glyph.SourceIdx) end function ImGui.DebugNodeFontGlyphsForSrcMask(font, baked, src_mask) local draw_list = ImGui.GetWindowDrawList() local glyph_col = ImGui.GetColorU32(0 --[[ImGuiCol.Text]]) local cell_size = baked.Size * 1 local cell_spacing = ImGui.GetStyle().ItemSpacing.y -- [port] only scans loaded codepoints (IndexLookup range) instead of the whole 0..0xFFFF range local max_c = baked.IndexLookup.Size - 1 local base = 0 while base <= max_c do local count = 0 -- [Luau] inline IsGlyphLoaded() + FindGlyphNoFallback() (a loaded glyph never needs loading): 0xFFFF = IM_FONTGLYPH_INDEX_UNUSED, 0xFFFE = IM_FONTGLYPH_INDEX_NOT_FOUND local lookup, lookup_n, glyphs = baked.IndexLookup.Data, baked.IndexLookup.Size, baked.Glyphs.Data for n = 0, 255 do local c = base + n if c < lookup_n then local i = lookup[c + 1] if i ~= 0xFFFF and i ~= 0xFFFE then local glyph = glyphs[i] if glyph and bit32.band(src_mask, bit32.lshift(1, glyph.SourceIdx)) ~= 0 then count = count + 1 end end end end if count > 0 and ImGui.TreeNode(base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, (count > 1) and "glyphs" or "glyph") then -- Draw a 16x16 grid of glyphs local base_pos = ImGui.GetCursorScreenPos() local cell_p1, cell_p2 = ImVec2(), ImVec2() for n = 0, 255 do local c = base + n -- We use ImFont:RenderChar as a shortcut because we don't have UTF-8 conversion functions -- available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. -- [Luau] reused per cell: AddRect()/RenderChar()/IsMouseHoveringRect() only read them cell_p1.x = base_pos.x + (n % 16) * (cell_size + cell_spacing); cell_p1.y = base_pos.y + math.floor(n / 16) * (cell_size + cell_spacing) cell_p2.x = cell_p1.x + cell_size; cell_p2.y = cell_p1.y + cell_size local glyph = nil -- [Luau] inline IsGlyphLoaded() + FindGlyphNoFallback(), see above if c < baked.IndexLookup.Size then local i = baked.IndexLookup.Data[c + 1] if i ~= 0xFFFF and i ~= 0xFFFE then glyph = baked.Glyphs.Data[i] end end draw_list:AddRect(cell_p1, cell_p2, glyph and IM_COL32(255, 255, 255, 100) or IM_COL32(255, 255, 255, 50)) if glyph and bit32.band(src_mask, bit32.lshift(1, glyph.SourceIdx)) ~= 0 then font:RenderChar(draw_list, cell_size, cell_p1, glyph_col, c) if ImGui.IsMouseHoveringRect(cell_p1, cell_p2) and ImGui.BeginTooltip() then ImGui.DebugNodeFontGlyph(font, glyph) ImGui.EndTooltip() end end end ImGui.Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)) ImGui.TreePop() end base = base + 256 end end -- [DEBUG] Display details for a single font, called by ShowStyleEditor(). function ImGui.DebugNodeFont(font) local g = ImGui.GetCurrentContext() local cfg = g.DebugMetricsConfig local atlas = font.OwnerAtlas local opened = ImGui.TreeNode(tostring(font), "Font: \"%s\": %d sources(s)", font:GetDebugName(), font.Sources.Size) -- Display preview text if not opened then ImGui.Indent() end ImGui.Indent() if cfg.ShowFontPreview then ImGui.PushFont(font, 0.0) ImGui.Text("The quick brown fox jumps over the lazy dog") ImGui.PopFont() end if not opened then ImGui.Unindent() ImGui.Unindent() return end if ImGui.SmallButton("Set as default") then ImGui.GetIO().FontDefault = font end ImGui.SameLine() ImGui.BeginDisabled(atlas.Fonts.Size <= 1 or atlas.Locked == true or atlas.RemoveFont == nil) if ImGui.SmallButton("Remove") and atlas.RemoveFont then atlas:RemoveFont(font) end ImGui.EndDisabled() ImGui.SameLine() if ImGui.SmallButton("Clear bakes") then ImFontAtlasFontDiscardBakes(atlas, font, 0) end ImGui.SameLine() if ImGui.SmallButton("Clear unused") then ImFontAtlasFontDiscardBakes(atlas, font, 2) end -- Display details ImGui.Text("Fallback character: '%s' (U+%04X)", U8(font.FallbackChar), font.FallbackChar or 0) ImGui.Text("Ellipsis character: '%s' (U+%04X)", U8(font.EllipsisChar), font.EllipsisChar or 0) for src_n, src in font.Sources:iter() do if ImGui.TreeNode(tostring(src), "Input %d: '%s' [%d], Oversample: %d,%d, PixelSnapH: %d, Offset: (%.1f,%.1f)", src_n - 1, src.Name or "", src.FontNo or 0, src.OversampleH or 0, src.OversampleV or 0, src.PixelSnapH and 1 or 0, src.GlyphOffset.x, src.GlyphOffset.y) then local loader = src.FontLoader or atlas.FontLoader ImGui.Text("Loader: '%s'", (loader and loader.Name) or "N/A") -- if ImGui.DragFloat("ExtraSizeScale", src.ExtraSizeScale, 0.01, 0.10, 2.0) then -- ImFontAtlasFontRebuildOutput(atlas, font) -- end ImGui.TreePop() end end -- Display all glyphs of the fonts in separate pages of 256 characters local builder = atlas.Builder if builder then for _, baked in builder.BakedPool:iter() do if baked.OwnerFont == font then ImGui.PushID(baked.BakedId) if ImGui.TreeNode("Glyphs", "Baked at { %.2fpx, d.%.2f }: %d glyphs%s", baked.Size, baked.RasterizerDensity, baked.Glyphs.Size, (baked.LastUsedFrame < (builder.FrameCount or 0) - 1) and " *Unused*" or "") then if ImGui.SmallButton("Load all") then for c = 0, 0x7F do baked:FindGlyph(c) end -- [port] ASCII only: loading the whole BMP in Luau stalls for seconds end local surface_sqrt = math.floor(math.sqrt(baked.MetricsTotalSurface)) ImGui.Text("Ascent: %f, Descent: %f, Ascent-Descent: %f", baked.Ascent, baked.Descent, baked.Ascent - baked.Descent) ImGui.Text("Texture Area: about %d px ~%dx%d px", baked.MetricsTotalSurface, surface_sqrt, surface_sqrt) for src_n, src in font.Sources:iter() do ImGui.BulletText("Input %d: '%s', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", src_n - 1, src.Name or "", src.OversampleH or 0, src.OversampleV or 0, src.PixelSnapH and 1 or 0, src.GlyphOffset.x, src.GlyphOffset.y) end ImGui.DebugNodeFontGlyphsForSrcMask(font, baked, bit32.bnot(0)) ImGui.TreePop() end ImGui.PopID() end end end ImGui.TreePop() ImGui.Unindent() end local StatusNames = { [0] = "OK", "Destroyed", "WantCreate", "WantUpdates", "WantDestroy" } local FormatNames = { [0] = "RGBA32", "Alpha8" } function ImGui.DebugNodeTexture(tex, int_id, highlight_rect) local g = ImGui.GetCurrentContext() ImGui.PushID(int_id) if ImGui.TreeNode("", "Texture #%03d (%dx%d pixels)", tex.UniqueID or 0, tex.Width, tex.Height) then local cfg = g.DebugMetricsConfig _, cfg.ShowTextureUsedRect = ImGui.Checkbox("Show used rect", cfg.ShowTextureUsedRect) ImGui.PushStyleVar(24 --[[ImGuiStyleVar.ImageBorderSize]], math.max(1.0, g.Style.ImageBorderSize)) local p = ImGui.GetCursorScreenPos() if tex.Status == 4 --[[ImTextureStatus.WantDestroy]] or tex.Status == 1 --[[ImTextureStatus.Destroyed]] then ImGui.Dummy(ImVec2(tex.Width, tex.Height)) else local ref = ImTextureRef(); ref._TexData = tex ImGui.ImageWithBg(ref, ImVec2(tex.Width, tex.Height), ImVec2(0.0, 0.0), ImVec2(1.0, 1.0), ImVec4(0.0, 0.0, 0.0, 1.0)) end if cfg.ShowTextureUsedRect and tex.UsedRect then local u = tex.UsedRect ImGui.GetWindowDrawList():AddRect(ImVec2(p.x + u.x, p.y + u.y), ImVec2(p.x + u.x + u.w, p.y + u.y + u.h), IM_COL32(255, 0, 255, 255)) end if highlight_rect ~= nil then local r_outer = ImRect(p.x, p.y, p.x + tex.Width, p.y + tex.Height) local r_inner = ImRect(p.x + highlight_rect.x, p.y + highlight_rect.y, p.x + highlight_rect.x + highlight_rect.w, p.y + highlight_rect.y + highlight_rect.h) ImGui.RenderRectFilledWithHole(ImGui.GetWindowDrawList(), r_outer, r_inner, IM_COL32(0, 0, 0, 100), 0.0) ImGui.GetWindowDrawList():AddRect(r_inner.Min - ImVec2(1, 1), r_inner.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255)) end ImGui.PopStyleVar() ImGui.Text("Status = %s (%d), Format = %s (%d), UseColors = %d", StatusNames[tex.Status] or "?", tex.Status, FormatNames[tex.Format] or "?", tex.Format, tex.UseColors and 1 or 0) ImGui.Text("TexID = %s", tostring(tex.TexID)) ImGui.TreePop() end ImGui.PopID() end -- [DEBUG] List fonts in a font atlas and display its texture function ImGui.ShowFontAtlas(atlas) local g = ImGui.GetCurrentContext() local io = g.IO local style = g.Style ImGui.BeginDisabled() ImGui.CheckboxFlags("io.BackendFlags: RendererHasTextures", io.BackendFlags, 16 --[[ImGuiBackendFlags.RendererHasTextures]]) ImGui.EndDisabled() ImGui.ShowFontSelector("Font") local changed style.FontSizeBase, changed = ImGui.DragFloat("FontSizeBase", style.FontSizeBase, 0.20, 5.0, 100.0, "%.0f") if changed then style._NextFrameFontSizeBase = style.FontSizeBase end -- FIXME: Temporary hack until we finish remaining work. ImGui.SameLine(0.0, 0.0); ImGui.Text(" (out %.2f)", ImGui.GetFontSize()) ImGui.SameLine(); MetricsHelpMarker("- This is scaling font only. General scaling will come later.") style.FontScaleMain = ImGui.DragFloat("FontScaleMain", style.FontScaleMain, 0.02, 0.5, 4.0) style.FontScaleDpi = ImGui.DragFloat("FontScaleDpi", style.FontScaleDpi, 0.02, 0.5, 4.0) ImGui.BulletText("Load a nice font for better results!") ImGui.BulletText("Please submit feedback:") ImGui.SameLine(); ImGui.TextLinkOpenURL("#8465", "https://github.com/ocornut/imgui/issues/8465") ImGui.BulletText("Read FAQ for more details:") ImGui.SameLine(); ImGui.TextLinkOpenURL("dearimgui.com/faq", "https://www.dearimgui.com/faq/") ImGui.SeparatorText("Font List") local cfg = g.DebugMetricsConfig _, cfg.ShowFontPreview = ImGui.Checkbox("Show font preview", cfg.ShowFontPreview == true) -- Font loaders if ImGui.TreeNode("Loader", "Loader: '%s'", atlas.FontLoaderName or "NULL") then ImGui.BeginDisabled() ImGui.RadioButtonEx("stb_truetype", true) ImGui.SameLine() ImGui.RadioButtonEx("FreeType", false) ImGui.SetItemTooltip("Not available on Roblox.") ImGui.EndDisabled() ImGui.TreePop() end -- Font list for i, font in atlas.Fonts:iter() do ImGui.PushID(i) ImGui.DebugNodeFont(font) ImGui.PopID() end ImGui.SeparatorText("Font Atlas") if ImGui.Button("Compact") then atlas:CompactCache() end ImGui.SameLine() if ImGui.Button("Grow") then ImFontAtlasTextureGrow(atlas) end ImGui.SameLine() if ImGui.Button("Clear All") then ImFontAtlasBuildClear(atlas) end ImGui.SetItemTooltip("Destroy cache and custom rectangles.") for tex_n, tex in atlas.TexList:iter() do if tex_n > 1 then ImGui.SameLine() end ImGui.Text("Tex: %dx%d", tex.Width, tex.Height) end local b = atlas.Builder if b then local packed_sqrt = math.floor(math.sqrt(b.RectsPackedSurface or 0)) local discarded_sqrt = math.floor(math.sqrt(b.RectsDiscardedSurface or 0)) ImGui.Text("Packed rects: %d, area: about %d px ~%dx%d px", b.RectsPackedCount or 0, b.RectsPackedSurface or 0, packed_sqrt, packed_sqrt) ImGui.Text("incl. Discarded rects: %d, area: about %d px ~%dx%d px", b.RectsDiscardedCount or 0, b.RectsDiscardedSurface or 0, discarded_sqrt, discarded_sqrt) end -- Texture list -- (ensure the last texture always use the same ID, so we can keep it open neatly) for tex_n, tex in atlas.TexList:iter() do if tex_n == atlas.TexList.Size then ImGui.SetNextItemOpen(true, 2 --[[ImGuiCond.Once]]) end ImGui.DebugNodeTexture(tex, atlas.TexList.Size - tex_n, nil) end end ------------------------------------------------------------------------------- -- [SECTION] DEBUG LOG WINDOW ------------------------------------------------------------------------------- -- FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout. local function SameLineOrWrap(size) local g = ImGui.GetCurrentContext() local window = g.CurrentWindow local pos = ImVec2(window.DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window.DC.CursorPosPrevLine.y) if window.WorkRect:Contains(ImRect(pos, pos + size)) then ImGui.SameLine() end end local function ShowDebugLogFlag(name, flags) local g = ImGui.GetCurrentContext() local size = ImVec2(ImGui.GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui.CalcTextSize(name).x, ImGui.GetFrameHeight()) SameLineOrWrap(size) -- FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout. local pressed pressed, g.DebugLogFlags = ImGui.CheckboxFlags(name, g.DebugLogFlags, flags) if pressed and g.IO.KeyShift and bit32.band(g.DebugLogFlags, flags) ~= 0 then g.DebugLogAutoDisableFrames = 2 g.DebugLogAutoDisableFlags = bit32.bor(g.DebugLogAutoDisableFlags or 0, flags) end ImGui.SetItemTooltip("Hold Shift when clicking to enable for 2 frames only (useful for spammy log entries)") end function ImGui.ShowDebugLogWindow(p_open) local g = ImGui.GetCurrentContext() if bit32.band(g.NextWindowData.HasFlags, 2 --[[ImGuiNextWindowDataFlags.HasSize]]) == 0 then ImGui.SetNextWindowSize(ImVec2(0.0, ImGui.GetFontSize() * 12.0), 4 --[[ImGuiCond.FirstUseEver]]) end local visible p_open, visible = ImGui.Begin("Dear ImGui Debug Log", p_open) if not visible or ImGui.GetCurrentWindow().BeginCount > 1 then ImGui.End() return p_open end local L = ImGuiDebugLogFlags local all_enable_flags = bit32.band(L.EventMask_, bit32.bnot(L.EventInputRouting)) _, g.DebugLogFlags = ImGui.CheckboxFlags("All", g.DebugLogFlags, all_enable_flags) ImGui.SetItemTooltip("(except InputRouting which is spammy)") for _, e in ipairs({ { "Errors", L.EventError }, { "ActiveId", L.EventActiveId }, { "Clipper", L.EventClipper }, { "Docking", L.EventDocking }, { "Focus", L.EventFocus }, { "IO", L.EventIO }, { "Font", L.EventFont }, { "Nav", L.EventNav }, { "Popup", L.EventPopup }, { "Selection", L.EventSelection }, { "Table", L.EventTable }, { "Viewport", L.EventViewport }, { "InputRouting", L.EventInputRouting } }) do ShowDebugLogFlag(e[1], e[2]) end if ImGui.SmallButton("Clear") then if g.DebugLogBuf then g.DebugLogBuf:clear() end g.DebugLogLines = { "" } end ImGui.SameLine() if ImGui.SmallButton("Copy") then ImGui.SetClipboardText(g.DebugLogBuf and g.DebugLogBuf:c_str() or "") end ImGui.SameLine() if ImGui.SmallButton("Configure Outputs..") then ImGui.OpenPopup("Outputs") end if ImGui.BeginPopup("Outputs") then _, g.DebugLogFlags = ImGui.CheckboxFlags("OutputToTTY", g.DebugLogFlags, L.OutputToTTY) ImGui.BeginDisabled() _, g.DebugLogFlags = ImGui.CheckboxFlags("OutputToDebugger", g.DebugLogFlags, L.OutputToDebugger) _, g.DebugLogFlags = ImGui.CheckboxFlags("OutputToTestEngine", g.DebugLogFlags, L.OutputToTestEngine) ImGui.EndDisabled() ImGui.EndPopup() end ImGui.BeginChild("##log", ImVec2(0.0, 0.0), 1 --[[ImGuiChildFlags.Borders]], bit32.bor(16384 --[[ImGuiWindowFlags.AlwaysVerticalScrollbar]], 32768 --[[ImGuiWindowFlags.AlwaysHorizontalScrollbar]])) local backup_log_flags = g.DebugLogFlags g.DebugLogFlags = bit32.band(g.DebugLogFlags, bit32.bnot(L.EventClipper)) local lines = g.DebugLogLines or { "" } local count = #lines if lines[count] == "" then count = count - 1 end -- trailing partial line local clipper = ImGuiListClipper() clipper:Begin(count) while clipper:Step() do for line_no = clipper.DisplayStart, clipper.DisplayEnd - 1 do ImGui.TextUnformatted(lines[line_no + 1]) end end g.DebugLogFlags = backup_log_flags if ImGui.GetScrollY() >= ImGui.GetScrollMaxY() then ImGui.SetScrollHereY(1.0) end ImGui.EndChild() ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) ------------------------------------------------------------------------------- local function PathQuery(g) local q = g.DebugItemPathQuery if q == nil then q = { MainID = 0, Active = false, Complete = false, Step = -1, Results = {} } g.DebugItemPathQuery = q g.DebugIDStackTool = { LastActiveFrame = -1, OptHexEncodeNonAsciiChars = true, OptCopyToClipboardOnCtrlC = false, CopyToClipboardLastTime = -3.4028234663853e+38 --[[FLT_MAX]] } end return q end -- Update queries. The steps are: -1: query Stack, >= 0: query each stack item -- We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time local function DebugItemPathQuery_UpdateAndGetHookId(query, id) -- Update query. Clear hook when no active query if query.MainID ~= id then query.MainID = id query.Step = -1 query.Complete = false query.Results = {} end query.Active = false if id == 0 then return 0 end local res = query.Results -- Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) if query.Step >= 0 and query.Step < #res then if res[query.Step + 1].QuerySuccess or res[query.Step + 1].QueryFrameCount > 2 then query.Step = query.Step + 1 end end -- Update status and hook query.Complete = (query.Step == #res) if query.Step == -1 then query.Active = true return id elseif query.Step >= 0 and query.Step < #res then res[query.Step + 1].QueryFrameCount = res[query.Step + 1].QueryFrameCount + 1 query.Active = true return res[query.Step + 1].ID end return 0 end -- [DEBUG] ID Stack Tool: update query. Called by NewFrame() function ImGui.UpdateDebugToolItemPathQuery() local g = ImGui.GetCurrentContext() local q = PathQuery(g) local id = 0 if g.DebugIDStackTool.LastActiveFrame + 1 == g.FrameCount then id = (g.HoveredIdPreviousFrame ~= 0 and g.HoveredIdPreviousFrame) or g.ActiveId end g.DebugHookIdInfoId = DebugItemPathQuery_UpdateAndGetHookId(q, id) end -- [DEBUG] ID Stack tool: hooks called by GetID() family functions -- `data_id` is the string/number that was hashed. function ImGui.DebugHookIdInfo(id, data_type, data_id) local g = ImGui.GetCurrentContext() local query = PathQuery(g) if not query.Active then return end local window = g.CurrentWindow -- Step -1: stack query -- This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. if query.Step == -1 then query.Step = 0 query.Results = {} for n = 0, window.IDStack.Size do query.Results[n + 1] = { ID = (n < window.IDStack.Size) and window.IDStack.Data[n + 1] or id, QueryFrameCount = 0, QuerySuccess = false, DataType = -1, Desc = nil } end return end -- Step 0+: query for individual level if query.Step ~= window.IDStack.Size then return end local info = query.Results[query.Step + 1] if info == nil or info.ID ~= id then return end if info.Desc == nil then if data_type == 4 --[[ImGuiDataType.S32]] then info.Desc = string.format("%d", data_id) elseif data_type == 9 --[[ImGuiDataType.String]] then info.Desc = tostring(data_id) else info.Desc = string.format("0x%08X [override]", id) end -- PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. end info.QuerySuccess = true if info.DataType == -1 then info.DataType = data_type end end local function SkipUncontributingPrefix(label) local p = string.find(label, "###", 1, true) if p then return string.sub(label, p) end return label end local function FormatLevelInfo(g, query, n, format_for_ui) local info = query.Results[n + 1] local window = (info.Desc == nil and n == 0) and ImGui.FindWindowByID(info.ID) or nil if window then return string.format(format_for_ui and "\"%s\" [window]" or "%s", SkipUncontributingPrefix(window.Name)) end -- Source: window name (because the root ID don't call GetID() and so doesn't get hooked) if info.QuerySuccess then return string.format((format_for_ui and info.DataType == 9 --[[ImGuiDataType.String]]) and "\"%s\"" or "%s", SkipUncontributingPrefix(info.Desc)) end -- Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) if query.Step < #query.Results then return "" end -- Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. return "???" end local function GetResultAsPath(g, query, hex_encode_non_ascii_chars) local out = {} for n = 0, #query.Results - 1 do local desc = FormatLevelInfo(g, query, n, false) out[#out + 1] = (n == 0) and "//" or "/" desc = string.gsub(desc, "/", "\\/") if hex_encode_non_ascii_chars then desc = string.gsub(desc, "[\128-\255]", function(c) return string.format("\\x%02x", string.byte(c)) end) end out[#out + 1] = desc end return table.concat(out) end -- ID Stack Tool: Display UI function ImGui.ShowIDStackToolWindow(p_open) local g = ImGui.GetCurrentContext() if bit32.band(g.NextWindowData.HasFlags, 2 --[[ImGuiNextWindowDataFlags.HasSize]]) == 0 then ImGui.SetNextWindowSize(ImVec2(0.0, ImGui.GetFontSize() * 8.0), 4 --[[ImGuiCond.FirstUseEver]]) end local visible p_open, visible = ImGui.Begin("Dear ImGui ID Stack Tool", p_open) if not visible or ImGui.GetCurrentWindow().BeginCount > 1 then ImGui.End() return p_open end local query = PathQuery(g) local tool = g.DebugIDStackTool tool.LastActiveFrame = g.FrameCount local result_path = GetResultAsPath(g, query, tool.OptHexEncodeNonAsciiChars) ImGui.Text("0x%08X", query.MainID) ImGui.SameLine() MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.") -- Ctrl+C to copy path local time_since_copy = g.Time - tool.CopyToClipboardLastTime ImGui.PushStyleVarY(11 --[[ImGuiStyleVar.FramePadding]], 0.0) _, tool.OptHexEncodeNonAsciiChars = ImGui.Checkbox("Hex-encode non-ASCII", tool.OptHexEncodeNonAsciiChars) ImGui.SameLine() _, tool.OptCopyToClipboardOnCtrlC = ImGui.Checkbox("Ctrl+C: copy path", tool.OptCopyToClipboardOnCtrlC) ImGui.PopStyleVar() ImGui.SameLine() ImGui.TextColored((time_since_copy >= 0.0 and time_since_copy < 0.75 and math.fmod(time_since_copy, 0.25) < 0.25 * 0.5) and ImVec4(1.0, 1.0, 0.3, 1.0) or ImVec4(), "*COPIED*") if tool.OptCopyToClipboardOnCtrlC and ImGui.Shortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 548 --[[ImGuiKey.C]]), bit32.bor(4096 --[[ImGuiInputFlags.RouteGlobal]], 16384 --[[ImGuiInputFlags.RouteOverFocused]])) then tool.CopyToClipboardLastTime = g.Time ImGui.SetClipboardText(result_path) end ImGui.Text("- Path \"%s\"", query.Complete and result_path or "") ImGui.Separator() -- Display decorated stack if #query.Results > 0 and ImGui.BeginTable("##table", 3, 1920 --[[ImGuiTableFlags.Borders]]) then local id_width = ImGui.CalcTextSize("0xDDDDDDDD").x ImGui.TableSetupColumn("Seed", 16 --[[ImGuiTableColumnFlags.WidthFixed]], id_width) ImGui.TableSetupColumn("PushID", 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ImGui.TableSetupColumn("Result", 16 --[[ImGuiTableColumnFlags.WidthFixed]], id_width) ImGui.TableHeadersRow() for n = 0, #query.Results - 1 do local info = query.Results[n + 1] ImGui.TableNextColumn() ImGui.Text("0x%08X", (n > 0) and query.Results[n].ID or 0) ImGui.TableNextColumn() ImGui.TextUnformatted(FormatLevelInfo(g, query, n, true)) ImGui.TableNextColumn() ImGui.Text("0x%08X", info.ID) if n == #query.Results - 1 then ImGui.TableSetBgColor(3 --[[ImGuiTableBgTarget.CellBg]], ImGui.GetColorU32(25 --[[ImGuiCol.Header]])) end end ImGui.EndTable() end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] METRICS/DEBUGGER WINDOW ------------------------------------------------------------------------------- -- - DebugTextEncoding() -- - ShowMetricsWindow() -- - DebugNodeColumns() [Internal] -- - DebugNodeDockNode() [Internal] -- - DebugNodeDrawList() [Internal] -- - DebugNodeStorage() [Internal] -- - DebugNodeTabBar() [Internal] -- - DebugNodeTable() [Internal] -- - DebugNodeTableSettings() [Internal] -- - DebugNodeViewport() [Internal] -- - DebugNodeWindow() [Internal] -- - DebugNodeWindowSettings() [Internal] -- - DebugNodeWindowsList() [Internal] -- - DebugNodeWindowsListByBeginStackParent() [Internal] ------------------------------------------------------------------------------- local function B(v) return v and 1 or 0 end local function FG(window) return ImGui.GetForegroundDrawList(window and window.Viewport or ImGui.GetMainViewport()) end local function YellowRect(window, min, max) FG(window):AddRect(min, max, IM_COL32(255, 255, 0, 255)) end -- [DEBUG] Display contents of Columns function ImGui.DebugNodeColumns(columns) if not ImGui.TreeNode(columns.ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns.ID, columns.Count, columns.Flags) then return end ImGui.BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns.OffMaxX - columns.OffMinX, columns.OffMinX, columns.OffMaxX) for i, column in columns.Columns:iter() do ImGui.BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", i - 1, column.OffsetNorm, ImGui.GetColumnOffsetFromNorm(columns, column.OffsetNorm)) end ImGui.TreePop() end -- [DEBUG] Display contents of ImGuiStorage function ImGui.DebugNodeStorage(storage, label) local n = 0 for _ in pairs(storage) do n = n + 1 end if not ImGui.TreeNode(label, "%s: %d entries", label, n) then return end for k, v in pairs(storage) do ImGui.BulletText("Key 0x%08X Value { %s }", tonumber(k) or 0, tostring(v)) end ImGui.TreePop() end -- [DEBUG] Display contents of ImDrawList -- Note that both 'window' and 'viewport' may be nil here. Viewport is generally nil of destroyed popups which previously owned a viewport. function ImGui.DebugNodeDrawList(window, viewport, draw_list, label) local g = ImGui.GetCurrentContext() local cfg = g.DebugMetricsConfig local cmd_count = draw_list.CmdBuffer.Size if cmd_count > 0 and draw_list.CmdBuffer.Data[cmd_count].ElemCount == 0 and draw_list.CmdBuffer.Data[cmd_count].UserCallback == nil then cmd_count = cmd_count - 1 end local node_open = ImGui.TreeNode(tostring(draw_list), "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list._OwnerName or "", draw_list.VtxBuffer.Size, draw_list.IdxBuffer.Size, cmd_count) if draw_list == ImGui.GetWindowDrawList() then ImGui.SameLine() ImGui.TextColored(ImVec4(1.0, 0.4, 0.4, 1.0), "CURRENTLY APPENDING") -- Can't display stats for active draw list! (we don't have the data double-buffered) if node_open then ImGui.TreePop() end return end local fg_draw_list = viewport and ImGui.GetForegroundDrawList(viewport) or nil -- Render additional visuals into the top-most draw list if window and ImGui.IsItemHovered() and fg_draw_list then fg_draw_list:AddRect(window.Pos, window.Pos + window.Size, IM_COL32(255, 255, 0, 255)) end if not node_open then return end if window and not window.WasActive then ImGui.TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!") end local vtx, idx = draw_list.VtxBuffer.Buf, draw_list.IdxBuffer.Data for cmd_n = 1, cmd_count do local pcmd = draw_list.CmdBuffer.Data[cmd_n] if pcmd.UserCallback then ImGui.BulletText("Callback %s", tostring(pcmd.UserCallback)) else local cr = pcmd.ClipRect local open = ImGui.TreeNode(cmd_n, "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", math.floor(pcmd.ElemCount / 3), tostring(pcmd.TexRef and (pcmd.TexRef._TexID or pcmd.TexRef._TexData)), cr.x, cr.y, cr.z, cr.w) local function ShowMesh(show_mesh, show_aabb) if not fg_draw_list then return end local clip_rect = ImRect(cr.x, cr.y, cr.z, cr.w) local vtxs_rect = ImRect(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[FLT_MAX]]) local base = pcmd.IdxOffset for i = base, base + pcmd.ElemCount - 1, 3 do local tri = {} for n = 0, 2 do local vi = idx[i + n + 1] + pcmd.VtxOffset if vi > draw_list.VtxBuffer.Size then return end tri[n + 1] = ImVec2(ImDrawVtx_Pos(vtx, vi)) vtxs_rect:Add(tri[n + 1]) end if show_mesh then fg_draw_list:AddPolyline(tri, 3, IM_COL32(255, 255, 0, 255), 1.0, 512 --[[ImDrawFlags.Closed]]) end -- In yellow: mesh triangles end if show_aabb then fg_draw_list:AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)) -- In pink: clipping rectangle submitted to GPU fg_draw_list:AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)) -- In cyan: bounding box of triangles end end if ImGui.IsItemHovered() and (cfg.ShowDrawCmdMesh or cfg.ShowDrawCmdBoundingBoxes) then ShowMesh(cfg.ShowDrawCmdMesh, cfg.ShowDrawCmdBoundingBoxes) end if open then ImGui.Selectable(string.format("Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd.ElemCount, pcmd.VtxOffset, pcmd.IdxOffset)) if ImGui.IsItemHovered() then ShowMesh(true, false) end ImGui.TreePop() end end end ImGui.TreePop() end -- [DEBUG] Display contents of ImGuiTabBar function ImGui.DebugNodeTabBar(tab_bar, label) -- Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. local g = ImGui.GetCurrentContext() local is_active = (tab_bar.PrevFrameVisible >= ImGui.GetFrameCount() - 2) local names = {} for tab_n = 1, math.min(tab_bar.Tabs.Size, 3) do local tab = tab_bar.Tabs.Data[tab_n] names[#names + 1] = "'" .. (ImGui.TabBarGetTabName and ImGui.TabBarGetTabName(tab_bar, tab) or "?") .. "'" end local buf = string.format("%s 0x%08X (%d tabs)%s { %s%s", label, tab_bar.ID, tab_bar.Tabs.Size, is_active and "" or " *Inactive*", table.concat(names, ", "), (tab_bar.Tabs.Size > 3) and " ... }" or " } ") if not is_active then ImGui.PushStyleColor(0 --[[ImGuiCol.Text]], g.Style.Colors[1 --[[ImGuiCol.TextDisabled]]]) end local open = ImGui.TreeNode(label, "%s", buf) if not is_active then ImGui.PopStyleColor() end if is_active and ImGui.IsItemHovered() then local dl = FG(tab_bar.Window) dl:AddRect(tab_bar.BarRect.Min, tab_bar.BarRect.Max, IM_COL32(255, 255, 0, 255)) dl:AddLine(ImVec2(tab_bar.ScrollingRectMinX, tab_bar.BarRect.Min.y), ImVec2(tab_bar.ScrollingRectMinX, tab_bar.BarRect.Max.y), IM_COL32(0, 255, 0, 255)) dl:AddLine(ImVec2(tab_bar.ScrollingRectMaxX, tab_bar.BarRect.Min.y), ImVec2(tab_bar.ScrollingRectMaxX, tab_bar.BarRect.Max.y), IM_COL32(0, 255, 0, 255)) end if open then for tab_n, tab in tab_bar.Tabs:iter() do ImGui.PushID(tab_n) if ImGui.SmallButton("<") and ImGui.TabBarQueueReorder then ImGui.TabBarQueueReorder(tab_bar, tab, -1) end ImGui.SameLine(0, 2) if ImGui.SmallButton(">") and ImGui.TabBarQueueReorder then ImGui.TabBarQueueReorder(tab_bar, tab, 1) end ImGui.SameLine() ImGui.Text("%02d%s Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", tab_n - 1, (tab.ID == tab_bar.SelectedTabId) and "*" or " ", tab.ID, ImGui.TabBarGetTabName and ImGui.TabBarGetTabName(tab_bar, tab) or "?", tab.Offset, tab.Width, tab.ContentWidth) ImGui.PopID() end ImGui.TreePop() end end local function SizingDesc(f) local TF = ImGuiTableFlags f = bit32.band(f, TF.SizingMask_) if f == TF.SizingFixedFit then return "FixedFit" elseif f == TF.SizingFixedSame then return "FixedSame" elseif f == TF.SizingStretchProp then return "StretchProp" elseif f == TF.SizingStretchSame then return "StretchSame" end return "N/A" end function ImGui.DebugNodeTableSettings(settings, tbl) local open = ImGui.TreeNode(tostring(settings), "Settings 0x%08X (%d columns)", settings.ID, settings.ColumnsCount) local hovered = ImGui.IsItemHovered() if hovered and tbl == nil and settings.ID ~= 0 then tbl = ImGui.TableFindByID(settings.ID) end if hovered and tbl ~= nil then YellowRect(tbl.OuterWindow, tbl.OuterRect.Min, tbl.OuterRect.Max) end if open then ImGui.BulletText("SaveFlags: 0x%08X", settings.SaveFlags) ImGui.BulletText("ColumnsCount: %d (max %d)", settings.ColumnsCount, settings.ColumnsCountMax) for n = 0, settings.ColumnsCount - 1 do local c = settings.Columns[n] local dir = (c.SortOrder ~= -1) and c.SortDirection or 0 --[[ImGuiSortDirection.None]] ImGui.BulletText("Column %d Order %d SortOrder %2d %s Vis %d %s %7.3f ID 0x%08X", n, c.DisplayOrder, c.SortOrder, (dir == 1 --[[ImGuiSortDirection.Ascending]]) and "Asc" or ((dir == 2 --[[ImGuiSortDirection.Descending]]) and "Des" or "---"), c.IsEnabled, (c.IsStretch ~= 0) and "Weight" or "Width ", c.WidthOrWeight, c.ID) end ImGui.TreePop() end end function ImGui.DebugNodeTable(tbl) local g = ImGui.GetCurrentContext() local is_active = (tbl.LastFrameActive >= g.FrameCount - 2) -- Note that fully clipped early out scrolling tables will appear as inactive here. if not is_active then ImGui.PushStyleColor(0 --[[ImGuiCol.Text]], g.Style.Colors[1 --[[ImGuiCol.TextDisabled]]]) end local open = ImGui.TreeNode(tostring(tbl), "Table 0x%08X (%d columns, in '%s')%s", tbl.ID, tbl.ColumnsCount, tbl.OuterWindow and tbl.OuterWindow.Name or "?", is_active and "" or " *Inactive*") if not is_active then ImGui.PopStyleColor() end if ImGui.IsItemHovered() then YellowRect(tbl.OuterWindow, tbl.OuterRect.Min, tbl.OuterRect.Max) end if not open then return end if tbl.InstanceCurrent > 0 then ImGui.Text("** %d instances of same table! Some data below will refer to last instance.", tbl.InstanceCurrent + 1) end local clear_settings = ImGui.SmallButton("Clear settings") ImGui.BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", tbl.OuterRect.Min.x, tbl.OuterRect.Min.y, tbl.OuterRect:GetWidth(), tbl.OuterRect:GetHeight(), SizingDesc(tbl.Flags)) ImGui.BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", tbl.ColumnsGivenWidth, tbl.ColumnsAutoFitWidth, tbl.InnerWidth, (tbl.InnerWidth == 0.0) and " (auto)" or "") ImGui.BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", tbl.CellPaddingX, tbl.CellSpacingX1, tbl.CellSpacingX2, tbl.OuterPaddingX) ImGui.BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", tbl.HoveredColumnBody, tbl.HoveredColumnBorder) ImGui.BulletText("ResizedColumn: %d, HeldHeaderColumn: %d, ReorderColumn: %d", tbl.LastResizedColumn, tbl.LastHeldHeaderColumn, tbl.ReorderColumn) for n = 0, tbl.InstanceCurrent do local inst = ImGui.TableGetInstanceData(tbl, n) ImGui.BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, inst.HoveredRowLast, inst.LastOuterHeight) end local sum_weights = 0.0 for n = 0, tbl.ColumnsCount - 1 do if bit32.band(tbl.Columns[n].Flags, 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ~= 0 then sum_weights = sum_weights + tbl.Columns[n].StretchWeight end end for n = 0, tbl.ColumnsCount - 1 do local c = tbl.Columns[n] local CF = ImGuiTableColumnFlags local buf = string.format( "Column %d order %d '%s': offset %+.2f to %+.2f%s\nEnabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" .. "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\nMinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" .. "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\nSort: %d%s, UserData: 0x%08X, Flags: 0x%04X: %s%s%s..", n, c.DisplayOrder, ImGui.TableGetColumnName(tbl, n) or "", c.MinX - tbl.WorkRect.Min.x, c.MaxX - tbl.WorkRect.Min.x, (n < tbl.FreezeColumnsRequest) and " (Frozen)" or "", B(c.IsEnabled), B(c.IsVisibleX), B(c.IsVisibleY), B(c.IsRequestOutput), B(c.IsSkipItems), c.DrawChannelFrozen, c.DrawChannelUnfrozen, c.WidthGiven, c.WidthRequest, c.WidthAuto, c.StretchWeight, (c.StretchWeight > 0.0 and sum_weights > 0) and (c.StretchWeight / sum_weights) * 100.0 or 0.0, c.MinX, c.MaxX, c.MaxX - c.MinX, c.ClipRect.Min.x, c.ClipRect.Max.x, c.ClipRect.Max.x - c.ClipRect.Min.x, c.ContentMaxXFrozen - c.WorkMinX, c.ContentMaxXUnfrozen - c.WorkMinX, c.ContentMaxXHeadersUsed - c.WorkMinX, c.ContentMaxXHeadersIdeal - c.WorkMinX, c.SortOrder, (c.SortDirection == 1 --[[ImGuiSortDirection.Ascending]]) and " (Asc)" or ((c.SortDirection == 2 --[[ImGuiSortDirection.Descending]]) and " (Des)" or ""), tonumber(c.UserData) or 0, c.Flags, (bit32.band(c.Flags, CF.WidthStretch) ~= 0) and "WidthStretch " or "", (bit32.band(c.Flags, CF.WidthFixed) ~= 0) and "WidthFixed " or "", (bit32.band(c.Flags, CF.NoResize) ~= 0) and "NoResize " or "") ImGui.Bullet() ImGui.Selectable(buf) if ImGui.IsItemHovered() then YellowRect(tbl.OuterWindow, ImVec2(c.MinX, tbl.OuterRect.Min.y), ImVec2(c.MaxX, tbl.OuterRect.Max.y)) end end local settings = ImGui.TableGetBoundSettings(tbl) if settings then ImGui.DebugNodeTableSettings(settings, tbl) end if clear_settings then tbl.IsResetAllRequest = true end -- Queue a call to TableResetSettings() ImGui.TreePop() end local function DebugNodeDockNodeFlags(flags, label, enabled) local D = ImGuiDockNodeFlags ImGui.PushID(label) ImGui.PushStyleVar(11 --[[ImGuiStyleVar.FramePadding]], ImVec2(0.0, 0.0)) ImGui.Text("%s:", label) if not enabled then ImGui.BeginDisabled() end for _, n in ipairs({ "NoResize", "NoResizeX", "NoResizeY", "NoTabBar", "HiddenTabBar", "NoWindowMenuButton", "NoCloseButton", "DockedWindowsInFocusRoute", "NoDocking", "NoDockingSplit", "NoDockingSplitOther", "NoDockingOverMe", "NoDockingOverOther", "NoDockingOverEmpty", "NoUndocking" }) do if D[n] then _, flags = ImGui.CheckboxFlags(n, flags, D[n]) end end if not enabled then ImGui.EndDisabled() end ImGui.PopStyleVar() ImGui.PopID() return flags end -- [DEBUG] Display contents of ImDockNode function ImGui.DebugNodeDockNode(node, label) local g = ImGui.GetCurrentContext() local is_alive = (g.FrameCount - node.LastFrameAlive < 2) -- Submitted with ImGuiDockNodeFlags.KeepAliveOnly local is_active = (g.FrameCount - node.LastFrameActive < 2) -- Submitted if not is_alive then ImGui.PushStyleColor(0 --[[ImGuiCol.Text]], g.Style.Colors[1 --[[ImGuiCol.TextDisabled]]]) end local tree_node_flags = node.IsFocused and 1 --[[ImGuiTreeNodeFlags.Selected]] or 0 --[[ImGuiTreeNodeFlags.None]] local open if node.Windows.Size > 0 then open = ImGui.TreeNodeEx(node.ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node.ID, node.IsVisible and "" or " (hidden)", node.Windows.Size, node.VisibleWindow and node.VisibleWindow.Name or "NULL") else local kind = (node.SplitAxis == 1 --[[ImGuiAxis.X]]) and "horizontal split" or ((node.SplitAxis == 2 --[[ImGuiAxis.Y]]) and "vertical split" or "empty") open = ImGui.TreeNodeEx(node.ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node.ID, node.IsVisible and "" or " (hidden)", kind, node.VisibleWindow and node.VisibleWindow.Name or "NULL") end if not is_alive then ImGui.PopStyleColor() end if is_active and ImGui.IsItemHovered() then local window = node.HostWindow or node.VisibleWindow if window then YellowRect(window, node.Pos, node.Pos + node.Size) end end if open then ImGui.BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", node.Pos.x, node.Pos.y, node.Size.x, node.Size.y, node.SizeRef.x, node.SizeRef.y) ImGui.DebugNodeWindow(node.HostWindow, "HostWindow") ImGui.DebugNodeWindow(node.VisibleWindow, "VisibleWindow") ImGui.BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node.SelectedTabId, node.LastFocusedNodeId) ImGui.BulletText("Misc:%s%s%s%s%s%s%s", node:IsDockSpace() and " IsDockSpace" or "", node:IsCentralNode() and " IsCentralNode" or "", is_alive and " IsAlive" or "", is_active and " IsActive" or "", node.IsFocused and " IsFocused" or "", node.WantLockSizeOnce and " WantLockSizeOnce" or "", node.HasCentralNodeChild and " HasCentralNodeChild" or "") if ImGui.TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node.MergedFlags, node.LocalFlags, node.LocalFlagsInWindows, node.SharedFlags) then if ImGui.BeginTable("flags", 4) then ImGui.TableNextColumn(); DebugNodeDockNodeFlags(node.MergedFlags, "MergedFlags", false) ImGui.TableNextColumn(); node.LocalFlags = DebugNodeDockNodeFlags(node.LocalFlags, "LocalFlags", true) ImGui.TableNextColumn(); DebugNodeDockNodeFlags(node.LocalFlagsInWindows, "LocalFlagsInWindows", false) ImGui.TableNextColumn(); node.SharedFlags = DebugNodeDockNodeFlags(node.SharedFlags, "SharedFlags", true) ImGui.EndTable() end ImGui.TreePop() end if node.ParentNode then ImGui.DebugNodeDockNode(node.ParentNode, "ParentNode") end if node.ChildNodes[0] then ImGui.DebugNodeDockNode(node.ChildNodes[0], "Child[0]") end if node.ChildNodes[1] then ImGui.DebugNodeDockNode(node.ChildNodes[1], "Child[1]") end if node.TabBar then ImGui.DebugNodeTabBar(node.TabBar, "TabBar") end ImGui.DebugNodeWindowsList(node.Windows, "Windows") ImGui.TreePop() end end function ImGui.DebugNodeWindow(window, label) if window == nil then ImGui.BulletText("%s: NULL", label) return end local g = ImGui.GetCurrentContext() local is_active = window.WasActive local tree_node_flags = (window == g.NavWindow) and 1 --[[ImGuiTreeNodeFlags.Selected]] or 0 --[[ImGuiTreeNodeFlags.None]] if not is_active then ImGui.PushStyleColor(0 --[[ImGuiCol.Text]], g.Style.Colors[1 --[[ImGuiCol.TextDisabled]]]) end local open = ImGui.TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window.Name, is_active and "" or " *Inactive*") if not is_active then ImGui.PopStyleColor() end if ImGui.IsItemHovered() and is_active then YellowRect(window, window.Pos, window.Pos + window.Size) end if not open then return end if window.MemoryCompacted then ImGui.TextDisabled("Note: some memory buffers have been compacted/freed.") end local W = ImGuiWindowFlags local flags = window.Flags local function F(f, s) return (bit32.band(flags, f) ~= 0) and s or "" end ImGui.DebugNodeDrawList(window, window.Viewport, window.DrawList, "DrawList") ImGui.BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window.Pos.x, window.Pos.y, window.Size.x, window.Size.y, window.ContentSize.x, window.ContentSize.y, window.ContentSizeIdeal.x, window.ContentSizeIdeal.y) ImGui.BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, F(W.ChildWindow, "Child "), F(W.Tooltip, "Tooltip "), F(W.Popup, "Popup "), F(W.Modal, "Modal "), F(W.ChildMenu, "ChildMenu "), F(W.NoSavedSettings, "NoSavedSettings "), F(W.NoMouseInputs, "NoMouseInputs"), F(W.NoNavInputs, "NoNavInputs"), F(W.AlwaysAutoResize, "AlwaysAutoResize")) if bit32.band(flags, W.ChildWindow) ~= 0 then local cf = window.ChildFlags or 0 local C = ImGuiChildFlags ImGui.BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", cf, (bit32.band(cf, C.Borders) ~= 0) and "Borders " or "", (bit32.band(cf, C.ResizeX) ~= 0) and "ResizeX " or "", (bit32.band(cf, C.ResizeY) ~= 0) and "ResizeY " or "", (bit32.band(cf, C.NavFlattened) ~= 0) and "NavFlattened " or "") end ImGui.BulletText("WindowClassId: 0x%08X", window.WindowClass and window.WindowClass.ClassId or 0) ImGui.BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window.Scroll.x, window.ScrollMax.x, window.Scroll.y, window.ScrollMax.y, window.ScrollbarX and "X" or "", window.ScrollbarY and "Y" or "") ImGui.BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", B(window.Active), B(window.WasActive), B(window.WriteAccessed), (window.Active or window.WasActive) and window.BeginOrderWithinContext or -1) ImGui.BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", B(window.Appearing), B(window.Hidden), window.HiddenFramesCanSkipItems, window.HiddenFramesCannotSkipItems, B(window.SkipItems)) for layer = 0, 1 do local r = window.NavRectRel[layer] if r.Min.x >= r.Max.x and r.Min.y >= r.Max.y then ImGui.BulletText("NavLastIds[%d]: 0x%08X", layer, window.NavLastIds[layer]) else ImGui.BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window.NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y) end end ImGui.BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window.DC.NavLayersActiveMask, window.NavLastChildNavWindow and window.NavLastChildNavWindow.Name or "NULL") ImGui.BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window.Viewport and (window.Viewport.Idx or 0) or -1, window.ViewportOwned and " (Owned)" or "", window.ViewportId or 0, window.ViewportPos.x, window.ViewportPos.y) ImGui.BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window.DockId or 0, window.DockOrder or -1, B(window.DockIsActive), B(window.DockTabIsVisible)) if window.DockNode or window.DockNodeAsHost then ImGui.DebugNodeDockNode(window.DockNodeAsHost or window.DockNode, window.DockNodeAsHost and "DockNodeAsHost" or "DockNode") end if window.RootWindow ~= window then ImGui.DebugNodeWindow(window.RootWindow, "RootWindow") end if window.RootWindowDockTree and window.RootWindowDockTree ~= window.RootWindow then ImGui.DebugNodeWindow(window.RootWindowDockTree, "RootWindowDockTree") end if window.ParentWindow ~= nil then ImGui.DebugNodeWindow(window.ParentWindow, "ParentWindow") end if window.ParentWindowForFocusRoute ~= nil then ImGui.DebugNodeWindow(window.ParentWindowForFocusRoute, "ParentWindowForFocusRoute") end if window.DC.ChildWindows.Size > 0 then ImGui.DebugNodeWindowsList(window.DC.ChildWindows, "ChildWindows") end if window.ColumnsStorage.Size > 0 and ImGui.TreeNode("Columns", "Columns sets (%d)", window.ColumnsStorage.Size) then for _, columns in window.ColumnsStorage:iter() do ImGui.DebugNodeColumns(columns) end ImGui.TreePop() end ImGui.DebugNodeStorage(window.StateStorage, "Storage") ImGui.TreePop() end function ImGui.DebugNodeWindowSettings(settings) if settings.WantDelete then ImGui.BeginDisabled() end ImGui.BulletText("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", settings.ID, settings.Name or "", settings.Pos.x, settings.Pos.y, settings.Size.x, settings.Size.y, B(settings.Collapsed)) if settings.WantDelete then ImGui.EndDisabled() end end function ImGui.DebugNodeWindowsList(windows, label) if not ImGui.TreeNode(label, "%s (%d)", label, windows.Size) then return end for i = windows.Size, 1, -1 do -- Iterate front to back ImGui.PushID(tostring(windows.Data[i])) ImGui.DebugNodeWindow(windows.Data[i], "Window") ImGui.PopID() end ImGui.TreePop() end -- FIXME-OPT: This is technically suboptimal, but it is simpler this way. function ImGui.DebugNodeWindowsListByBeginStackParent(windows, first, last, parent_in_begin_stack) for i = first, last do local window = windows[i] if window.ParentWindowInBeginStack == parent_in_begin_stack then local buf = string.format("[%04d] Window", window.BeginOrderWithinContext) -- ImGui.BulletText("[%04d] Window '%s'", window.BeginOrderWithinContext, window.Name) ImGui.DebugNodeWindow(window, buf) ImGui.TreePush(buf) ImGui.DebugNodeWindowsListByBeginStackParent(windows, i + 1, last, window) ImGui.TreePop() end end end function ImGui.DebugNodeViewport(viewport) local g = ImGui.GetCurrentContext() ImGui.SetNextItemOpen(true, 2 --[[ImGuiCond.Once]]) local open = ImGui.TreeNode(viewport.ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport.Idx or 0, viewport.ID, viewport.ParentViewportId or 0, viewport.Window and viewport.Window.Name or "N/A") if ImGui.IsItemHovered() then g.DebugMetricsConfig.HighlightViewportID = viewport.ID end if open then ImGui.BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nFrameBufferScale: (%.2f,%.2f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", viewport.Pos.x, viewport.Pos.y, viewport.Size.x, viewport.Size.y, viewport.FramebufferScale and viewport.FramebufferScale.x or 1, viewport.FramebufferScale and viewport.FramebufferScale.y or 1, viewport.WorkInsetMin.x, viewport.WorkInsetMin.y, viewport.WorkInsetMax.x, viewport.WorkInsetMax.y, viewport.PlatformMonitor or 0, (viewport.DpiScale or 1) * 100.0) ImGui.BulletText("Flags: 0x%04X", viewport.Flags or 0) if viewport.DrawDataP then for _, draw_list in viewport.DrawDataP.CmdLists:iter() do ImGui.DebugNodeDrawList(nil, viewport, draw_list, "DrawList") end end ImGui.TreePop() end end -- Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. function ImGui.DebugTextEncoding(str) ImGui.Text("Text: \"%s\"", str) if not ImGui.BeginTable("##DebugTextEncoding", 4, bit32.bor(1920 --[[ImGuiTableFlags.Borders]], 64 --[[ImGuiTableFlags.RowBg]], 8192 --[[ImGuiTableFlags.SizingFixedFit]], 1 --[[ImGuiTableFlags.Resizable]])) then return end ImGui.TableSetupColumn("Offset") ImGui.TableSetupColumn("UTF-8") ImGui.TableSetupColumn("Glyph") ImGui.TableSetupColumn("Codepoint") ImGui.TableHeadersRow() for pos, c in utf8.codes(str) do local nxt = utf8.offset(str, 2, pos) or (#str + 1) ImGui.TableNextColumn() ImGui.Text("%d", pos - 1) ImGui.TableNextColumn() for b = pos, nxt - 1 do if b > pos then ImGui.SameLine() end ImGui.Text("0x%02X", string.byte(str, b)) end ImGui.TableNextColumn() ImGui.TextUnformatted(string.sub(str, pos, nxt - 1)) ImGui.TableNextColumn() ImGui.Text("U+%04X", c) end ImGui.EndTable() end -- Debugging enums local WRT_Names = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" } local TRT_Names = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" } local TRT_ColumnsRect = 6 local function GetWindowRect(window, t) if t == 0 then return window:Rect() elseif t == 1 then return window.OuterRectClipped elseif t == 2 then return window.InnerRect elseif t == 3 then return window.InnerClipRect elseif t == 4 then return window.WorkRect elseif t == 5 then local m = window.InnerRect.Min - window.Scroll + window.WindowPadding; return ImRect(m, m + window.ContentSize) elseif t == 6 then local m = window.InnerRect.Min - window.Scroll + window.WindowPadding; return ImRect(m, m + window.ContentSizeIdeal) else return window.ContentRegionRect end end local function GetTableRect(tbl, t, n) local inst = ImGui.TableGetInstanceData(tbl, tbl.InstanceCurrent) -- Always using last submitted instance if t == 0 then return tbl.OuterRect elseif t == 1 then return tbl.InnerRect elseif t == 2 then return tbl.WorkRect elseif t == 3 then return tbl.HostClipRect elseif t == 4 then return tbl.InnerClipRect elseif t == 5 then return tbl.BgClipRect end local c = tbl.Columns[n] if t == 6 then return ImRect(c.MinX, tbl.InnerClipRect.Min.y, c.MaxX, tbl.InnerClipRect.Min.y + inst.LastOuterHeight) elseif t == 7 then return ImRect(c.WorkMinX, tbl.WorkRect.Min.y, c.WorkMaxX, tbl.WorkRect.Max.y) elseif t == 8 then return c.ClipRect elseif t == 9 then return ImRect(c.WorkMinX, tbl.InnerClipRect.Min.y, c.ContentMaxXHeadersUsed, tbl.InnerClipRect.Min.y + inst.LastTopHeadersRowHeight) -- Note: y1/y2 not always accurate elseif t == 10 then return ImRect(c.WorkMinX, tbl.InnerClipRect.Min.y, c.ContentMaxXHeadersIdeal, tbl.InnerClipRect.Min.y + inst.LastTopHeadersRowHeight) elseif t == 11 then return ImRect(c.WorkMinX, tbl.InnerClipRect.Min.y, c.ContentMaxXFrozen, tbl.InnerClipRect.Min.y + inst.LastFrozenHeight) else return ImRect(c.WorkMinX, tbl.InnerClipRect.Min.y + inst.LastFrozenHeight, c.ContentMaxXUnfrozen, tbl.InnerClipRect.Max.y) end end local function ForEachTable(g, fn) for i = 0, g.Tables:GetMapSize() - 1 do local t = g.Tables:GetByIndex(i) if t then fn(t) end end end local MetricsEncodingBuf = nil local MetricsDockRootOnly = true function ImGui.ShowMetricsWindow(p_open) local g = ImGui.GetCurrentContext() local io = g.IO local cfg = g.DebugMetricsConfig if cfg.ShowDebugLog then cfg.ShowDebugLog = ImGui.ShowDebugLogWindow(cfg.ShowDebugLog) end if cfg.ShowIDStackTool then cfg.ShowIDStackTool = ImGui.ShowIDStackToolWindow(cfg.ShowIDStackTool) end local visible p_open, visible = ImGui.Begin("Dear ImGui Metrics/Debugger", p_open) if not visible or ImGui.GetCurrentWindow().BeginCount > 1 then ImGui.End() return p_open end -- Basic info ImGui.Text("Dear ImGui %s (%d)", IMGUI_VERSION, 19298 --[[IMGUI_VERSION_NUM]]) ImGui.Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0 / math.max(io.Framerate, 0.0001), io.Framerate) ImGui.Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, math.floor(io.MetricsRenderIndices / 3)) ImGui.Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount) ImGui.Separator() if cfg.ShowWindowsRectsType == nil or cfg.ShowWindowsRectsType < 0 then cfg.ShowWindowsRectsType = 4 end if cfg.ShowTablesRectsType == nil or cfg.ShowTablesRectsType < 0 then cfg.ShowTablesRectsType = 2 end -- Tools if ImGui.TreeNode("Tools") then ImGui.SeparatorText("Visualize") _, cfg.ShowDebugLog = ImGui.Checkbox("Show Debug Log", cfg.ShowDebugLog == true) ImGui.SameLine(); MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.") _, cfg.ShowIDStackTool = ImGui.Checkbox("Show ID Stack Tool", cfg.ShowIDStackTool == true) ImGui.SameLine(); MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code.") _, cfg.ShowWindowsBeginOrder = ImGui.Checkbox("Show windows begin order", cfg.ShowWindowsBeginOrder == true) _, cfg.ShowWindowsRects = ImGui.Checkbox("Show windows rectangles", cfg.ShowWindowsRects == true) ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.GetFontSize() * 12) local changed cfg.ShowWindowsRectsType, changed = ImGui.Combo("##show_windows_rect_type", cfg.ShowWindowsRectsType, WRT_Names, #WRT_Names, #WRT_Names) cfg.ShowWindowsRects = cfg.ShowWindowsRects or changed if cfg.ShowWindowsRects and g.NavWindow ~= nil then ImGui.BulletText("'%s':", g.NavWindow.Name) ImGui.Indent() for rect_n = 0, #WRT_Names - 1 do local r = GetWindowRect(g.NavWindow, rect_n) ImGui.Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r:GetWidth(), r:GetHeight(), WRT_Names[rect_n + 1]) end ImGui.Unindent() end _, cfg.ShowTablesRects = ImGui.Checkbox("Show tables rectangles", cfg.ShowTablesRects == true) ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.GetFontSize() * 12) cfg.ShowTablesRectsType, changed = ImGui.Combo("##show_table_rects_type", cfg.ShowTablesRectsType, TRT_Names, #TRT_Names, #TRT_Names) cfg.ShowTablesRects = cfg.ShowTablesRects or changed _, g.DebugShowGroupRects = ImGui.Checkbox("Show groups rectangles", g.DebugShowGroupRects == true) -- Storing in context as this is used by group code and prefers to be in hot-data ImGui.SeparatorText("Validate") _, io.ConfigDebugBeginReturnValueLoop = ImGui.Checkbox("Debug Begin/BeginChild return value", io.ConfigDebugBeginReturnValueLoop) ImGui.SameLine(); MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.") _, cfg.ShowTextEncodingViewer = ImGui.Checkbox("UTF-8 Encoding viewer", cfg.ShowTextEncodingViewer == true) ImGui.SameLine(); MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.") if cfg.ShowTextEncodingViewer then MetricsEncodingBuf = MetricsEncodingBuf or DemoBuf("", 64) ImGui.SetNextItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]) ImGui.InputText("##DebugTextEncodingBuf", MetricsEncodingBuf, 64) local str = DemoBufStr(MetricsEncodingBuf) if str ~= "" then ImGui.DebugTextEncoding(str) end end ImGui.TreePop() end -- Windows if ImGui.TreeNode("Windows", "Windows (%d)", g.Windows.Size) then -- ImGui.SetNextItemOpen(true, ImGuiCond.Once) ImGui.DebugNodeWindowsList(g.Windows, "By display order") ImGui.DebugNodeWindowsList(g.WindowsFocusOrder, "By focus order (root windows)") if ImGui.TreeNode("By submission order (begin stack)") then -- Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! local tmp = {} for _, window in g.Windows:iter() do if window.LastFrameActive + 1 >= g.FrameCount then tmp[#tmp + 1] = window end end table.sort(tmp, function(a, b) return a.BeginOrderWithinContext < b.BeginOrderWithinContext end) ImGui.DebugNodeWindowsListByBeginStackParent(tmp, 1, #tmp, nil) ImGui.TreePop() end ImGui.TreePop() end -- DrawLists local drawlist_count = 0 for _, viewport in g.Viewports:iter() do drawlist_count = drawlist_count + viewport.DrawDataP.CmdLists.Size end if ImGui.TreeNode("DrawLists", "DrawLists (%d)", drawlist_count) then _, cfg.ShowDrawCmdMesh = ImGui.Checkbox("Show ImDrawCmd mesh when hovering", cfg.ShowDrawCmdMesh ~= false) _, cfg.ShowDrawCmdBoundingBoxes = ImGui.Checkbox("Show ImDrawCmd bounding boxes when hovering", cfg.ShowDrawCmdBoundingBoxes ~= false) for _, viewport in g.Viewports:iter() do local has = false for _, draw_list in viewport.DrawDataP.CmdLists:iter() do if not has then ImGui.Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport.Idx or 0, viewport.ID) end has = true ImGui.DebugNodeDrawList(nil, viewport, draw_list, "DrawList") end end ImGui.TreePop() end -- Viewports if ImGui.TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size) then ImGui.SetNextItemOpen(true, 2 --[[ImGuiCond.Once]]) if ImGui.TreeNode("Windows Minimap") then ImGui.RenderViewportsThumbnails() ImGui.TreePop() end cfg.HighlightViewportID = 0 for _, viewport in g.Viewports:iter() do ImGui.DebugNodeViewport(viewport) end ImGui.TreePop() end -- Details for Fonts for i, atlas in g.FontAtlases:iter() do if ImGui.TreeNode(tostring(atlas), "Fonts (%d), Textures (%d)", atlas.Fonts.Size, atlas.TexList.Size) then ImGui.ShowFontAtlas(atlas) ImGui.TreePop() end end -- Details for Popups if ImGui.TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size) then for _, popup_data in g.OpenPopupStack:iter() do -- As it's difficult to interact with tree nodes while popups are open, we display everything inline. local window = popup_data.Window local W = ImGuiWindowFlags ImGui.BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'", popup_data.PopupId, window and window.Name or "NULL", (window and bit32.band(window.Flags, W.ChildWindow) ~= 0) and "Child;" or "", (window and bit32.band(window.Flags, W.ChildMenu) ~= 0) and "Menu;" or "", popup_data.RestoreNavWindow and popup_data.RestoreNavWindow.Name or "NULL", (window and window.ParentWindow) and window.ParentWindow.Name or "NULL") end ImGui.TreePop() end -- Details for TabBars if ImGui.TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.AliveCount) then for n = 0, g.TabBars:GetMapSize() - 1 do local tab_bar = g.TabBars:GetByIndex(n) if tab_bar then ImGui.PushID(n) ImGui.DebugNodeTabBar(tab_bar, "TabBar") ImGui.PopID() end end ImGui.TreePop() end -- Details for Tables if ImGui.TreeNode("Tables", "Tables (%d)", g.Tables.AliveCount) then ForEachTable(g, ImGui.DebugNodeTable) ImGui.TreePop() end -- Details for TypingSelect if ImGui.TreeNode("TypingSelect", "TypingSelect (%d)", (#g.TypingSelectState.SearchBuffer ~= 0) and 1 or 0) then ImGui.DebugNodeTypingSelectState(g.TypingSelectState) ImGui.TreePop() end -- Details for MultiSelect if ImGui.TreeNode("MultiSelect", "MultiSelect (%d)", g.MultiSelectStorage.AliveCount) then local bs = g.BoxSelectState ImGui.BulletText("BoxSelect ID=0x%08X, Starting = %d, Active %d", bs.ID, B(bs.IsStarting), B(bs.IsActive)) for n = 0, g.MultiSelectStorage:GetMapSize() - 1 do local state = g.MultiSelectStorage:GetByIndex(n) if state then ImGui.DebugNodeMultiSelectState(state) end end ImGui.TreePop() end -- Details for Docking if ImGui.TreeNode("Docking") then local dc = g.DockContext _, MetricsDockRootOnly = ImGui.Checkbox("List root nodes", MetricsDockRootOnly) _, cfg.ShowDockingNodes = ImGui.Checkbox("Ctrl shows window dock info", cfg.ShowDockingNodes == true) if ImGui.SmallButton("Clear nodes") then ImGui.DockContextClearNodes(g, 0, true) end ImGui.SameLine() if ImGui.SmallButton("Rebuild all") then dc.WantFullRebuild = true end local ids = {} for id in pairs(dc.Nodes) do ids[#ids + 1] = id end table.sort(ids) for _, id in ipairs(ids) do local node = dc.Nodes[id] if node and (not MetricsDockRootOnly or node:IsRootNode()) then ImGui.DebugNodeDockNode(node, "Node") end end ImGui.TreePop() end -- Settings if ImGui.TreeNode("Settings") then if ImGui.SmallButton("Clear") then ImGui.ClearIniSettings() end ImGui.SameLine() if ImGui.SmallButton("Save to memory") then ImGui.SaveIniSettingsToMemory() end ImGui.SameLine() ImGui.TextUnformatted(io.IniFilename and ("\"" .. io.IniFilename .. "\"") or "") ImGui.Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer) if ImGui.TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size) then for _, handler in g.SettingsHandlers:iter() do ImGui.BulletText("\"%s\"", handler.TypeName) end ImGui.TreePop() end if ImGui.TreeNode("SettingsWindows", "Settings packed data: Windows: %d entries", g.SettingsWindows.Size) then for _, settings in g.SettingsWindows:iter() do ImGui.DebugNodeWindowSettings(settings) end ImGui.TreePop() end if ImGui.TreeNode("SettingsTables", "Settings packed data: Tables: %d entries", g.SettingsTables.Size) then for _, settings in g.SettingsTables:iter() do ImGui.DebugNodeTableSettings(settings, nil) end ImGui.TreePop() end if ImGui.TreeNode("SettingsDocking", "Settings packed data: Docking") then local dc = g.DockContext ImGui.Text("In SettingsWindows:") for _, settings in g.SettingsWindows:iter() do if (settings.DockId or 0) ~= 0 then ImGui.BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings.Name or "", settings.DockId, settings.DockOrder or -1) end end ImGui.Text("In SettingsNodes:") for _, settings in dc.NodesSettings:iter() do local selected_tab_name = nil if (settings.SelectedTabId or 0) ~= 0 then local window = ImGui.FindWindowByID(settings.SelectedTabId) selected_tab_name = window and window.Name or nil end ImGui.BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings.ID, settings.ParentNodeId or 0, settings.SelectedTabId or 0, selected_tab_name or ((settings.SelectedTabId or 0) ~= 0 and "N/A" or "")) end ImGui.TreePop() end local ini = g.SettingsIniData or "" if ImGui.TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", #ini) then ImGui.InputTextMultiline("##Ini", DemoBuf(ini, #ini + 1), #ini + 1, ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], ImGui.GetTextLineHeight() * 20), 512 --[[ImGuiInputTextFlags.ReadOnly]]) ImGui.TreePop() end ImGui.TreePop() end -- Inputs if ImGui.TreeNode("Inputs") then ImGui.Text("KEYBOARD/GAMEPAD/MOUSE KEYS") -- User code should never have to go through such hoops! You can generally iterate between ImGuiKey.NamedKey_BEGIN and ImGuiKey.NamedKey_END. ImGui.Indent() ImGui.Text("Keys down:") for key = 512 --[[ImGuiKey.NamedKey_BEGIN]], 667 --[[ImGuiKey.NamedKey_END]] - 1 do if ImGui.IsKeyDown(key) then ImGui.SameLine(); ImGui.Text("\"%s\"", ImGui.GetKeyName(key)) end end ImGui.Text("Keys pressed:") for key = 512 --[[ImGuiKey.NamedKey_BEGIN]], 667 --[[ImGuiKey.NamedKey_END]] - 1 do if ImGui.IsKeyPressed(key) then ImGui.SameLine(); ImGui.Text("\"%s\"", ImGui.GetKeyName(key)) end end ImGui.Text("Keys released:") for key = 512 --[[ImGuiKey.NamedKey_BEGIN]], 667 --[[ImGuiKey.NamedKey_END]] - 1 do if ImGui.IsKeyReleased(key) then ImGui.SameLine(); ImGui.Text("\"%s\"", ImGui.GetKeyName(key)) end end ImGui.Text("Keys mods: %s%s%s%s", io.KeyCtrl and "Ctrl " or "", io.KeyShift and "Shift " or "", io.KeyAlt and "Alt " or "", io.KeySuper and "Super " or "") ImGui.Unindent() ImGui.Text("MOUSE STATE") ImGui.Indent() if ImGui.IsMousePosValid() then ImGui.Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y) else ImGui.Text("Mouse pos: ") end ImGui.Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y) ImGui.Text("Mouse down:") for i = 0, 2 do if ImGui.IsMouseDown(i) then ImGui.SameLine(); ImGui.Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]) end end ImGui.Text("Mouse clicked:") for i = 0, 2 do if ImGui.IsMouseClicked(i) then ImGui.SameLine(); ImGui.Text("b%d (%d)", i, io.MouseClickedCount[i]) end end ImGui.Text("Mouse released:") for i = 0, 2 do if ImGui.IsMouseReleased(i) then ImGui.SameLine(); ImGui.Text("b%d", i) end end ImGui.Text("Mouse wheel: %.1f", io.MouseWheel) ImGui.Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer) ImGui.Unindent() ImGui.Text("MOUSE WHEELING") ImGui.Indent() ImGui.Text("WheelingWindow: '%s'", g.WheelingWindow and g.WheelingWindow.Name or "NULL") ImGui.Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer or 0) ImGui.Text("WheelingAxisAvg[] = { %.3f, %.3f }", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y) ImGui.Unindent() ImGui.TreePop() end -- Internal state if ImGui.TreeNode("Internal state") then local function N(w) return w and w.Name or "NULL" end ImGui.Text("WINDOWING") ImGui.Indent() ImGui.Text("HoveredWindow: '%s'", N(g.HoveredWindow)) ImGui.Text("HoveredWindow->Root: '%s'", g.HoveredWindow and N(g.HoveredWindow.RootWindowDockTree) or "NULL") ImGui.Text("HoveredWindowUnderMovingWindow: '%s'", N(g.HoveredWindowUnderMovingWindow)) ImGui.Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode and g.DebugHoveredDockNode.ID or 0) ImGui.Text("MovingWindow: '%s'", N(g.MovingWindow)) ImGui.Unindent() ImGui.Text("ITEMS") ImGui.Indent() ImGui.Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, B(g.ActiveIdAllowOverlap)) ImGui.Text("ActiveIdWindow: '%s'", N(g.ActiveIdWindow)) ImGui.Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, B(g.HoveredIdAllowOverlap)) -- Not displaying g.HoveredId as it is update mid-frame ImGui.Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId or 0, g.HoverItemDelayTimer or 0, g.HoverItemDelayClearTimer or 0) ImGui.Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\"", B(g.DragDropActive), g.DragDropPayload.SourceId or 0, tostring(g.DragDropPayload.DataType or "")) ImGui.Unindent() ImGui.Text("NAV,FOCUS") ImGui.Indent() ImGui.Text("NavWindow: '%s'", N(g.NavWindow)) ImGui.Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer) ImGui.Text("NavLastValidSelectionUserData = %s", tostring(g.NavLastValidSelectionUserData)) -- [Port] any Lua value: tostring() instead of %lld (0x%llX) ImGui.Text("NavActive: %d, NavVisible: %d", B(io.NavActive), B(io.NavVisible)) ImGui.Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId or 0, g.NavActivatePressedId or 0) ImGui.Text("NavActivateFlags: %04X", g.NavActivateFlags or 0) ImGui.Text("NavCursorVisible: %d, NavHighlightItemUnderNav: %d", B(g.NavCursorVisible), B(g.NavHighlightItemUnderNav)) ImGui.Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId or 0) ImGui.Text("NavWindowingTarget: '%s'", N(g.NavWindowingTarget)) ImGui.Unindent() ImGui.TreePop() end -- Overlay: Display windows Rectangles and Begin Order if cfg.ShowWindowsRects or cfg.ShowWindowsBeginOrder then for _, window in g.Windows:iter() do if window.WasActive then local draw_list = FG(window) if cfg.ShowWindowsRects then local r = GetWindowRect(window, cfg.ShowWindowsRectsType) draw_list:AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)) end if cfg.ShowWindowsBeginOrder and bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) == 0 then local font_size = ImGui.GetFontSize() draw_list:AddRectFilled(window.Pos, window.Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)) draw_list:AddText(window.Pos, IM_COL32(255, 255, 255, 255), tostring(window.BeginOrderWithinContext)) end end end end -- Overlay: Display Tables Rectangles if cfg.ShowTablesRects then ForEachTable(g, function(tbl) if tbl.LastFrameActive < g.FrameCount - 1 then return end local draw_list = FG(tbl.OuterWindow) if cfg.ShowTablesRectsType >= TRT_ColumnsRect then for column_n = 0, tbl.ColumnsCount - 1 do local r = GetTableRect(tbl, cfg.ShowTablesRectsType, column_n) local hot = (tbl.HoveredColumnBody == column_n) draw_list:AddRect(r.Min, r.Max, hot and IM_COL32(255, 255, 128, 255) or IM_COL32(255, 0, 128, 255), 0.0, hot and 3.0 or 1.0) end else local r = GetTableRect(tbl, cfg.ShowTablesRectsType, -1) draw_list:AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)) end end) end ImGui.End() return p_open end end --[[ [SECTION] METRICS/DEBUGGER WINDOW, DEBUG LOG, ID STACK TOOL, FONT DEBUG ]] return true -- [Roblox] ModuleScripts must return exactly one value end __FILES['imgui_demo.lua'] = function() -- dear imgui demo (Luau port of imgui_demo.cpp). Optional: the library never calls into this file. -- dear imgui, v1.93.0 WIP -- (demo code) -- Help: -- - Read FAQ at http://dearimgui.com/faq -- - Call and read ImGui.ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. -- - Need help integrating Dear ImGui in your codebase? -- - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started -- - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. -- Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. -- Get the latest version at https://github.com/ocornut/imgui -- How to easily locate code? -- - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools -- - Browse pthom's online imgui_explorer: web version the demo w/ source code browser: https://pthom.github.io/imgui_explorer -- - Find a visible string and search for it in the code! ----------------------------------------------------- -- PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! ----------------------------------------------------- -- Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: -- Think again! It is the most useful reference code that you and other coders will want to refer to and call. -- Have the ImGui.ShowDemoWindow() function wired in an always-available debug menu of your game/app! -- Also include Metrics! ItemPicker! DebugLog! and other debug features. -- Removing this file from your project is hindering access to documentation for everyone in your team, -- likely leading you to poorer usage of the library. -- Everything in this file will be stripped out by the linker if you don't call ImGui.ShowDemoWindow(). -- If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be -- linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. -- [Port] There is no linker here: build the bundle with `tools/bundle.py --no-demo` to leave this file out. -- In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. -- Thank you, -- -Your beloved friend, imgui_demo.cpp (which you won't delete) ---------------------------------------------- -- ABOUT THE MEANING OF THE 'static' KEYWORD: ---------------------------------------------- -- In this demo code, we frequently use 'static' variables inside functions. -- A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function. -- Think of "static int n = 0;" as "global int n = 0;" ! -- We do this IN THE DEMO because we want: -- - to gather code and data in the same place. -- - to make the demo source code faster to read, faster to change, smaller in size. -- - it is also a convenient way of storing simple UI related information as long as your function -- doesn't need to be reentrant or used in multiple threads. -- This might be a pattern you will want to use in your code, but most of the data you would be working -- with in a complex codebase is likely going to be stored outside your functions. -- [Port] Lua has no function-level 'static': they are fields of the file-level table S (S.FunctionName.x). ------------------------------------------- -- ABOUT THE CODING STYLE OF OUR DEMO CODE ------------------------------------------- -- The Demo code in this file is designed to be easy to copy-and-paste into your application! -- Because of this: -- - We never omit the ImGui. prefix when calling functions, even though most code here is in the same namespace. -- - We try to declare static variables in the local scope, as close as possible to the code using them. -- - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. -- - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided -- by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional -- and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. -- Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. -- Navigating this file: -- - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. -- - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. -- - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. -- - You can search/grep for all sections listed in the index to find the section. --[[ Index of this file: // [SECTION] Forward Declarations // [SECTION] Helpers // [SECTION] Demo Window / ShowDemoWindow() // [SECTION] DemoWindowMenuBar() // [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) // [SECTION] Helpers: ExampleImageViewer // [SECTION] DemoWindowWidgetsBasic() // [SECTION] DemoWindowWidgetsBullets() // [SECTION] DemoWindowWidgetsCollapsingHeaders() // [SECTION] DemoWindowWidgetsComboBoxes() // [SECTION] DemoWindowWidgetsColorAndPickers() // [SECTION] DemoWindowWidgetsDataTypes() // [SECTION] DemoWindowWidgetsDisableBlocks() // [SECTION] DemoWindowWidgetsDragAndDrop() // [SECTION] DemoWindowWidgetsDragsAndSliders() // [SECTION] DemoWindowWidgetsFonts() // [SECTION] DemoWindowWidgetsImages() // [SECTION] DemoWindowWidgetsListBoxes() // [SECTION] DemoWindowWidgetsLiveEdit() // [SECTION] DemoWindowWidgetsMixedValues() // [SECTION] DemoWindowWidgetsMultiComponents() // [SECTION] DemoWindowWidgetsPlotting() // [SECTION] DemoWindowWidgetsProgressBars() // [SECTION] DemoWindowWidgetsQueryingStatuses() // [SECTION] DemoWindowWidgetsSelectables() // [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() // [SECTION] DemoWindowWidgetsTabs() // [SECTION] DemoWindowWidgetsText() // [SECTION] DemoWindowWidgetsTextFilter() // [SECTION] DemoWindowWidgetsTextInput() // [SECTION] DemoWindowWidgetsTooltips() // [SECTION] DemoWindowWidgetsTreeNodes() // [SECTION] DemoWindowWidgetsVerticalSliders() // [SECTION] DemoWindowWidgets() // [SECTION] DemoWindowLayout() // [SECTION] DemoWindowPopups() // [SECTION] DemoWindowTables() // [SECTION] DemoWindowInputs() // [SECTION] About Window / ShowAboutWindow() // [SECTION] Style Editor / ShowStyleEditor() // [SECTION] User Guide / ShowUserGuide() // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() // [SECTION] Example App: Debug Console / ShowExampleAppConsole() // [SECTION] Example App: Image Viewer / ShowExampleAppImageViewer() // [SECTION] Example App: Debug Log / ShowExampleAppLog() // [SECTION] Example App: Simple Layout / ShowExampleAppLayout() // [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() // [SECTION] Example App: Long Text / ShowExampleAppLongText() // [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() // [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() // [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() // [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() // [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() // [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() // [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() ]] -- [Port] C includes, compiler warning pragmas, snprintf/PRId64/IMGUI_CDECL defines dropped (C only). -- Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) -- [Port] IM_NEWLINE is always "\n" here. -- Helpers macros -- We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, -- but making an exception here as those are largely simplifying code... -- In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. -- [Port] IM_MIN/IM_MAX/IM_CLAMP -> the library globals ImMin/ImMax/ImClamp. ------------------------------------------------------------------------------- -- [SECTION] Forward Declarations ------------------------------------------------------------------------------- -- Forward Declarations -- [Port] Not needed in Lua (globals are resolved at call time). Upstream list kept for reference: -- struct ImGuiDemoWindowData; -- static void ShowExampleAppMainMenuBar(); -- static void ShowExampleAppAssetsBrowser(bool* p_open); -- static void ShowExampleAppConsole(bool* p_open); -- static void ShowExampleAppCustomRendering(bool* p_open); -- static void ShowExampleAppDockSpace(bool* p_open); -- static void ShowExampleAppDocuments(bool* p_open); -- static void ShowExampleAppImageViewer(bool* p_open); -- static void ShowExampleAppLog(bool* p_open); -- static void ShowExampleAppLayout(bool* p_open); -- static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data); -- static void ShowExampleAppSimpleOverlay(bool* p_open); -- static void ShowExampleAppAutoResize(bool* p_open); -- static void ShowExampleAppConstrainedResize(bool* p_open); -- static void ShowExampleAppFullscreen(bool* p_open); -- static void ShowExampleAppLongText(bool* p_open); -- static void ShowExampleAppWindowTitles(bool* p_open); -- static void ShowExampleMenuFile(); -- We split the contents of the big ShowDemoWindow() function into smaller functions -- (because the link time of very large functions tends to grow non-linearly) -- static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data); -- static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data); -- static void DemoWindowLayout(); -- static void DemoWindowPopups(); -- static void DemoWindowTables(); -- static void DemoWindowColumns(); -- static void DemoWindowInputs(); -- Helper tree functions used by Property Editor & Multi-Select demos -- struct ExampleTreeNode; -- static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent); -- static void ExampleTree_DestroyNode(ExampleTreeNode* node); ------------------------------------------------------------------------------- -- [SECTION] Helpers ------------------------------------------------------------------------------- -- [Port] Storage for C++ function-level `static` variables: one sub-table per upstream function (S.FunctionName), -- declared right above the function. Shared by every part of this file. local S = {} local _ -- [Port] discard target for unused return values (`_, v = ImGui.Checkbox(...)`) -- Helper to display a little (?) mark which shows a tooltip when hovered. -- In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) function HelpMarker(desc) ImGui.TextDisabled("(?)") if ImGui.BeginItemTooltip() then ImGui.PushTextWrapPos(ImGui.GetFontSize() * 35.0) ImGui.TextUnformatted(desc) ImGui.PopTextWrapPos() ImGui.EndTooltip() end end function ShowDockingDisabledMessage() local io = ImGui.GetIO() ImGui.Text("ERROR: Docking is not enabled! See Demo > Configuration.") ImGui.Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or ") ImGui.SameLine(0.0, 0.0) if ImGui.SmallButton("click here") then io.ConfigFlags = bit32.bor(io.ConfigFlags, 128 --[[ImGuiConfigFlags.DockingEnable]]) end end -- Helper to wire demo markers located in code to an interactive browser (e.g. https://pthom.github.io/imgui_explorer) function IMGUI_DEMO_MARKER(section) end -- [Port] no ImGui.DemoMarker() hook in this port: no-op -- Sneakily forward declare functions which aren't worth putting in public API yet -- [Port] ImGui.ShowFontAtlas(atlas) and ImGui.TreeNodeSetOpen(storage_id, is_open) are already public here. ------------------------------------------------------------------------------- -- [SECTION] Demo Window / ShowDemoWindow() ------------------------------------------------------------------------------- -- Data to be shared across different functions of the demo. function ImGuiDemoWindowData() return { -- Examples Apps (accessible from the "Examples" menu) ShowMainMenuBar = false, ShowAppAssetsBrowser = false, ShowAppConsole = false, ShowAppCustomRendering = false, ShowAppDocuments = false, ShowAppDockSpace = false, ShowAppImageViewer = false, ShowAppLog = false, ShowAppLayout = false, ShowAppPropertyEditor = false, ShowAppSimpleOverlay = false, ShowAppAutoResize = false, ShowAppConstrainedResize = false, ShowAppFullscreen = false, ShowAppLongText = false, ShowAppWindowTitles = false, -- Dear ImGui Tools (accessible from the "Tools" menu) ShowMetrics = false, ShowDebugLog = false, ShowIDStackTool = false, ShowStyleEditor = false, ShowAbout = false, -- Other data DisableSections = false, LiveEditOverride = false, LiveEditFlags = 128 --[[ImGuiItemFlags.LiveEditOnInputText]], DemoTree = nil, -- [Port] no destructor: DemoTree is garbage collected (upstream calls ExampleTree_DestroyNode(DemoTree)). } end S.ShowDemoWindow = { -- Stored data demo_data = ImGuiDemoWindowData(), -- Demonstrate the various window flags. Typically you would just use the default! no_titlebar = false, no_scrollbar = false, no_menu = false, no_move = false, no_resize = false, no_collapse = false, no_close = false, no_nav = false, no_background = false, no_bring_to_front = false, no_docking = false, unsaved_document = false, } -- Demonstrate most Dear ImGui features (this is big function!) -- You may execute this function to experiment with the UI and understand what it does. -- You may then search for keywords in the code when you are interested by a specific feature. -- [Port] p_open: true/false/nil (nil = no close button). Returns the new p_open value. function ImGui.ShowDemoWindow(p_open) local s = S.ShowDemoWindow -- Exceptionally add an extra assert here for people confused about initial Dear ImGui setup -- Most functions would normally just assert/crash if the context is missing. assert(ImGui.GetCurrentContext() ~= nil, "Missing Dear ImGui context. Refer to examples app!") -- Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. -- [Port] IMGUI_CHECKVERSION() dropped: no ABI to verify. -- Stored data local demo_data = s.demo_data -- Examples Apps (accessible from the "Examples" menu) if demo_data.ShowMainMenuBar then ShowExampleAppMainMenuBar() end if demo_data.ShowAppDockSpace then demo_data.ShowAppDockSpace = ShowExampleAppDockSpace(demo_data.ShowAppDockSpace) end -- Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) if demo_data.ShowAppDocuments then demo_data.ShowAppDocuments = ShowExampleAppDocuments(demo_data.ShowAppDocuments) end -- ...process the Document app next, as it may also use a DockSpace() if demo_data.ShowAppAssetsBrowser then demo_data.ShowAppAssetsBrowser = ShowExampleAppAssetsBrowser(demo_data.ShowAppAssetsBrowser) end if demo_data.ShowAppConsole then demo_data.ShowAppConsole = ShowExampleAppConsole(demo_data.ShowAppConsole) end if demo_data.ShowAppCustomRendering then demo_data.ShowAppCustomRendering = ShowExampleAppCustomRendering(demo_data.ShowAppCustomRendering) end if demo_data.ShowAppImageViewer then demo_data.ShowAppImageViewer = ShowExampleAppImageViewer(demo_data.ShowAppImageViewer) end if demo_data.ShowAppLog then demo_data.ShowAppLog = ShowExampleAppLog(demo_data.ShowAppLog) end if demo_data.ShowAppLayout then demo_data.ShowAppLayout = ShowExampleAppLayout(demo_data.ShowAppLayout) end if demo_data.ShowAppPropertyEditor then demo_data.ShowAppPropertyEditor = ShowExampleAppPropertyEditor(demo_data.ShowAppPropertyEditor, demo_data) end if demo_data.ShowAppSimpleOverlay then demo_data.ShowAppSimpleOverlay = ShowExampleAppSimpleOverlay(demo_data.ShowAppSimpleOverlay) end if demo_data.ShowAppAutoResize then demo_data.ShowAppAutoResize = ShowExampleAppAutoResize(demo_data.ShowAppAutoResize) end if demo_data.ShowAppConstrainedResize then demo_data.ShowAppConstrainedResize = ShowExampleAppConstrainedResize(demo_data.ShowAppConstrainedResize) end if demo_data.ShowAppFullscreen then demo_data.ShowAppFullscreen = ShowExampleAppFullscreen(demo_data.ShowAppFullscreen) end if demo_data.ShowAppLongText then demo_data.ShowAppLongText = ShowExampleAppLongText(demo_data.ShowAppLongText) end if demo_data.ShowAppWindowTitles then demo_data.ShowAppWindowTitles = ShowExampleAppWindowTitles(demo_data.ShowAppWindowTitles) end -- Dear ImGui Tools (accessible from the "Tools" menu) if demo_data.ShowMetrics then demo_data.ShowMetrics = ImGui.ShowMetricsWindow(demo_data.ShowMetrics) end if demo_data.ShowDebugLog then demo_data.ShowDebugLog = ImGui.ShowDebugLogWindow(demo_data.ShowDebugLog) end if demo_data.ShowIDStackTool then demo_data.ShowIDStackTool = ImGui.ShowIDStackToolWindow(demo_data.ShowIDStackTool) end if demo_data.ShowAbout then demo_data.ShowAbout = ImGui.ShowAboutWindow(demo_data.ShowAbout) end if demo_data.ShowStyleEditor then demo_data.ShowStyleEditor = ImGui.Begin("Dear ImGui Style Editor", demo_data.ShowStyleEditor) ImGui.ShowStyleEditor() ImGui.End() end -- Demonstrate the various window flags. Typically you would just use the default! local window_flags = 0 if s.no_titlebar then window_flags = bit32.bor(window_flags, 1 --[[ImGuiWindowFlags.NoTitleBar]]) end if s.no_scrollbar then window_flags = bit32.bor(window_flags, 8 --[[ImGuiWindowFlags.NoScrollbar]]) end if not s.no_menu then window_flags = bit32.bor(window_flags, 1024 --[[ImGuiWindowFlags.MenuBar]]) end if s.no_move then window_flags = bit32.bor(window_flags, 4 --[[ImGuiWindowFlags.NoMove]]) end if s.no_resize then window_flags = bit32.bor(window_flags, 2 --[[ImGuiWindowFlags.NoResize]]) end if s.no_collapse then window_flags = bit32.bor(window_flags, 32 --[[ImGuiWindowFlags.NoCollapse]]) end if s.no_nav then window_flags = bit32.bor(window_flags, 196608 --[[ImGuiWindowFlags.NoNav]]) end if s.no_background then window_flags = bit32.bor(window_flags, 128 --[[ImGuiWindowFlags.NoBackground]]) end if s.no_bring_to_front then window_flags = bit32.bor(window_flags, 8192 --[[ImGuiWindowFlags.NoBringToFrontOnFocus]]) end if s.no_docking then window_flags = bit32.bor(window_flags, 524288 --[[ImGuiWindowFlags.NoDocking]]) end if s.unsaved_document then window_flags = bit32.bor(window_flags, 262144 --[[ImGuiWindowFlags.UnsavedDocument]]) end local begin_p_open = p_open -- [Port] keep the caller's value intact when not passed to Begin() if s.no_close then begin_p_open = nil end -- Don't pass our bool* to Begin -- We specify a default position/size in case there's no data in the .ini file. -- We only do it to make the demo applications a little more welcoming, but typically this isn't required. local main_viewport = ImGui.GetMainViewport() ImGui.SetNextWindowPos(ImVec2(main_viewport.WorkPos.x + 650, main_viewport.WorkPos.y + 20), 4 --[[ImGuiCond.FirstUseEver]]) ImGui.SetNextWindowSize(ImVec2(550, 680), 4 --[[ImGuiCond.FirstUseEver]]) -- Main body of the Demo window starts here. local open, visible = ImGui.Begin("Dear ImGui Demo", begin_p_open, window_flags) if begin_p_open ~= nil then p_open = open end -- [Port] write back the bool* output if not visible then -- Early out if the window is collapsed, as an optimization. ImGui.End() return p_open end -- Most framed widgets share a common width settings. Remaining width is used for the label. -- The width of the frame may be changed with PushItemWidth() or SetNextItemWidth(). -- - Positive value for absolute size, negative value for right-alignment. -- - The default value is about GetWindowWidth() * 0.65f. -- - See 'Demo->Layout->Widgets Width' for details. -- Here we change the frame width based on how much width we want to give to the label. local label_width_base = ImGui.GetFontSize() * 12 -- Some amount of width for label, based on font size. local label_width_max = ImGui.GetContentRegionAvail().x * 0.40 -- ...but always leave some room for framed widgets. local label_width = ImMin(label_width_base, label_width_max) ImGui.PushItemWidth(-label_width) -- Right-align: framed items will leave 'label_width' available for the label. --ImGui.PushItemWidth(ImGui.GetContentRegionAvail().x * 0.40) -- e.g. Use 40% width for framed widgets, leaving 60% width for labels. --ImGui.PushItemWidth(-ImGui.GetContentRegionAvail().x * 0.40) -- e.g. Use 40% width for labels, leaving 60% width for framed widgets. --ImGui.PushItemWidth(ImGui.GetFontSize() * -12) -- e.g. Use XXX width for labels, leaving the rest for framed widgets. -- Menu Bar DemoWindowMenuBar(demo_data) ImGui.Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, 19298 --[[IMGUI_VERSION_NUM]]) ImGui.Spacing() if ImGui.CollapsingHeader("Help") then IMGUI_DEMO_MARKER("Help") ImGui.SeparatorText("ABOUT THIS DEMO:") ImGui.BulletText("Sections below are demonstrating many aspects of the library.") ImGui.BulletText("The \"Examples\" menu above leads to more demo contents.") ImGui.BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" .. "and Metrics/Debugger (general purpose Dear ImGui debugging tool).") ImGui.BulletText("Web demo (w/ source code browser): ") ImGui.SameLine(0, 0) ImGui.TextLinkOpenURL("https://pthom.github.io/imgui_explorer") ImGui.SeparatorText("PROGRAMMER GUIDE:") ImGui.BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!") ImGui.BulletText("See comments in imgui.cpp.") ImGui.BulletText("See example applications in the examples/ folder.") ImGui.BulletText("Read the FAQ at ") ImGui.SameLine(0, 0) ImGui.TextLinkOpenURL("https://www.dearimgui.com/faq/") ImGui.BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.") ImGui.BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.") ImGui.SeparatorText("USER GUIDE:") ImGui.ShowUserGuide() end if ImGui.CollapsingHeader("Configuration") then local io = ImGui.GetIO() if ImGui.TreeNode("Configuration##2") then IMGUI_DEMO_MARKER("Configuration") ImGui.SeparatorText("General") _, io.ConfigFlags = ImGui.CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", io.ConfigFlags, 1 --[[ImGuiConfigFlags.NavEnableKeyboard]]) ImGui.SameLine(); HelpMarker("Enable keyboard controls.") _, io.ConfigFlags = ImGui.CheckboxFlags("io.ConfigFlags: NavEnableGamepad", io.ConfigFlags, 2 --[[ImGuiConfigFlags.NavEnableGamepad]]) ImGui.SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.") _, io.ConfigFlags = ImGui.CheckboxFlags("io.ConfigFlags: NoMouse", io.ConfigFlags, 16 --[[ImGuiConfigFlags.NoMouse]]) ImGui.SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions.") -- The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: if bit32.band(io.ConfigFlags, 16 --[[ImGuiConfigFlags.NoMouse]]) ~= 0 then if math.fmod(ImGui.GetTime(), 0.40) < 0.20 then ImGui.SameLine() ImGui.Text("<>") end -- Prevent both being checked if ImGui.IsKeyPressed(524 --[[ImGuiKey.Space]]) or bit32.band(io.ConfigFlags, 64 --[[ImGuiConfigFlags.NoKeyboard]]) ~= 0 then io.ConfigFlags = bit32.band(io.ConfigFlags, bit32.bnot(16 --[[ImGuiConfigFlags.NoMouse]])) end end _, io.ConfigFlags = ImGui.CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", io.ConfigFlags, 32 --[[ImGuiConfigFlags.NoMouseCursorChange]]) ImGui.SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.") _, io.ConfigFlags = ImGui.CheckboxFlags("io.ConfigFlags: NoKeyboard", io.ConfigFlags, 64 --[[ImGuiConfigFlags.NoKeyboard]]) ImGui.SameLine(); HelpMarker("Instruct dear imgui to disable keyboard inputs and interactions.") _, io.ConfigInputTrickleEventQueue = ImGui.Checkbox("io.ConfigInputTrickleEventQueue", io.ConfigInputTrickleEventQueue) ImGui.SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.") _, io.MouseDrawCursor = ImGui.Checkbox("io.MouseDrawCursor", io.MouseDrawCursor) ImGui.SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).") ImGui.SeparatorText("Keyboard/Gamepad Navigation") _, io.ConfigNavSwapGamepadButtons = ImGui.Checkbox("io.ConfigNavSwapGamepadButtons", io.ConfigNavSwapGamepadButtons) _, io.ConfigNavMoveSetMousePos = ImGui.Checkbox("io.ConfigNavMoveSetMousePos", io.ConfigNavMoveSetMousePos) ImGui.SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult") _, io.ConfigNavCaptureKeyboard = ImGui.Checkbox("io.ConfigNavCaptureKeyboard", io.ConfigNavCaptureKeyboard) _, io.ConfigNavEscapeClearFocusItem = ImGui.Checkbox("io.ConfigNavEscapeClearFocusItem", io.ConfigNavEscapeClearFocusItem) ImGui.SameLine(); HelpMarker("Pressing Escape clears focused item.") _, io.ConfigNavEscapeClearFocusWindow = ImGui.Checkbox("io.ConfigNavEscapeClearFocusWindow", io.ConfigNavEscapeClearFocusWindow) ImGui.SameLine(); HelpMarker("Pressing Escape clears focused window.") _, io.ConfigNavCursorVisibleAuto = ImGui.Checkbox("io.ConfigNavCursorVisibleAuto", io.ConfigNavCursorVisibleAuto) ImGui.SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor.") _, io.ConfigNavCursorVisibleAlways = ImGui.Checkbox("io.ConfigNavCursorVisibleAlways", io.ConfigNavCursorVisibleAlways) ImGui.SameLine(); HelpMarker("Navigation cursor is always visible.") ImGui.SeparatorText("Docking") _, io.ConfigFlags = ImGui.CheckboxFlags("io.ConfigFlags: DockingEnable", io.ConfigFlags, 128 --[[ImGuiConfigFlags.DockingEnable]]) ImGui.SameLine() if io.ConfigDockingWithShift then HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).") else HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).") end if bit32.band(io.ConfigFlags, 128 --[[ImGuiConfigFlags.DockingEnable]]) ~= 0 then ImGui.Indent() _, io.ConfigDockingNoSplit = ImGui.Checkbox("io.ConfigDockingNoSplit", io.ConfigDockingNoSplit) ImGui.SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.") _, io.ConfigDockingNoDockingOver = ImGui.Checkbox("io.ConfigDockingNoDockingOver", io.ConfigDockingNoDockingOver) ImGui.SameLine(); HelpMarker("Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows.") _, io.ConfigDockingWithShift = ImGui.Checkbox("io.ConfigDockingWithShift", io.ConfigDockingWithShift) ImGui.SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)") _, io.ConfigDockingAlwaysTabBar = ImGui.Checkbox("io.ConfigDockingAlwaysTabBar", io.ConfigDockingAlwaysTabBar) ImGui.SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows.") _, io.ConfigDockingTransparentPayload = ImGui.Checkbox("io.ConfigDockingTransparentPayload", io.ConfigDockingTransparentPayload) ImGui.SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.") ImGui.Unindent() end ImGui.SeparatorText("Multi-viewports") _, io.ConfigFlags = ImGui.CheckboxFlags("io.ConfigFlags: ViewportsEnable", io.ConfigFlags, 1024 --[[ImGuiConfigFlags.ViewportsEnable]]) ImGui.SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details.") if bit32.band(io.ConfigFlags, 1024 --[[ImGuiConfigFlags.ViewportsEnable]]) ~= 0 then ImGui.Indent() _, io.ConfigViewportsNoAutoMerge = ImGui.Checkbox("io.ConfigViewportsNoAutoMerge", io.ConfigViewportsNoAutoMerge) ImGui.SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it.") _, io.ConfigViewportsNoTaskBarIcon = ImGui.Checkbox("io.ConfigViewportsNoTaskBarIcon", io.ConfigViewportsNoTaskBarIcon) ImGui.SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)") _, io.ConfigViewportsNoDecoration = ImGui.Checkbox("io.ConfigViewportsNoDecoration", io.ConfigViewportsNoDecoration) ImGui.SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)") _, io.ConfigViewportsNoDefaultParent = ImGui.Checkbox("io.ConfigViewportsNoDefaultParent", io.ConfigViewportsNoDefaultParent) ImGui.SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)") _, io.ConfigViewportsPlatformFocusSetsImGuiFocus = ImGui.Checkbox("io.ConfigViewportsPlatformFocusSetsImGuiFocus", io.ConfigViewportsPlatformFocusSetsImGuiFocus) ImGui.SameLine(); HelpMarker("When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change).") ImGui.Unindent() end --ImGui.SeparatorText("DPI/Scaling") --_, io.ConfigDpiScaleFonts = ImGui.Checkbox("io.ConfigDpiScaleFonts", io.ConfigDpiScaleFonts) --ImGui.SameLine(); HelpMarker("Experimental: Automatically update style.FontScaleDpi when Monitor DPI changes. This will scale fonts but NOT style sizes/padding for now.") --_, io.ConfigDpiScaleViewports = ImGui.Checkbox("io.ConfigDpiScaleViewports", io.ConfigDpiScaleViewports) --ImGui.SameLine(); HelpMarker("Experimental: Scale Dear ImGui and Platform Windows when Monitor DPI changes.") ImGui.SeparatorText("Windows") _, io.ConfigWindowsResizeFromEdges = ImGui.Checkbox("io.ConfigWindowsResizeFromEdges", io.ConfigWindowsResizeFromEdges) ImGui.SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback.") _, io.ConfigWindowsMoveFromTitleBarOnly = ImGui.Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", io.ConfigWindowsMoveFromTitleBarOnly) _, io.ConfigWindowsCopyContentsWithCtrlC = ImGui.Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", io.ConfigWindowsCopyContentsWithCtrlC) -- [EXPERIMENTAL] ImGui.SameLine(); HelpMarker("*EXPERIMENTAL* Ctrl+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order.") _, io.ConfigScrollbarScrollByPage = ImGui.Checkbox("io.ConfigScrollbarScrollByPage", io.ConfigScrollbarScrollByPage) ImGui.SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location.") ImGui.SeparatorText("Widgets") _, io.ConfigInputTextCursorBlink = ImGui.Checkbox("io.ConfigInputTextCursorBlink", io.ConfigInputTextCursorBlink) ImGui.SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).") _, io.ConfigInputTextEnterKeepActive = ImGui.Checkbox("io.ConfigInputTextEnterKeepActive", io.ConfigInputTextEnterKeepActive) ImGui.SameLine(); HelpMarker("Pressing Enter will reactivate item and select all text (single-line only).") _, io.ConfigDragClickToInputText = ImGui.Checkbox("io.ConfigDragClickToInputText", io.ConfigDragClickToInputText) ImGui.SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).") _, io.ConfigMacOSXBehaviors = ImGui.Checkbox("io.ConfigMacOSXBehaviors", io.ConfigMacOSXBehaviors) ImGui.SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors.") ImGui.Text("Also see Style->Rendering for rendering options.") ImGui.SeparatorText("Settings") _, io.ConfigIniSettingsSaveLastUsedDate = ImGui.Checkbox("io.ConfigIniSettingsSaveLastUsedDate", io.ConfigIniSettingsSaveLastUsedDate) -- Also read: https://github.com/ocornut/imgui/wiki/Error-Handling ImGui.SeparatorText("Error Handling") _, io.ConfigErrorRecovery = ImGui.Checkbox("io.ConfigErrorRecovery", io.ConfigErrorRecovery) ImGui.SameLine(); HelpMarker( "Options to configure how we handle recoverable errors.\n" .. "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" .. "- You not are not supposed to rely on it in the course of a normal application run.\n" .. "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" .. "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call! " .. "Otherwise it would severely hinder your ability to catch and correct mistakes!") _, io.ConfigErrorRecoveryEnableAssert = ImGui.Checkbox("io.ConfigErrorRecoveryEnableAssert", io.ConfigErrorRecoveryEnableAssert) _, io.ConfigErrorRecoveryEnableDebugLog = ImGui.Checkbox("io.ConfigErrorRecoveryEnableDebugLog", io.ConfigErrorRecoveryEnableDebugLog) _, io.ConfigErrorRecoveryEnableTooltip = ImGui.Checkbox("io.ConfigErrorRecoveryEnableTooltip", io.ConfigErrorRecoveryEnableTooltip) if not io.ConfigErrorRecoveryEnableAssert and not io.ConfigErrorRecoveryEnableDebugLog and not io.ConfigErrorRecoveryEnableTooltip then io.ConfigErrorRecoveryEnableAssert = true; io.ConfigErrorRecoveryEnableDebugLog = true; io.ConfigErrorRecoveryEnableTooltip = true end -- Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools ImGui.SeparatorText("Debug") _, io.ConfigDebugIsDebuggerPresent = ImGui.Checkbox("io.ConfigDebugIsDebuggerPresent", io.ConfigDebugIsDebuggerPresent) ImGui.SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.") _, io.ConfigDebugHighlightIdConflicts = ImGui.Checkbox("io.ConfigDebugHighlightIdConflicts", io.ConfigDebugHighlightIdConflicts) ImGui.SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers.") ImGui.BeginDisabled() _, io.ConfigDebugBeginReturnValueOnce = ImGui.Checkbox("io.ConfigDebugBeginReturnValueOnce", io.ConfigDebugBeginReturnValueOnce) ImGui.EndDisabled() ImGui.SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover.") _, io.ConfigDebugBeginReturnValueLoop = ImGui.Checkbox("io.ConfigDebugBeginReturnValueLoop", io.ConfigDebugBeginReturnValueLoop) ImGui.SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.") _, io.ConfigDebugIgnoreFocusLoss = ImGui.Checkbox("io.ConfigDebugIgnoreFocusLoss", io.ConfigDebugIgnoreFocusLoss) ImGui.SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data.") _, io.ConfigDebugDrawListDefaultsToStrokeLegacy = ImGui.Checkbox("io.ConfigDebugDrawListDefaultsToStrokeLegacy", io.ConfigDebugDrawListDefaultsToStrokeLegacy) ImGui.SameLine(); HelpMarker("Option to default all ImDrawList to ImDrawFlags_StrokeLegacy mode, mimicking pre-1.93.0 rendering.") _, io.ConfigDebugIniSettings = ImGui.Checkbox("io.ConfigDebugIniSettings", io.ConfigDebugIniSettings) ImGui.SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower).") ImGui.TreePop() ImGui.Spacing() end if ImGui.TreeNode("Backend Flags") then IMGUI_DEMO_MARKER("Configuration/Backend Flags") HelpMarker( "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" .. "Here we expose them as read-only fields to avoid breaking interactions with your backend.") -- Make a local copy to avoid modifying actual backend flags. -- FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright? ImGui.BeginDisabled() _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: HasGamepad", io.BackendFlags, 1 --[[ImGuiBackendFlags.HasGamepad]]) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: HasMouseCursors", io.BackendFlags, 2 --[[ImGuiBackendFlags.HasMouseCursors]]) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: HasSetMousePos", io.BackendFlags, 4 --[[ImGuiBackendFlags.HasSetMousePos]]) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: PlatformHasViewports", io.BackendFlags, 2048 --[[ImGuiBackendFlags.PlatformHasViewports]]) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",io.BackendFlags, 4096 --[[ImGuiBackendFlags.HasMouseHoveredViewport]]) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: HasParentViewport", io.BackendFlags, 8192 --[[ImGuiBackendFlags.HasParentViewport]]) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", io.BackendFlags, 8 --[[ImGuiBackendFlags.RendererHasVtxOffset]]) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasTextures", io.BackendFlags, 16 --[[ImGuiBackendFlags.RendererHasTextures]]) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: RendererHasViewports", io.BackendFlags, 1024 --[[ImGuiBackendFlags.RendererHasViewports]]) ImGui.EndDisabled() ImGui.TreePop() ImGui.Spacing() end if ImGui.TreeNode("Style, Fonts") then IMGUI_DEMO_MARKER("Configuration/Style, Fonts") _, demo_data.ShowStyleEditor = ImGui.Checkbox("Style Editor", demo_data.ShowStyleEditor) ImGui.SameLine() HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.") ImGui.TreePop() ImGui.Spacing() end if ImGui.TreeNode("Capture/Logging") then IMGUI_DEMO_MARKER("Configuration/Capture, Logging") HelpMarker( "The logging API redirects all text output so you can easily capture the content of " .. "a window or a block. Tree nodes can be automatically expanded.\n" .. "Try opening any of the contents below in this window and then click one of the \"Log To\" button.") ImGui.LogButtons() HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output.") if ImGui.Button("Copy \"Hello, world!\" to clipboard") then ImGui.LogToClipboard() ImGui.LogText("Hello, world!") ImGui.LogFinish() end ImGui.TreePop() end end if ImGui.CollapsingHeader("Window options") then IMGUI_DEMO_MARKER("Window options") if ImGui.BeginTable("split", 3) then ImGui.TableNextColumn(); _, s.no_titlebar = ImGui.Checkbox("No titlebar", s.no_titlebar) ImGui.TableNextColumn(); _, s.no_scrollbar = ImGui.Checkbox("No scrollbar", s.no_scrollbar) ImGui.TableNextColumn(); _, s.no_menu = ImGui.Checkbox("No menu", s.no_menu) ImGui.TableNextColumn(); _, s.no_move = ImGui.Checkbox("No move", s.no_move) ImGui.TableNextColumn(); _, s.no_resize = ImGui.Checkbox("No resize", s.no_resize) ImGui.TableNextColumn(); _, s.no_collapse = ImGui.Checkbox("No collapse", s.no_collapse) ImGui.TableNextColumn(); _, s.no_close = ImGui.Checkbox("No close", s.no_close) ImGui.TableNextColumn(); _, s.no_nav = ImGui.Checkbox("No nav", s.no_nav) ImGui.TableNextColumn(); _, s.no_background = ImGui.Checkbox("No background", s.no_background) ImGui.TableNextColumn(); _, s.no_bring_to_front = ImGui.Checkbox("No bring to front", s.no_bring_to_front) ImGui.TableNextColumn(); _, s.no_docking = ImGui.Checkbox("No docking", s.no_docking) ImGui.TableNextColumn(); _, s.unsaved_document = ImGui.Checkbox("Unsaved document", s.unsaved_document) ImGui.EndTable() end end -- All demo contents DemoWindowWidgets(demo_data) DemoWindowLayout() DemoWindowPopups() DemoWindowTables() DemoWindowInputs() -- End of ShowDemoWindow() ImGui.PopItemWidth() ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowMenuBar() ------------------------------------------------------------------------------- function DemoWindowMenuBar(demo_data) if ImGui.BeginMenuBar() then if ImGui.BeginMenu("Menu") then IMGUI_DEMO_MARKER("Menu/File") ShowExampleMenuFile() ImGui.EndMenu() end if ImGui.BeginMenu("Examples") then IMGUI_DEMO_MARKER("Menu/Examples") _, demo_data.ShowMainMenuBar = ImGui.MenuItem("Main menu bar", nil, demo_data.ShowMainMenuBar) ImGui.SeparatorText("Mini apps") _, demo_data.ShowAppAssetsBrowser = ImGui.MenuItem("Assets Browser", nil, demo_data.ShowAppAssetsBrowser) _, demo_data.ShowAppConsole = ImGui.MenuItem("Console", nil, demo_data.ShowAppConsole) _, demo_data.ShowAppCustomRendering = ImGui.MenuItem("Custom rendering", nil, demo_data.ShowAppCustomRendering) _, demo_data.ShowAppDocuments = ImGui.MenuItem("Documents", nil, demo_data.ShowAppDocuments) _, demo_data.ShowAppDockSpace = ImGui.MenuItem("Dockspace", nil, demo_data.ShowAppDockSpace) _, demo_data.ShowAppImageViewer = ImGui.MenuItem("Image Viewer", nil, demo_data.ShowAppImageViewer) _, demo_data.ShowAppLog = ImGui.MenuItem("Log", nil, demo_data.ShowAppLog) _, demo_data.ShowAppPropertyEditor = ImGui.MenuItem("Property editor", nil, demo_data.ShowAppPropertyEditor) _, demo_data.ShowAppLayout = ImGui.MenuItem("Simple layout", nil, demo_data.ShowAppLayout) _, demo_data.ShowAppSimpleOverlay = ImGui.MenuItem("Simple overlay", nil, demo_data.ShowAppSimpleOverlay) ImGui.SeparatorText("Concepts") _, demo_data.ShowAppAutoResize = ImGui.MenuItem("Auto-resizing window", nil, demo_data.ShowAppAutoResize) _, demo_data.ShowAppConstrainedResize = ImGui.MenuItem("Constrained-resizing window", nil, demo_data.ShowAppConstrainedResize) _, demo_data.ShowAppFullscreen = ImGui.MenuItem("Fullscreen window", nil, demo_data.ShowAppFullscreen) _, demo_data.ShowAppLongText = ImGui.MenuItem("Long text display", nil, demo_data.ShowAppLongText) _, demo_data.ShowAppWindowTitles = ImGui.MenuItem("Manipulating window titles", nil, demo_data.ShowAppWindowTitles) ImGui.EndMenu() end --if ImGui.MenuItem("MenuItem") then end -- You can also use MenuItem() inside a menu bar! if ImGui.BeginMenu("Tools") then IMGUI_DEMO_MARKER("Menu/Tools") local io = ImGui.GetIO() local has_debug_tools = true -- [Port] IMGUI_DISABLE_DEBUG_TOOLS is never defined here _, demo_data.ShowMetrics = ImGui.MenuItem("Metrics/Debugger", nil, demo_data.ShowMetrics, has_debug_tools) if ImGui.BeginMenu("Debug Options") then ImGui.BeginDisabled(not has_debug_tools) _, io.ConfigDebugHighlightIdConflicts = ImGui.Checkbox("Highlight ID Conflicts", io.ConfigDebugHighlightIdConflicts) ImGui.EndDisabled() _, io.ConfigErrorRecoveryEnableAssert = ImGui.Checkbox("Assert on error recovery", io.ConfigErrorRecoveryEnableAssert) ImGui.TextDisabled("(see Demo->Configuration for more)") ImGui.EndMenu() end _, demo_data.ShowDebugLog = ImGui.MenuItem("Debug Log", nil, demo_data.ShowDebugLog, has_debug_tools) _, demo_data.ShowIDStackTool = ImGui.MenuItem("ID Stack Tool", nil, demo_data.ShowIDStackTool, has_debug_tools) local is_debugger_present = io.ConfigDebugIsDebuggerPresent local has_item_picker = ImGui.DebugStartItemPicker ~= nil -- [Port] ImGui.DebugStartItemPicker() is not ported yet: menu item disabled until it is if ImGui.MenuItem("Item Picker", nil, false, has_debug_tools and has_item_picker) then -- and is_debugger_present ImGui.DebugStartItemPicker() end if not is_debugger_present then ImGui.SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application.") end _, demo_data.ShowStyleEditor = ImGui.MenuItem("Style Editor", nil, demo_data.ShowStyleEditor) _, demo_data.ShowAbout = ImGui.MenuItem("About Dear ImGui", nil, demo_data.ShowAbout) ImGui.EndMenu() end ImGui.EndMenuBar() end end ------------------------------------------------------------------------------- -- [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) ------------------------------------------------------------------------------- -- Simple representation for a tree -- (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) function ExampleTreeNode() return { -- Tree structure Name = "", -- [Port] Lua string (upstream char Name[28]), max 27 bytes UID = 0, Parent = nil, Childs = {}, -- [Port] plain 1-based Lua array (upstream ImVector): #Childs, Childs[n + 1] IndexInParent = 0, -- Maintaining this allows us to implement linear traversal more easily (0-based) -- Leaf Data HasData = false, -- All leaves have data DataMyBool = true, DataMyInt = 128, DataMyVec2 = ImVec2(0.0, 3.141592), } end -- Simple representation of struct metadata/serialization data. -- (this is a minimal version of what a typical advanced application may provide) function ExampleMemberInfo(name, data_type, data_count, offset) return { Name = name, -- Member name DataType = data_type, -- Member type DataCount = data_count, -- Member count (1 when scalar) Offset = offset, -- Offset inside parent structure -- [Port] field key in the node table (no offsetof) } end -- Metadata description of ExampleTreeNode struct. ExampleTreeNodeMemberInfos = { ExampleMemberInfo("MyName", ImGuiDataType.String, 1, "Name"), ExampleMemberInfo("MyBool", ImGuiDataType.Bool, 1, "DataMyBool"), ExampleMemberInfo("MyInt", ImGuiDataType.S32, 1, "DataMyInt"), ExampleMemberInfo("MyVec2", ImGuiDataType.Float, 2, "DataMyVec2"), } function ExampleTree_CreateNode(name, uid, parent) local node = ExampleTreeNode() node.Name = string.sub(name, 1, 27) -- [Port] snprintf() into char[28] node.UID = uid node.Parent = parent node.IndexInParent = parent and #parent.Childs or 0 if parent then parent.Childs[#parent.Childs + 1] = node end return node end function ExampleTree_DestroyNode(node) for _, child_node in ipairs(node.Childs) do ExampleTree_DestroyNode(child_node) end -- [Port] IM_DELETE(node): nothing to do, garbage collected end S.ExampleTree_CreateDemoTree = { category_names = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }, } -- Create example tree data -- (warning: this can allocates MANY MANY more times than other code in all of Dear ImGui + demo combined) -- (a real application managing one million nodes would likely store its tree data differently) function ExampleTree_CreateDemoTree() local s = S.ExampleTree_CreateDemoTree -- 20 root nodes -> 211 total nodes, ~261 allocs. -- 1000 root nodes -> ~11K total nodes, ~14K allocs. -- 10000 root nodes -> ~123K total nodes, ~154K allocs. -- 100000 root nodes -> ~1338K total nodes, ~1666K allocs. local ROOT_ITEMS_COUNT = 20 local category_names = s.category_names local category_count = #category_names local name_buf -- [Port] Lua string, truncated to sizeof(ExampleTreeNode::Name) by ExampleTree_CreateNode() local uid = 0 uid = uid + 1 local node_L0 = ExampleTree_CreateNode("", uid, nil) for idx_L0 = 0, ROOT_ITEMS_COUNT - 1 do name_buf = string.format("%s %d", category_names[math.floor(idx_L0 / math.floor(ROOT_ITEMS_COUNT / category_count)) + 1], idx_L0 % math.floor(ROOT_ITEMS_COUNT / category_count)) uid = uid + 1 local node_L1 = ExampleTree_CreateNode(name_buf, uid, node_L0) local number_of_childs = #node_L1.Name for idx_L1 = 0, number_of_childs - 1 do name_buf = string.format("Child %d", idx_L1) uid = uid + 1 local node_L2 = ExampleTree_CreateNode(name_buf, uid, node_L1) node_L2.HasData = true if idx_L1 == 0 then name_buf = string.format("Sub-child %d", 0) uid = uid + 1 local node_L3 = ExampleTree_CreateNode(name_buf, uid, node_L2) node_L3.HasData = true end end end return node_L0 end ------------------------------------------------------------------------------- -- [SECTION] Helpers: ExampleImageViewer ------------------------------------------------------------------------------- function ExampleImageViewerData() return { ImageBgColor = IM_COL32(100, 100, 100, 255), GridColor = IM_COL32(255, 255, 255, 100), GridEnabled = true, ViewReset = true, ViewOffset = ImVec2(0.0, 0.0), -- in image space Zoom = 10.0, ZoomMin = 1.0, ZoomMax = 10000.0, } end function ExampleImageViewer_DrawOptions(data) ImGui.SetNextItemShortcut(552 --[[ImGuiKey.G]], 262144 --[[ImGuiInputFlags.Tooltip]]) -- | ImGuiInputFlags.RouteGlobal _, data.GridEnabled = ImGui.Checkbox("Grid", data.GridEnabled) ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.GetFontSize() * 10.0) local zoom_100 = data.Zoom * 100.0 local changed zoom_100, changed = ImGui.DragFloat("##Zoom", zoom_100, 5.0, data.ZoomMin * 100.0, data.ZoomMax * 100.0, "%.0f%%", 1536 --[[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() 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(662 --[[ImGuiKey.MouseWheelY]]) then if io.MouseWheel ~= 0.0 then data.Zoom = ImClamp(data.Zoom * (1.0 + io.MouseWheel * 0.10), data.ZoomMin, data.ZoomMax) end end local zoom = data.Zoom -- (float)(int)ViewZoom; if ImGui.IsItemActive() and ImGui.IsMouseDragging(0) then data.ViewOffset.x = data.ViewOffset.x - io.MouseDelta.x / zoom data.ViewOffset.y = data.ViewOffset.y - io.MouseDelta.y / zoom end -- Display image local image_min, image_max = ImVec2(), ImVec2() image_min.x = ImTrunc((canvas_min.x - (data.ViewOffset.x * zoom)) + (canvas_size.x * 0.5)) image_min.y = ImTrunc((canvas_min.y - (data.ViewOffset.y * zoom)) + (canvas_size.y * 0.5)) image_max.x = ImTrunc(image_min.x + image_w * zoom) image_max.y = ImTrunc(image_min.y + image_h * zoom) draw_list:AddRect(ImVec2(canvas_min.x - 1.0, canvas_min.y - 1.0), ImVec2(canvas_max.x + 1.0, canvas_max.y + 1.0), IM_COL32(255, 255, 255, 255)) draw_list:PushClipRect(canvas_min, canvas_max, true) draw_list:AddRectFilled(image_min, image_max, data.ImageBgColor) if platform_io.DrawCallback_SetSamplerNearest ~= nil then draw_list:AddCallback(platform_io.DrawCallback_SetSamplerNearest) end draw_list:AddImage(image_tex_ref, image_min, image_max) if platform_io.DrawCallback_SetSamplerLinear ~= nil then draw_list:AddCallback(ImGui.GetPlatformIO().DrawCallback_SetSamplerLinear) end -- Display grid lines for visible pixels if data.GridEnabled and zoom > 6.0 then local step = zoom for px = ImTrunc((canvas_min.x - image_min.x) / step), ImTrunc((canvas_max.x - image_min.x) / step) do draw_list:AddLineV(image_min.x + px * step, canvas_min.y, canvas_max.y, data.GridColor, 1.0) end for py = ImTrunc((canvas_min.y - image_min.y) / step), ImTrunc((canvas_max.y - image_min.y) / step) do draw_list:AddLineH(canvas_min.x, canvas_max.x, image_min.y + py * step, data.GridColor, 1.0) end end draw_list:PopClipRect() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsBasic() ------------------------------------------------------------------------------- S.DemoWindowWidgetsBasic = { clicked = 0, check = true, e = 0, counter = 0, inputs = { str0 = ImGui.NewTextBuffer("Hello, world!", 128), str1 = ImGui.NewTextBuffer("", 128), i0 = 123, f0 = 0.001, d0 = 999999.00000001, f1 = 1.e10, vec4a = { 0.10, 0.20, 0.30, 0.44 }, }, drags = { i1 = 50, i2 = 42, i3 = 128, f1 = 1.00, f2 = 0.0067 }, sliders = { i1 = 0, f1 = 0.123, f2 = 0.0, angle = 0.0, elem = 0 }, pickers = { col1 = { 1.0, 0.0, 0.2 }, col2 = { 0.4, 0.7, 0.0, 0.5 } }, combo = { item_current = 0 }, listbox = { item_current = 1 }, } function DemoWindowWidgetsBasic() local _ if ImGui.TreeNode("Basic") then local s = S.DemoWindowWidgetsBasic IMGUI_DEMO_MARKER("Widgets/Basic") ImGui.SeparatorText("General") IMGUI_DEMO_MARKER("Widgets/Basic/Button") if ImGui.Button("Button") then s.clicked = s.clicked + 1 end if bit32.band(s.clicked, 1) ~= 0 then ImGui.SameLine() ImGui.Text("Thanks for clicking me!") end IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox") _, s.check = ImGui.Checkbox("checkbox", s.check) IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton") _, s.e = ImGui.RadioButton("radio a", s.e, 0); ImGui.SameLine() _, s.e = ImGui.RadioButton("radio b", s.e, 1); ImGui.SameLine() _, s.e = ImGui.RadioButton("radio c", s.e, 2) ImGui.AlignTextToFramePadding() ImGui.TextLinkOpenURL("Hyperlink", "https://github.com/ocornut/imgui/wiki/Error-Handling") -- Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)") for i = 0, 6 do if i > 0 then ImGui.SameLine() end ImGui.PushID(i) ImGui.PushStyleColor(22 --[[ImGuiCol.Button]], ImColor.HSV(i / 7.0, 0.6, 0.6).Value) ImGui.PushStyleColor(23 --[[ImGuiCol.ButtonHovered]], ImColor.HSV(i / 7.0, 0.7, 0.7).Value) ImGui.PushStyleColor(24 --[[ImGuiCol.ButtonActive]], ImColor.HSV(i / 7.0, 0.8, 0.8).Value) ImGui.Button("Click") ImGui.PopStyleColor(3) ImGui.PopID() end -- Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements -- (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) -- See 'Demo->Layout->Text Baseline Alignment' for details. ImGui.AlignTextToFramePadding() ImGui.Text("Hold to repeat:") ImGui.SameLine() -- Arrow buttons with Repeater IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)") local spacing = ImGui.GetStyle().ItemInnerSpacing.x ImGui.PushItemFlag(8 --[[ImGuiItemFlags.ButtonRepeat]], true) if ImGui.ArrowButton("##left", 0 --[[ImGuiDir.Left]]) then s.counter = s.counter - 1 end ImGui.SameLine(0.0, spacing) if ImGui.ArrowButton("##right", 1 --[[ImGuiDir.Right]]) then s.counter = s.counter + 1 end ImGui.PopItemFlag() ImGui.SameLine() ImGui.Text("%d", s.counter) ImGui.Button("Tooltip") ImGui.SetItemTooltip("I am a tooltip") ImGui.LabelText("label", "Value") ImGui.SeparatorText("Inputs") do local s = S.DemoWindowWidgetsBasic.inputs -- If you want to use InputText() with std::string or any custom dynamic string type: -- - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp -- - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize. IMGUI_DEMO_MARKER("Widgets/Basic/InputText") ImGui.InputText("input text", s.str0, 128) ImGui.SameLine(); HelpMarker( "USER:\n" .. "Hold Shift or use mouse to select text.\n" .. "Ctrl+Left/Right to word jump.\n" .. "Ctrl+A or Double-Click to select all.\n" .. "Ctrl+X,Ctrl+C,Ctrl+V for clipboard.\n" .. "Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.\n" .. "Escape to revert.\n\n" .. "PROGRAMMER:\n" .. "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " .. "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " .. "in imgui_demo.cpp).") ImGui.InputTextWithHint("input text (w/ hint)", "enter text here", s.str1, 128) IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat") s.i0 = ImGui.InputInt("input int", s.i0) s.f0 = ImGui.InputFloat("input float", s.f0, 0.01, 1.0, "%.3f") s.d0 = ImGui.InputDouble("input double", s.d0, 0.01, 1.0, "%.8f") s.f1 = ImGui.InputFloat("input scientific", s.f1, 0.0, 0.0, "%e") ImGui.SameLine(); HelpMarker( "You can input value using the scientific notation,\n" .. " e.g. \"1e+8\" becomes \"100000000\".") ImGui.InputFloat3("input float3", s.vec4a) end ImGui.SeparatorText("Drags") do local s = S.DemoWindowWidgetsBasic.drags IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat") s.i1 = ImGui.DragInt("drag int", s.i1, 1) ImGui.SameLine(); HelpMarker( "Click and drag to edit value.\n" .. "Hold Shift/Alt for faster/slower edit.\n" .. "Double-Click or Ctrl+Click to input value.") s.i2 = ImGui.DragInt("drag int 0..100", s.i2, 1, 0, 100, "%d%%", 1536 --[[ImGuiSliderFlags.AlwaysClamp]]) s.i3 = ImGui.DragInt("drag int wrap 100..200", s.i3, 1, 100, 200, "%d", 256 --[[ImGuiSliderFlags.WrapAround]]) s.f1 = ImGui.DragFloat("drag float", s.f1, 0.005) s.f2 = ImGui.DragFloat("drag small float", s.f2, 0.0001, 0.0, 0.0, "%.06f ns") --ImGui.DragFloat("drag wrap -1..1", f3, 0.005, -1.0, 1.0, nil, ImGuiSliderFlags.WrapAround) end ImGui.SeparatorText("Sliders") do local s = S.DemoWindowWidgetsBasic.sliders IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat") s.i1 = ImGui.SliderInt("slider int", s.i1, -1, 3) ImGui.SameLine(); HelpMarker("Ctrl+Click to input value.") s.f1 = ImGui.SliderFloat("slider float", s.f1, 0.0, 1.0, "ratio = %.3f") s.f2 = ImGui.SliderFloat("slider float (log)", s.f2, -10.0, 10.0, "%.4f", 32 --[[ImGuiSliderFlags.Logarithmic]]) IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle") s.angle = ImGui.SliderAngle("slider angle", s.angle) -- Using the format string to display a name instead of an integer. -- Here we completely omit '%d' from the format string, so it'll only display a name. -- This technique can also be used with DragInt(). IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)") local Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT = 0, 1, 2, 3, 4 local elems_names = { "Fire", "Earth", "Air", "Water" } local elem_name = (s.elem >= 0 and s.elem < Element_COUNT) and elems_names[s.elem + 1] or "Unknown" s.elem = ImGui.SliderInt("slider enum", s.elem, 0, Element_COUNT - 1, elem_name) -- Use ImGuiSliderFlags_NoInput flag to disable Ctrl+Click here. ImGui.SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.") end ImGui.SeparatorText("Selectors/Pickers") do local s = S.DemoWindowWidgetsBasic.pickers IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4") ImGui.ColorEdit3("color 1", s.col1) ImGui.SameLine(); HelpMarker( "Click on the color square to open a color picker.\n" .. "Click and hold to use drag and drop.\n" .. "Right-Click on the color square to show options.\n" .. "Ctrl+Click on individual component to input value.\n") ImGui.ColorEdit4("color 2", s.col2) end do local s = S.DemoWindowWidgetsBasic.combo -- Using the _simplified_ one-liner Combo() api here -- See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. IMGUI_DEMO_MARKER("Widgets/Basic/Combo") local items = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" } s.item_current = ImGui.Combo("combo", s.item_current, items, #items) ImGui.SameLine(); HelpMarker( "Using the simplified one-liner Combo API here.\n" .. "Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API.") end do local s = S.DemoWindowWidgetsBasic.listbox -- Using the _simplified_ one-liner ListBox() api here -- See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. IMGUI_DEMO_MARKER("Widgets/Basic/ListBox") local items = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" } s.item_current = ImGui.ListBox("listbox", s.item_current, items, #items, 4) ImGui.SameLine(); HelpMarker( "Using the simplified one-liner ListBox API here.\n" .. "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.") end -- Testing ImGuiOnceUponAFrame helper. --static ImGuiOnceUponAFrame once; --for (int i = 0; i < 5; i++) -- if (once) -- ImGui.Text("This will be displayed only once."); ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsBullets() ------------------------------------------------------------------------------- function DemoWindowWidgetsBullets() if ImGui.TreeNode("Bullets") then IMGUI_DEMO_MARKER("Widgets/Bullets") ImGui.BulletText("Bullet point 1") ImGui.BulletText("Bullet point 2\nOn multiple lines") if ImGui.TreeNode("Tree node") then ImGui.BulletText("Another bullet point") ImGui.TreePop() end ImGui.Bullet(); ImGui.Text("Bullet point 3 (two calls)") ImGui.Bullet(); ImGui.SmallButton("Button") ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsCollapsingHeaders() ------------------------------------------------------------------------------- S.DemoWindowWidgetsCollapsingHeaders = { closable_group = true, } function DemoWindowWidgetsCollapsingHeaders() local _ if ImGui.TreeNode("Collapsing Headers") then local s = S.DemoWindowWidgetsCollapsingHeaders IMGUI_DEMO_MARKER("Widgets/Collapsing Headers") _, s.closable_group = ImGui.Checkbox("Show 2nd header", s.closable_group) if ImGui.CollapsingHeader("Header", 0 --[[ImGuiTreeNodeFlags.None]]) then ImGui.Text("IsItemHovered: %d", ImGui.IsItemHovered() and 1 or 0) for i = 0, 4 do ImGui.Text("Some content %d", i) end end local open open, s.closable_group = ImGui.CollapsingHeader("Header with a close button", s.closable_group) if open then ImGui.Text("IsItemHovered: %d", ImGui.IsItemHovered() and 1 or 0) for i = 0, 4 do ImGui.Text("More content %d", i) end end --[[ if ImGui.CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags.Bullet) then ImGui.Text("IsItemHovered: %d", ImGui.IsItemHovered()) end ]] ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsColorAndPickers() ------------------------------------------------------------------------------- S.DemoWindowWidgetsColorAndPickers = { color = ImVec4(114.0 / 255.0, 144.0 / 255.0, 154.0 / 255.0, 200.0 / 255.0), base_flags = ImGuiColorEditFlags.None, saved_palette_init = true, saved_palette = {}, -- 32 x ImVec4, 1-based backup_color = ImVec4(), no_border = false, ref_color = false, ref_color_v = ImVec4(1.0, 0.0, 1.0, 0.5), picker_mode = 0, display_mode = 0, color_picker_flags = ImGuiColorEditFlags.AlphaBar, color_hsv = ImVec4(0.23, 1.0, 1.0, 1.0), -- Stored as HSV! } function DemoWindowWidgetsColorAndPickers() local _ if ImGui.TreeNode("Color/Picker Widgets") then local s = S.DemoWindowWidgetsColorAndPickers IMGUI_DEMO_MARKER("Widgets/Color") local color = s.color ImGui.SeparatorText("Options") _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoAlpha", s.base_flags, 2 --[[ImGuiColorEditFlags.NoAlpha]]) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_AlphaOpaque", s.base_flags, 4096 --[[ImGuiColorEditFlags.AlphaOpaque]]) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_AlphaNoBg", s.base_flags, 8192 --[[ImGuiColorEditFlags.AlphaNoBg]]) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_AlphaPreviewHalf", s.base_flags, 16384 --[[ImGuiColorEditFlags.AlphaPreviewHalf]]) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoOptions", s.base_flags, 8 --[[ImGuiColorEditFlags.NoOptions]]); ImGui.SameLine(); HelpMarker("Right-click on the individual color widget to show options.") _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoDragDrop", s.base_flags, 512 --[[ImGuiColorEditFlags.NoDragDrop]]) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoColorMarkers", s.base_flags, 2048 --[[ImGuiColorEditFlags.NoColorMarkers]]) _, s.base_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_HDR", s.base_flags, 524288 --[[ImGuiColorEditFlags.HDR]]); ImGui.SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.") local base_flags = s.base_flags IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit") ImGui.SeparatorText("Inline color editor") ImGui.Text("Color widget:") ImGui.SameLine(); HelpMarker( "Click on the color square to open a color picker.\n" .. "Ctrl+Click on individual component to input value.\n") ImGui.ColorEdit3("MyColor##1", color, base_flags) IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)") ImGui.Text("Color widget HSV with Alpha:") ImGui.ColorEdit4("MyColor##2", color, bit32.bor(2097152 --[[ImGuiColorEditFlags.DisplayHSV]], base_flags)) IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)") ImGui.Text("Color widget with Float Display:") ImGui.ColorEdit4("MyColor##2f", color, bit32.bor(16777216 --[[ImGuiColorEditFlags.Float]], base_flags)) IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)") ImGui.Text("Color button with Picker:") ImGui.SameLine(); HelpMarker( "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" .. "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " .. "be used for the tooltip and picker popup.") ImGui.ColorEdit4("MyColor##3", color, bit32.bor(32 --[[ImGuiColorEditFlags.NoInputs]], 128 --[[ImGuiColorEditFlags.NoLabel]], base_flags)) IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)") ImGui.Text("Color button with Custom Picker Popup:") -- Generate a default palette. The palette will persist and can be edited. local saved_palette = s.saved_palette if s.saved_palette_init then for n = 0, 32 - 1 do saved_palette[n + 1] = ImVec4() saved_palette[n + 1].x, saved_palette[n + 1].y, saved_palette[n + 1].z = ImGui.ColorConvertHSVtoRGB(n / 31.0, 0.8, 0.8) saved_palette[n + 1].w = 1.0 -- Alpha end s.saved_palette_init = false end local open_popup = ImGui.ColorButton("MyColor##3b", color, base_flags) ImGui.SameLine(0, ImGui.GetStyle().ItemInnerSpacing.x) open_popup = ImGui.Button("Palette") or open_popup if open_popup then ImGui.OpenPopup("mypicker") ImVec4_Copy(s.backup_color, color) end if ImGui.BeginPopup("mypicker") then ImGui.Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!") ImGui.Separator() ImGui.ColorPicker4("##picker", color, bit32.bor(base_flags, 256 --[[ImGuiColorEditFlags.NoSidePreview]], 16 --[[ImGuiColorEditFlags.NoSmallPreview]])) ImGui.SameLine() ImGui.BeginGroup() -- Lock X position ImGui.Text("Current") ImGui.ColorButton("##current", color, bit32.bor(4 --[[ImGuiColorEditFlags.NoPicker]], 16384 --[[ImGuiColorEditFlags.AlphaPreviewHalf]]), ImVec2(60, 40)) ImGui.Text("Previous") if ImGui.ColorButton("##previous", s.backup_color, bit32.bor(4 --[[ImGuiColorEditFlags.NoPicker]], 16384 --[[ImGuiColorEditFlags.AlphaPreviewHalf]]), ImVec2(60, 40)) then ImVec4_Copy(color, s.backup_color) end ImGui.Separator() ImGui.Text("Palette") for n = 0, #saved_palette - 1 do ImGui.PushID(n) if (n % 8) ~= 0 then ImGui.SameLine(0.0, ImGui.GetStyle().ItemSpacing.y) end local palette_button_flags = bit32.bor(2 --[[ImGuiColorEditFlags.NoAlpha]], 4 --[[ImGuiColorEditFlags.NoPicker]], 64 --[[ImGuiColorEditFlags.NoTooltip]]) if ImGui.ColorButton("##palette", saved_palette[n + 1], palette_button_flags, ImVec2(20, 20)) then color.x, color.y, color.z = saved_palette[n + 1].x, saved_palette[n + 1].y, saved_palette[n + 1].z -- Preserve alpha! end -- Allow user to drop colors into each palette entry. Note that ColorButton() is already a -- drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. if ImGui.BeginDragDropTarget() then local payload = ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F) if payload then local d = payload.Data -- [Port] memcpy -> copy components (Data is a 1-based float array) saved_palette[n + 1].x, saved_palette[n + 1].y, saved_palette[n + 1].z = d[1], d[2], d[3] end payload = ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F) if payload then local d = payload.Data -- [Port] memcpy -> copy components saved_palette[n + 1].x, saved_palette[n + 1].y, saved_palette[n + 1].z, saved_palette[n + 1].w = d[1], d[2], d[3], d[4] end ImGui.EndDragDropTarget() end ImGui.PopID() end ImGui.EndGroup() ImGui.EndPopup() end IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)") ImGui.Text("Color button only:") _, s.no_border = ImGui.Checkbox("ImGuiColorEditFlags_NoBorder", s.no_border) ImGui.ColorButton("MyColor##3c", color, bit32.bor(base_flags, s.no_border and 1024 --[[ImGuiColorEditFlags.NoBorder]] or 0), ImVec2(80, 80)) IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker") ImGui.SeparatorText("Color picker") ImGui.PushID("Color picker") _, s.color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoAlpha", s.color_picker_flags, 2 --[[ImGuiColorEditFlags.NoAlpha]]) _, s.color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_AlphaBar", s.color_picker_flags, 262144 --[[ImGuiColorEditFlags.AlphaBar]]) _, s.color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_NoSidePreview", s.color_picker_flags, 256 --[[ImGuiColorEditFlags.NoSidePreview]]) if bit32.band(s.color_picker_flags, 256 --[[ImGuiColorEditFlags.NoSidePreview]]) ~= 0 then ImGui.SameLine() _, s.ref_color = ImGui.Checkbox("With Ref Color", s.ref_color) if s.ref_color then ImGui.SameLine() ImGui.ColorEdit4("##RefColor", s.ref_color_v, bit32.bor(32 --[[ImGuiColorEditFlags.NoInputs]], base_flags)) end end _, s.color_picker_flags = ImGui.CheckboxFlags("ImGuiColorEditFlags_PickerNoRotate", s.color_picker_flags, 134217728 --[[ImGuiColorEditFlags.PickerNoRotate]]) s.picker_mode = ImGui.Combo("Picker Mode", s.picker_mode, "Auto/Current\0ImGuiColorEditFlags_PickerHueBar\0ImGuiColorEditFlags_PickerHueWheel\0") ImGui.SameLine(); HelpMarker("When not specified explicitly, user can right-click the picker to change mode.") s.display_mode = ImGui.Combo("Display Mode", s.display_mode, "Auto/Current\0ImGuiColorEditFlags_NoInputs\0ImGuiColorEditFlags_DisplayRGB\0ImGuiColorEditFlags_DisplayHSV\0ImGuiColorEditFlags_DisplayHex\0") ImGui.SameLine(); HelpMarker( "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " .. "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " .. "if you don't specify a display mode.\n\nYou can change the defaults using io.ConfigColorEditFlags.") local flags = bit32.bor(base_flags, s.color_picker_flags) if s.picker_mode == 1 then flags = bit32.bor(flags, 33554432 --[[ImGuiColorEditFlags.PickerHueBar]]) end if s.picker_mode == 2 then flags = bit32.bor(flags, 67108864 --[[ImGuiColorEditFlags.PickerHueWheel]]) end if s.display_mode == 1 then flags = bit32.bor(flags, 32 --[[ImGuiColorEditFlags.NoInputs]]) end -- Disable all RGB/HSV/Hex displays if s.display_mode == 2 then flags = bit32.bor(flags, 1048576 --[[ImGuiColorEditFlags.DisplayRGB]]) end -- Override display mode if s.display_mode == 3 then flags = bit32.bor(flags, 2097152 --[[ImGuiColorEditFlags.DisplayHSV]]) end if s.display_mode == 4 then flags = bit32.bor(flags, 4194304 --[[ImGuiColorEditFlags.DisplayHex]]) end ImGui.ColorPicker4("MyColor##4", color, flags, s.ref_color and s.ref_color_v or nil) ImGui.Text("Set defaults in code:") ImGui.SameLine(); HelpMarker( "io.ConfigColorEditFlags is designed to allow you to set boot-time default.\n" .. "We don't have Push/Pop functions because you can force options on a per-widget basis if needed, " .. "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid " .. "encouraging you to persistently save values that aren't forward-compatible.") if ImGui.Button("Overwrite default: Uint8 + HSV + Hue Bar") then ImGui.GetIO().ConfigColorEditFlags = bit32.bor(8388608 --[[ImGuiColorEditFlags.Uint8]], 2097152 --[[ImGuiColorEditFlags.DisplayHSV]], 33554432 --[[ImGuiColorEditFlags.PickerHueBar]], 268435456 --[[ImGuiColorEditFlags.InputRGB]]) -- [Port] + InputRGB: without it ColorEdit4's InputMask_ power-of-two assert trips end if ImGui.Button("Overwrite default: Float + HDR + Hue Wheel") then ImGui.GetIO().ConfigColorEditFlags = bit32.bor(16777216 --[[ImGuiColorEditFlags.Float]], 524288 --[[ImGuiColorEditFlags.HDR]], 67108864 --[[ImGuiColorEditFlags.PickerHueWheel]], 1048576 --[[ImGuiColorEditFlags.DisplayRGB]], 268435456 --[[ImGuiColorEditFlags.InputRGB]]) -- [Port] + DisplayRGB + InputRGB: same asserts (DisplayMask_/InputMask_) end -- Always display a small version of both types of pickers -- (that's in order to make it more visible in the demo to people who are skimming quickly through it) ImGui.Text("Both types:") local w = (ImGui.GetContentRegionAvail().x - ImGui.GetStyle().ItemSpacing.y) * 0.40 ImGui.SetNextItemWidth(w) ImGui.ColorPicker3("##MyColor##5", color, bit32.bor(33554432 --[[ImGuiColorEditFlags.PickerHueBar]], 256 --[[ImGuiColorEditFlags.NoSidePreview]], 32 --[[ImGuiColorEditFlags.NoInputs]], 2 --[[ImGuiColorEditFlags.NoAlpha]])) ImGui.SameLine() ImGui.SetNextItemWidth(w) ImGui.ColorPicker3("##MyColor##6", color, bit32.bor(67108864 --[[ImGuiColorEditFlags.PickerHueWheel]], 256 --[[ImGuiColorEditFlags.NoSidePreview]], 32 --[[ImGuiColorEditFlags.NoInputs]], 2 --[[ImGuiColorEditFlags.NoAlpha]])) ImGui.PopID() -- HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) local color_hsv = s.color_hsv -- Stored as HSV! ImGui.Spacing() ImGui.Text("HSV encoded colors") ImGui.SameLine(); HelpMarker( "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV " .. "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the " .. "added benefit that you can manipulate hue values with the picker even when saturation or value are zero.") ImGui.Text("Color widget with InputHSV:") ImGui.ColorEdit4("HSV shown as RGB##1", color_hsv, bit32.bor(1048576 --[[ImGuiColorEditFlags.DisplayRGB]], 536870912 --[[ImGuiColorEditFlags.InputHSV]], 16777216 --[[ImGuiColorEditFlags.Float]])) ImGui.ColorEdit4("HSV shown as HSV##1", color_hsv, bit32.bor(2097152 --[[ImGuiColorEditFlags.DisplayHSV]], 536870912 --[[ImGuiColorEditFlags.InputHSV]], 16777216 --[[ImGuiColorEditFlags.Float]])) ImGui.DragFloat4("Raw HSV values", color_hsv, 0.01, 0.0, 1.0) ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsComboBoxes() ------------------------------------------------------------------------------- S.DemoWindowWidgetsComboBoxes = { flags = 0, item_selected_idx = 0, -- Here we store our selection data as an index. filter = nil, -- ImGuiTextFilter, created lazily item_current_2 = 0, item_current_3 = -1, -- If the selection isn't within 0..count, Combo won't display a preview item_current_4 = 0, } function DemoWindowWidgetsComboBoxes() local _, pressed if ImGui.TreeNode("Combo") then local s = S.DemoWindowWidgetsComboBoxes IMGUI_DEMO_MARKER("Widgets/Combo") -- Combo Boxes are also called "Dropdown" in other systems -- Expose flags as checkbox for the demo _, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", s.flags, 1 --[[ImGuiComboFlags.PopupAlignLeft]]) ImGui.SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo") pressed, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_NoArrowButton", s.flags, 32 --[[ImGuiComboFlags.NoArrowButton]]) if pressed then s.flags = bit32.band(s.flags, bit32.bnot(64 --[[ImGuiComboFlags.NoPreview]])) -- Clear incompatible flags end pressed, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_NoPreview", s.flags, 64 --[[ImGuiComboFlags.NoPreview]]) if pressed then s.flags = bit32.band(s.flags, bit32.bnot(bit32.bor(32 --[[ImGuiComboFlags.NoArrowButton]], 128 --[[ImGuiComboFlags.WidthFitPreview]]))) -- Clear incompatible flags end pressed, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_WidthFitPreview", s.flags, 128 --[[ImGuiComboFlags.WidthFitPreview]]) if pressed then s.flags = bit32.band(s.flags, bit32.bnot(64 --[[ImGuiComboFlags.NoPreview]])) end -- Override default popup height pressed, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_HeightSmall", s.flags, 2 --[[ImGuiComboFlags.HeightSmall]]) if pressed then s.flags = bit32.band(s.flags, bit32.bnot(bit32.band(30 --[[ImGuiComboFlags.HeightMask_]], bit32.bnot(2 --[[ImGuiComboFlags.HeightSmall]])))) end pressed, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_HeightRegular", s.flags, 4 --[[ImGuiComboFlags.HeightRegular]]) if pressed then s.flags = bit32.band(s.flags, bit32.bnot(bit32.band(30 --[[ImGuiComboFlags.HeightMask_]], bit32.bnot(4 --[[ImGuiComboFlags.HeightRegular]])))) end pressed, s.flags = ImGui.CheckboxFlags("ImGuiComboFlags_HeightLargest", s.flags, 16 --[[ImGuiComboFlags.HeightLargest]]) if pressed then s.flags = bit32.band(s.flags, bit32.bnot(bit32.band(30 --[[ImGuiComboFlags.HeightMask_]], bit32.bnot(16 --[[ImGuiComboFlags.HeightLargest]])))) end -- Using the generic BeginCombo() API, you have full control over how to display the combo contents. -- (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively -- stored in the object itself, etc.) local items = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" } -- Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) local combo_preview_value = items[s.item_selected_idx + 1] if ImGui.BeginCombo("combo 1", combo_preview_value, s.flags) then for n = 0, #items - 1 do local is_selected = (s.item_selected_idx == n) if ImGui.Selectable(items[n + 1], is_selected) then s.item_selected_idx = n end -- Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if is_selected then ImGui.SetItemDefaultFocus() end end ImGui.EndCombo() end -- Show case embedding a filter using a simple trick: displaying the filter inside combo contents. -- See https://github.com/ocornut/imgui/issues/718 for advanced/esoteric alternatives. if ImGui.BeginCombo("combo 2 (w/ filter)", combo_preview_value, s.flags) then if s.filter == nil then s.filter = ImGuiTextFilter() end local filter = s.filter if ImGui.IsWindowAppearing() then ImGui.SetKeyboardFocusHere() filter:Clear() end ImGui.SetNextItemShortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 551 --[[ImGuiKey.F]])) ImGui.SetNextItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]) filter:DrawWithHint("##Filter", "Filter (incl -excl)") for n = 0, #items - 1 do local is_selected = (s.item_selected_idx == n) if filter:PassFilter(items[n + 1]) then if ImGui.Selectable(items[n + 1], is_selected) then s.item_selected_idx = n end end end ImGui.EndCombo() end ImGui.Spacing() ImGui.SeparatorText("One-liner variants") HelpMarker("The Combo() function is not greatly useful apart from cases were you want to embed all options in a single strings.\nFlags above don't apply to this section.") -- Simplified one-liner Combo() API, using values packed in a single constant string -- This is a convenience for when the selection set is small and known at compile-time. s.item_current_2 = ImGui.Combo("combo 3 (one-liner)", s.item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0") -- Simplified one-liner Combo() using an array of const char* -- This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. s.item_current_3 = ImGui.Combo("combo 4 (array)", s.item_current_3, items, #items) -- Simplified one-liner Combo() using an accessor function s.item_current_4 = ImGui.Combo("combo 5 (function)", s.item_current_4, function(data, n) return data[n + 1] end, items, #items) ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsDataTypes() ------------------------------------------------------------------------------- S.DemoWindowWidgetsDataTypes = { -- State s8_v = 127, u8_v = 255, s16_v = 32767, u16_v = 65535, s32_v = -1, u32_v = 4294967295, -- (ImU32)-1 -- [Port] s64_v / u64_v: 64-bit integer types are not supported (Lua numbers are doubles) f32_v = 0.123, f64_v = 90000.01234567890123456789, drag_clamp = false, inputs_step = true, flags = ImGuiInputTextFlags.None, } function DemoWindowWidgetsDataTypes() local _ if ImGui.TreeNode("Data Types") then local s = S.DemoWindowWidgetsDataTypes IMGUI_DEMO_MARKER("Widgets/Data Types") -- DragScalar/InputScalar/SliderScalar functions allow various data types -- - signed/unsigned -- - 8/16/32/64-bits -- - integer/float/double -- To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum -- to pass the type, and passing all arguments by pointer. -- This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. -- In practice, if you frequently use a given type that is not covered by the normal API entry points, -- you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, -- and then pass their address to the generic function. For example: -- bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") -- { -- return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); -- } -- [Port] in this port the value is passed and returned by value: `v = ImGui.SliderScalar(label, data_type, v, min, max, format)` -- Setup limits (as helper variables so we can take their address, as explained above) -- Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. -- [Port] LLONG_MIN/LLONG_MAX/ULLONG_MAX fallback block dropped: no 64-bit integer types local s8_zero, s8_one, s8_fifty, s8_min, s8_max = 0, 1, 50, -128, 127 local u8_zero, u8_one, u8_fifty, u8_min, u8_max = 0, 1, 50, 0, 255 local s16_zero, s16_one, s16_fifty, s16_min, s16_max = 0, 1, 50, -32768, 32767 local u16_zero, u16_one, u16_fifty, u16_min, u16_max = 0, 1, 50, 0, 65535 local s32_zero, s32_one, s32_fifty, s32_min, s32_max, s32_hi_a, s32_hi_b = 0, 1, 50, -1073741824, 1073741823, 1073741823 - 100, 1073741823 -- INT_MIN/2, INT_MAX/2 local u32_zero, u32_one, u32_fifty, u32_min, u32_max, u32_hi_a, u32_hi_b = 0, 1, 50, 0, 2147483647, 2147483647 - 100, 2147483647 -- UINT_MAX/2 -- [Port] s64_* / u64_* limits: ImGuiDataType.S64/U64 are not supported local f32_zero, f32_one, f32_lo_a, f32_hi_a = 0.0, 1.0, -10000000000.0, 10000000000.0 local f64_zero, f64_one, f64_lo_a, f64_hi_a = 0.0, 1.0, -1000000000000000.0, 1000000000000000.0 -- State -- (see S.DemoWindowWidgetsDataTypes) local drag_speed = 0.2 IMGUI_DEMO_MARKER("Widgets/Data Types/Drags") ImGui.SeparatorText("Drags") _, s.drag_clamp = ImGui.Checkbox("Clamp integers to 0..50", s.drag_clamp) ImGui.SameLine(); HelpMarker( "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" .. "You can override the clamping limits by using Ctrl+Click to input a value.") local drag_clamp = s.drag_clamp s.s8_v = ImGui.DragScalar("drag s8", 0 --[[ImGuiDataType.S8]], s.s8_v, drag_speed, drag_clamp and s8_zero or nil, drag_clamp and s8_fifty or nil) s.u8_v = ImGui.DragScalar("drag u8", 1 --[[ImGuiDataType.U8]], s.u8_v, drag_speed, drag_clamp and u8_zero or nil, drag_clamp and u8_fifty or nil, "%u ms") s.s16_v = ImGui.DragScalar("drag s16", 2 --[[ImGuiDataType.S16]], s.s16_v, drag_speed, drag_clamp and s16_zero or nil, drag_clamp and s16_fifty or nil) s.u16_v = ImGui.DragScalar("drag u16", 3 --[[ImGuiDataType.U16]], s.u16_v, drag_speed, drag_clamp and u16_zero or nil, drag_clamp and u16_fifty or nil, "%u ms") s.s32_v = ImGui.DragScalar("drag s32", 4 --[[ImGuiDataType.S32]], s.s32_v, drag_speed, drag_clamp and s32_zero or nil, drag_clamp and s32_fifty or nil) s.s32_v = ImGui.DragScalar("drag s32 hex", 4 --[[ImGuiDataType.S32]], s.s32_v, drag_speed, drag_clamp and s32_zero or nil, drag_clamp and s32_fifty or nil, "0x%08X") s.u32_v = ImGui.DragScalar("drag u32", 5 --[[ImGuiDataType.U32]], s.u32_v, drag_speed, drag_clamp and u32_zero or nil, drag_clamp and u32_fifty or nil, "%u ms") -- [Port] ImGui.DragScalar("drag s64", ImGuiDataType.S64, s64_v, ...) -- 64-bit types not supported -- [Port] ImGui.DragScalar("drag u64", ImGuiDataType.U64, u64_v, ...) -- 64-bit types not supported s.f32_v = ImGui.DragScalar("drag float", 6 --[[ImGuiDataType.Float]], s.f32_v, 0.005, f32_zero, f32_one, "%f") s.f32_v = ImGui.DragScalar("drag float log", 6 --[[ImGuiDataType.Float]], s.f32_v, 0.005, f32_zero, f32_one, "%f", 32 --[[ImGuiSliderFlags.Logarithmic]]) s.f64_v = ImGui.DragScalar("drag double", 7 --[[ImGuiDataType.Double]], s.f64_v, 0.0005, f64_zero, nil, "%.10f grams") s.f64_v = ImGui.DragScalar("drag double log",7 --[[ImGuiDataType.Double]], s.f64_v, 0.0005, f64_zero, f64_one, "0 < %.10f < 1", 32 --[[ImGuiSliderFlags.Logarithmic]]) IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders") ImGui.SeparatorText("Sliders") s.s8_v = ImGui.SliderScalar("slider s8 full", 0 --[[ImGuiDataType.S8]], s.s8_v, s8_min, s8_max, "%d") s.u8_v = ImGui.SliderScalar("slider u8 full", 1 --[[ImGuiDataType.U8]], s.u8_v, u8_min, u8_max, "%u") s.s16_v = ImGui.SliderScalar("slider s16 full", 2 --[[ImGuiDataType.S16]], s.s16_v, s16_min, s16_max, "%d") s.u16_v = ImGui.SliderScalar("slider u16 full", 3 --[[ImGuiDataType.U16]], s.u16_v, u16_min, u16_max, "%u") s.s32_v = ImGui.SliderScalar("slider s32 low", 4 --[[ImGuiDataType.S32]], s.s32_v, s32_zero, s32_fifty,"%d") s.s32_v = ImGui.SliderScalar("slider s32 high", 4 --[[ImGuiDataType.S32]], s.s32_v, s32_hi_a, s32_hi_b, "%d") s.s32_v = ImGui.SliderScalar("slider s32 full", 4 --[[ImGuiDataType.S32]], s.s32_v, s32_min, s32_max, "%d") s.s32_v = ImGui.SliderScalar("slider s32 hex", 4 --[[ImGuiDataType.S32]], s.s32_v, s32_zero, s32_fifty, "0x%04X") s.u32_v = ImGui.SliderScalar("slider u32 low", 5 --[[ImGuiDataType.U32]], s.u32_v, u32_zero, u32_fifty,"%u") s.u32_v = ImGui.SliderScalar("slider u32 high", 5 --[[ImGuiDataType.U32]], s.u32_v, u32_hi_a, u32_hi_b, "%u") s.u32_v = ImGui.SliderScalar("slider u32 full", 5 --[[ImGuiDataType.U32]], s.u32_v, u32_min, u32_max, "%u") -- [Port] "slider s64 low" / "slider s64 high" / "slider s64 full" (ImGuiDataType.S64): 64-bit types not supported -- [Port] "slider u64 low" / "slider u64 high" / "slider u64 full" (ImGuiDataType.U64): 64-bit types not supported s.f32_v = ImGui.SliderScalar("slider float low", 6 --[[ImGuiDataType.Float]], s.f32_v, f32_zero, f32_one) s.f32_v = ImGui.SliderScalar("slider float low log", 6 --[[ImGuiDataType.Float]], s.f32_v, f32_zero, f32_one, "%.10f", 32 --[[ImGuiSliderFlags.Logarithmic]]) s.f32_v = ImGui.SliderScalar("slider float high", 6 --[[ImGuiDataType.Float]], s.f32_v, f32_lo_a, f32_hi_a, "%e") s.f64_v = ImGui.SliderScalar("slider double low", 7 --[[ImGuiDataType.Double]], s.f64_v, f64_zero, f64_one, "%.10f grams") s.f64_v = ImGui.SliderScalar("slider double low log",7 --[[ImGuiDataType.Double]], s.f64_v, f64_zero, f64_one, "%.10f", 32 --[[ImGuiSliderFlags.Logarithmic]]) s.f64_v = ImGui.SliderScalar("slider double high", 7 --[[ImGuiDataType.Double]], s.f64_v, f64_lo_a, f64_hi_a, "%e grams") ImGui.SeparatorText("Sliders (reverse)") s.s8_v = ImGui.SliderScalar("slider s8 reverse", 0 --[[ImGuiDataType.S8]], s.s8_v, s8_max, s8_min, "%d") s.u8_v = ImGui.SliderScalar("slider u8 reverse", 1 --[[ImGuiDataType.U8]], s.u8_v, u8_max, u8_min, "%u") s.s32_v = ImGui.SliderScalar("slider s32 reverse", 4 --[[ImGuiDataType.S32]], s.s32_v, s32_fifty, s32_zero, "%d") s.u32_v = ImGui.SliderScalar("slider u32 reverse", 5 --[[ImGuiDataType.U32]], s.u32_v, u32_fifty, u32_zero, "%u") -- [Port] "slider s64 reverse" / "slider u64 reverse": 64-bit types not supported IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs") ImGui.SeparatorText("Inputs") _, s.inputs_step = ImGui.Checkbox("Show step buttons", s.inputs_step) _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_ReadOnly", s.flags, 512 --[[ImGuiInputTextFlags.ReadOnly]]) _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", s.flags, 8192 --[[ImGuiInputTextFlags.ParseEmptyRefVal]]) _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", s.flags, 16384 --[[ImGuiInputTextFlags.DisplayEmptyRefVal]]) local inputs_step, flags = s.inputs_step, s.flags s.s8_v = ImGui.InputScalar("input s8", 0 --[[ImGuiDataType.S8]], s.s8_v, inputs_step and s8_one or nil, nil, "%d", flags) s.u8_v = ImGui.InputScalar("input u8", 1 --[[ImGuiDataType.U8]], s.u8_v, inputs_step and u8_one or nil, nil, "%u", flags) s.s16_v = ImGui.InputScalar("input s16", 2 --[[ImGuiDataType.S16]], s.s16_v, inputs_step and s16_one or nil, nil, "%d", flags) s.u16_v = ImGui.InputScalar("input u16", 3 --[[ImGuiDataType.U16]], s.u16_v, inputs_step and u16_one or nil, nil, "%u", flags) s.s32_v = ImGui.InputScalar("input s32", 4 --[[ImGuiDataType.S32]], s.s32_v, inputs_step and s32_one or nil, nil, "%d", flags) s.s32_v = ImGui.InputScalar("input s32 hex", 4 --[[ImGuiDataType.S32]], s.s32_v, inputs_step and s32_one or nil, nil, "%04X", flags) s.u32_v = ImGui.InputScalar("input u32", 5 --[[ImGuiDataType.U32]], s.u32_v, inputs_step and u32_one or nil, nil, "%u", flags) s.u32_v = ImGui.InputScalar("input u32 hex", 5 --[[ImGuiDataType.U32]], s.u32_v, inputs_step and u32_one or nil, nil, "%08X", flags) -- [Port] ImGui.InputScalar("input s64", ImGuiDataType.S64, ...) -- 64-bit types not supported -- [Port] ImGui.InputScalar("input u64", ImGuiDataType.U64, ...) -- 64-bit types not supported s.f32_v = ImGui.InputScalar("input float", 6 --[[ImGuiDataType.Float]], s.f32_v, inputs_step and f32_one or nil, nil, nil, flags) s.f64_v = ImGui.InputScalar("input double", 7 --[[ImGuiDataType.Double]], s.f64_v, inputs_step and f64_one or nil, nil, nil, flags) ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsDisableBlocks() ------------------------------------------------------------------------------- function DemoWindowWidgetsDisableBlocks(demo_data) local _ if ImGui.TreeNode("Disable Blocks") then IMGUI_DEMO_MARKER("Widgets/Disable Blocks") _, demo_data.DisableSections = ImGui.Checkbox("Disable entire section above", demo_data.DisableSections) ImGui.SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across other sections.") ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsDragAndDrop() ------------------------------------------------------------------------------- S.DemoWindowWidgetsDragAndDrop = { col1 = { 1.0, 0.0, 0.2 }, col2 = { 0.4, 0.7, 0.0, 0.5 }, mode = 0, names = { -- 1-based "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", "Bibi", "Blaine", "Bryn" }, item_names = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }, -- 1-based col4 = ImVec4(1.0, 0.0, 0.2, 1.0), } function DemoWindowWidgetsDragAndDrop() if ImGui.TreeNode("Drag and Drop") then local s = S.DemoWindowWidgetsDragAndDrop IMGUI_DEMO_MARKER("Widgets/Drag and drop") if ImGui.TreeNode("Drag and drop in standard widgets") then IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets") -- ColorEdit widgets automatically act as drag source and drag target. -- They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F -- to allow your own widgets to use colors in their drag and drop interaction. -- Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. HelpMarker("You can drag from the color squares.") ImGui.ColorEdit3("color 1", s.col1) ImGui.ColorEdit4("color 2", s.col2) ImGui.TreePop() end if ImGui.TreeNode("Drag and drop to copy/swap items") then IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items") local Mode_Copy, Mode_Move, Mode_Swap = 0, 1, 2 if ImGui.RadioButtonEx("Copy", s.mode == Mode_Copy) then s.mode = Mode_Copy end ImGui.SameLine() if ImGui.RadioButtonEx("Move", s.mode == Mode_Move) then s.mode = Mode_Move end ImGui.SameLine() if ImGui.RadioButtonEx("Swap", s.mode == Mode_Swap) then s.mode = Mode_Swap end local names = s.names for n = 0, #names - 1 do ImGui.PushID(n) if (n % 3) ~= 0 then ImGui.SameLine() end ImGui.Button(names[n + 1], ImVec2(60, 60)) -- Our buttons are both drag sources and drag targets here! if ImGui.BeginDragDropSource(0 --[[ImGuiDragDropFlags.None]]) then -- Set payload to carry the index of our item (could be anything) ImGui.SetDragDropPayload("DND_DEMO_CELL", n, 4) -- [Port] sizeof(int) -> 4, payload carries the Lua value -- Display preview (could be anything, e.g. when dragging an image we could decide to display -- the filename and a small preview of the image, etc.) if s.mode == Mode_Copy then ImGui.Text("Copy %s", names[n + 1]) end if s.mode == Mode_Move then ImGui.Text("Move %s", names[n + 1]) end if s.mode == Mode_Swap then ImGui.Text("Swap %s", names[n + 1]) end ImGui.EndDragDropSource() end if ImGui.BeginDragDropTarget() then local payload = ImGui.AcceptDragDropPayload("DND_DEMO_CELL") if payload then assert(payload.DataSize == 4) local payload_n = payload.Data if s.mode == Mode_Copy then names[n + 1] = names[payload_n + 1] end if s.mode == Mode_Move then names[n + 1] = names[payload_n + 1] names[payload_n + 1] = "" end if s.mode == Mode_Swap then local tmp = names[n + 1] names[n + 1] = names[payload_n + 1] names[payload_n + 1] = tmp end end ImGui.EndDragDropTarget() end ImGui.PopID() end ImGui.TreePop() end if ImGui.TreeNode("Drag to reorder items (simple)") then IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)") -- FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. -- This code was always slightly faulty but in a way which was not easily noticeable. -- Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue. ImGui.PushItemFlag(32 --[[ImGuiItemFlags.AllowDuplicateId]], true) -- Simple reordering HelpMarker( "We don't use the drag and drop api at all here! " .. "Instead we query when the item is held but not hovered, and order items accordingly.") local item_names = s.item_names for n = 0, #item_names - 1 do local item = item_names[n + 1] ImGui.Selectable(item) if ImGui.IsItemActive() and not ImGui.IsItemHovered() then local n_next = n + ((ImGui.GetMouseDragDelta(0).y < 0.0) and -1 or 1) if n_next >= 0 and n_next < #item_names then item_names[n + 1] = item_names[n_next + 1] item_names[n_next + 1] = item ImGui.ResetMouseDragDelta() end end end ImGui.PopItemFlag() ImGui.TreePop() end if ImGui.TreeNode("Tooltip at target location") then IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location") for n = 0, 1 do -- Drop targets ImGui.Button((n ~= 0) and "drop here##1" or "drop here##0") if ImGui.BeginDragDropTarget() then local drop_target_flags = bit32.bor(1024 --[[ImGuiDragDropFlags.AcceptBeforeDelivery]], 4096 --[[ImGuiDragDropFlags.AcceptNoPreviewTooltip]]) local payload = ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags) if payload then -- IM_UNUSED(payload) ImGui.SetMouseCursor(10 --[[ImGuiMouseCursor.NotAllowed]]) ImGui.SetTooltip("Cannot drop here!") end ImGui.EndDragDropTarget() end -- Drop source if n == 0 then ImGui.ColorButton("drag me", s.col4) end end ImGui.TreePop() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsDragsAndSliders() ------------------------------------------------------------------------------- S.DemoWindowWidgetsDragsAndSliders = { flags = ImGuiSliderFlags.None, -- Drags drag_f = 0.5, drag_f4 = { 0.0, 0.0, 0.0, 0.0 }, drag_i = 50, -- Sliders slider_f = 0.5, slider_f4 = { 0.0, 0.0, 0.0, 0.0 }, slider_i = 50, } function DemoWindowWidgetsDragsAndSliders() local _ if ImGui.TreeNode("Drag/Slider Flags") then local s = S.DemoWindowWidgetsDragsAndSliders IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags") -- Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", s.flags, 1536 --[[ImGuiSliderFlags.AlwaysClamp]]) _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_ClampOnInput", s.flags, 512 --[[ImGuiSliderFlags.ClampOnInput]]) ImGui.SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds.") _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", s.flags, 1024 --[[ImGuiSliderFlags.ClampZeroRange]]) ImGui.SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp.") _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_Logarithmic", s.flags, 32 --[[ImGuiSliderFlags.Logarithmic]]) ImGui.SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values).") _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", s.flags, 64 --[[ImGuiSliderFlags.NoRoundToFormat]]) ImGui.SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).") _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_NoInput", s.flags, 128 --[[ImGuiSliderFlags.NoInput]]) ImGui.SameLine(); HelpMarker("Disable Ctrl+Click or Enter key allowing to input text directly into the widget.") _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", s.flags, 2048 --[[ImGuiSliderFlags.NoSpeedTweaks]]) ImGui.SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.") _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_WrapAround", s.flags, 256 --[[ImGuiSliderFlags.WrapAround]]) ImGui.SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)") _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_ColorMarkers", s.flags, 4096 --[[ImGuiSliderFlags.ColorMarkers]]) local flags = s.flags -- Drags ImGui.Text("Underlying float value: %f", s.drag_f) s.drag_f = ImGui.DragFloat("DragFloat (0 -> 1)", s.drag_f, 0.005, 0.0, 1.0, "%.3f", flags) s.drag_f = ImGui.DragFloat("DragFloat (0 -> +inf)", s.drag_f, 0.005, 0.0, 3.4028234663853e+38 --[[FLT_MAX]], "%.3f", flags) s.drag_f = ImGui.DragFloat("DragFloat (-inf -> 1)", s.drag_f, 0.005, -3.4028234663853e+38 --[[FLT_MAX]], 1.0, "%.3f", flags) s.drag_f = ImGui.DragFloat("DragFloat (-inf -> +inf)", s.drag_f, 0.005, -3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]], "%.3f", flags) --ImGui.DragFloat("DragFloat (0 -> 0)", drag_f, 0.005, 0.0, 0.0, "%.3f", flags) -- To test ClampZeroRange --ImGui.DragFloat("DragFloat (100 -> 100)", drag_f, 0.005, 100.0, 100.0, "%.3f", flags) s.drag_i = ImGui.DragInt("DragInt (0 -> 100)", s.drag_i, 0.5, 0, 100, "%d", flags) ImGui.DragFloat4("DragFloat4 (0 -> 1)", s.drag_f4, 0.005, 0.0, 1.0, "%.3f", flags) -- Multi-component item, mostly here to document the effect of ImGuiSliderFlags_ColorMarkers. -- Sliders local flags_for_sliders = bit32.band(flags, bit32.bnot(256 --[[ImGuiSliderFlags.WrapAround]])) ImGui.Text("Underlying float value: %f", s.slider_f) s.slider_f = ImGui.SliderFloat("SliderFloat (0 -> 1)", s.slider_f, 0.0, 1.0, "%.3f", flags_for_sliders) s.slider_i = ImGui.SliderInt("SliderInt (0 -> 100)", s.slider_i, 0, 100, "%d", flags_for_sliders) ImGui.SliderFloat4("SliderFloat4 (0 -> 1)", s.slider_f4, 0.0, 1.0, "%.3f", flags_for_sliders) -- Multi-component item, mostly here to document the effect of ImGuiSliderFlags_ColorMarkers. -- [Port] flags_for_sliders: upstream passes `flags`, which trips SliderScalar's WrapAround assert ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsFonts() ------------------------------------------------------------------------------- function DemoWindowWidgetsFonts() if ImGui.TreeNode("Fonts") then IMGUI_DEMO_MARKER("Widgets/Fonts") local atlas = ImGui.GetIO().Fonts ImGui.ShowFontAtlas(atlas) -- FIXME-NEWATLAS: Provide a demo to add/create a procedural font? ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsImages() ------------------------------------------------------------------------------- S.DemoWindowWidgetsImages = { image_viewer = ExampleImageViewerData(), pressed_count = 0, } function DemoWindowWidgetsImages() local s = S.DemoWindowWidgetsImages if ImGui.TreeNode("Images") then IMGUI_DEMO_MARKER("Widgets/Images") local io = ImGui.GetIO() ImGui.TextWrapped( "Below we are displaying the font texture (which is the only texture we have access to in this demo). " .. "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " .. "Hover the texture for a zoomed view!") -- Below we are displaying the font texture because it is the only texture we have access to inside the demo! -- Read description about ImTextureID/ImTextureRef and FAQ for details about texture identifiers. -- If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top -- of their respective source file to specify what they are using as texture identifier, for example: -- - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. -- - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. -- So with the DirectX11 backend, you call ImGui.Image() with a 'ID3D11ShaderResourceView*' cast to ImTextureID. -- - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers -- to ImGui.Image(), and gather width/height through your own functions, etc. -- - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, -- it will help you debug issues if you are confused about it. -- - Consider using the lower-level ImDrawList::AddImage() API, via ImGui.GetWindowDrawList():AddImage(). -- - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md -- - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples -- Grab the current texture identifier used by the font atlas. local atlas = io.Fonts local my_tex_id = atlas.TexRef local my_tex_w = atlas.TexData.Width -- Regular user code should never have to care about TexData-> fields, but since we want to display the entire texture here, we pull Width/Height from it. local my_tex_h = atlas.TexData.Height ImGui.Text("%.0fx%.0f", my_tex_w, my_tex_h) -- Basic drawing ImGui.SeparatorText("Image()/ImageWithBg() function") local uv_min = ImVec2(0.0, 0.0) -- Top-left local uv_max = ImVec2(1.0, 1.0) -- Lower-right ImGui.PushStyleVar(24 --[[ImGuiStyleVar.ImageBorderSize]], ImMax(1.0, ImGui.GetStyle().ImageBorderSize)) ImGui.ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0, 0.0, 0.0, 1.0)) ImGui.PopStyleVar() -- Fancy widget ImGui.SeparatorText("Interactive Image Viewer") local canvas_size = ImVec2(ImGui.GetContentRegionAvail().x, my_tex_h * 2.0) ExampleImageViewer_DrawOptions(s.image_viewer) ExampleImageViewer_DrawCanvas(s.image_viewer, canvas_size, my_tex_id, math.floor(my_tex_w), math.floor(my_tex_h)) IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons") ImGui.SeparatorText("Textured Buttons") ImGui.TextWrapped("And now some textured buttons..") for i = 0, 7 do -- UV coordinates are often (0.0, 0.0) and (1.0, 1.0) to display an entire textures. -- Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. -- Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples ImGui.PushID(i) if i > 0 then ImGui.PushStyleVar(11 --[[ImGuiStyleVar.FramePadding]], ImVec2(i - 1.0, i - 1.0)) end local size = ImVec2(32.0, 32.0) -- Size of the image we want to make visible local uv0 = ImVec2(0.0, 0.0) -- UV coordinates for lower-left local uv1 = ImVec2(32.0 / my_tex_w, 32.0 / my_tex_h) -- UV coordinates for (32,32) in our texture local bg_col = ImVec4(0.0, 0.0, 0.0, 1.0) -- Black background local tint_col = ImVec4(1.0, 1.0, 1.0, 1.0) -- No tint if ImGui.ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col) then s.pressed_count = s.pressed_count + 1 end if i > 0 then ImGui.PopStyleVar() end ImGui.PopID() ImGui.SameLine() end ImGui.NewLine() ImGui.Text("Pressed %d times.", s.pressed_count) ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsListBoxes() ------------------------------------------------------------------------------- S.DemoWindowWidgetsListBoxes = { item_selected_idx = 0, -- Here we store our selected data as an index. item_highlight = false, } function DemoWindowWidgetsListBoxes() local s = S.DemoWindowWidgetsListBoxes if ImGui.TreeNode("List Boxes") then IMGUI_DEMO_MARKER("Widgets/List Boxes") -- BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() -- using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. -- You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() -- to always be called (inconsistent with BeginListBox()/EndListBox()). -- Using the generic BeginListBox() API, you have full control over how to display the combo contents. -- (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively -- stored in the object itself, etc.) local items = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" } -- static int item_selected_idx = 0; // Here we store our selected data as an index. local item_highlighted_idx = -1 -- Here we store our highlighted data as an index. _, s.item_highlight = ImGui.Checkbox("Highlight hovered item in second listbox", s.item_highlight) if ImGui.BeginListBox("listbox 1") then for n = 0, #items - 1 do local is_selected = (s.item_selected_idx == n) if ImGui.Selectable(items[n + 1], is_selected) then s.item_selected_idx = n end if s.item_highlight and ImGui.IsItemHovered() then item_highlighted_idx = n end -- Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if is_selected then ImGui.SetItemDefaultFocus() end end ImGui.EndListBox() end ImGui.SameLine(); HelpMarker("Here we are sharing selection state between both boxes.") -- Custom size: use all width, 5 items tall ImGui.Text("Full-width:") if ImGui.BeginListBox("##listbox 2", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], 5 * ImGui.GetTextLineHeightWithSpacing())) then for n = 0, #items - 1 do local is_selected = (s.item_selected_idx == n) local flags = 0 if item_highlighted_idx == n then flags = 32 --[[ImGuiSelectableFlags.Highlight]] end if ImGui.Selectable(items[n + 1], is_selected, flags) then s.item_selected_idx = n end -- Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if is_selected then ImGui.SetItemDefaultFocus() end end ImGui.EndListBox() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsLiveEdit() ------------------------------------------------------------------------------- S.DemoWindowWidgetsLiveEdit = { str = ImGui.NewTextBuffer("", 32), i = 0, f = 0.0, } function DemoWindowWidgetsLiveEdit(demo_data) local s = S.DemoWindowWidgetsLiveEdit if ImGui.TreeNode("Live Edit Flags") then IMGUI_DEMO_MARKER("Widgets/Live Edit Flags") ImGui.TextWrapped("Select whether to apply keyboard edits to backing variables _while_ typing.") _, demo_data.LiveEditOverride = ImGui.Checkbox("Override Live Edit Flags in Demo Window", demo_data.LiveEditOverride) if not demo_data.LiveEditOverride then demo_data.LiveEditFlags = ImGui.GetItemFlags() end ImGui.BeginDisabled(demo_data.LiveEditOverride == false) ImGui.Indent() _, demo_data.LiveEditFlags = ImGui.CheckboxFlags("ImGuiItemFlags_LiveEditOnInputText", demo_data.LiveEditFlags, 128 --[[ImGuiItemFlags.LiveEditOnInputText]]) _, demo_data.LiveEditFlags = ImGui.CheckboxFlags("ImGuiItemFlags_LiveEditOnInputScalar", demo_data.LiveEditFlags, 256 --[[ImGuiItemFlags.LiveEditOnInputScalar]]) ImGui.Unindent() ImGui.EndDisabled() ImGui.Text("Try typing '123' and seeing effect on backing value:") ImGui.InputText("str", s.str, 32) ImGui.Text("Backing value: \"%s\"", ImGui.TextBufferToString(s.str)) s.i = ImGui.InputInt("int", s.i, 0, 0) ImGui.Text("Backing value: %d", s.i) s.f = ImGui.SliderFloat("float", s.f, 0.0, 100.0) ImGui.Text("Backing value: %f", s.f) ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsMixedValues() ------------------------------------------------------------------------------- S.DemoWindowWidgetsMixedValues = { use_liveedit = false, items = { 12.0, 0.0, 0.0 }, } function DemoWindowWidgetsMixedValues() local s = S.DemoWindowWidgetsMixedValues if ImGui.TreeNode("Mixed Values") then -- This is designed for advanced property editors which are generally reusable and data-driven. HelpMarker("Using ImGuiItemFlags_MixedValue.") local items = s.items local item_ref = 1 -- [Port] index of the reference item (C++: float* item_ref = &items[0]) _, s.use_liveedit = ImGui.Checkbox("ImGuiItemFlags_LiveEditOnInput", s.use_liveedit) ImGui.SeparatorText("Scalar/Text Widgets") local is_mixed = items[1] ~= items[2] or items[1] ~= items[3] -- Demonstrate Drags, Sliders, Inputs ImGui.PushItemFlag(384 --[[ImGuiItemFlags.LiveEditOnInput]], s.use_liveedit) ImGui.PushItemFlag(4096 --[[ImGuiItemFlags.MixedValue]], is_mixed) local edited = false local changed items[item_ref], changed = ImGui.DragFloat("DragFloat", items[item_ref]); edited = edited or changed items[item_ref], changed = ImGui.SliderFloat("SliderFloat", items[item_ref], 0.0, 100.0); edited = edited or changed items[item_ref], changed = ImGui.InputFloat("InputFloat", items[item_ref], 1.0); edited = edited or changed if edited then for n = 1, #items do if n ~= item_ref then items[n] = items[item_ref] end end end ImGui.PopItemFlag() ImGui.Text("Underlying data:") items[1] = ImGui.InputFloat("item 0 (ref)", items[1]) items[2] = ImGui.InputFloat("item 1", items[2]) items[3] = ImGui.InputFloat("item 2", items[3]) ImGui.PopItemFlag() -- Demonstrate Checkbox(), RadioButton(), Combo(), ColorEdit4() ImGui.SeparatorText("Others Widgets") ImGui.Text("(note: edits are not applied in this demo)") -- <-- Would need more state tracking. local b_on, b_off = true, false _, b_on = ImGui.Checkbox("Checkbox On", b_on) _, b_off = ImGui.Checkbox("Checkbox Off", b_off) ImGui.PushItemFlag(4096 --[[ImGuiItemFlags.MixedValue]], true) _, b_off = ImGui.Checkbox("Checkbox Mixed", b_off) ImGui.RadioButtonEx("RadioButton Mixed", true) -- [Port] RadioButton(label, bool active) overload is RadioButtonEx ImGui.SameLine() ImGui.RadioButtonEx("RadioButton Mixed##2", true) -- Showing 2 radio buttons makes the example more clear local combo_idx = 0 combo_idx = ImGui.Combo("Combo", combo_idx, "One\0Two\0Three\0") local color = ImVec4(0.5, 0.5, 0.5, 0.5) ImGui.ColorEdit4("ColorEdit4", color) ImGui.PopItemFlag() ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsMultiComponents() ------------------------------------------------------------------------------- S.DemoWindowWidgetsMultiComponents = { vec4f = { 0.10, 0.20, 0.30, 0.44 }, vec4i = { 1, 5, 100, 255 }, flags = 0, begin = 10, ["end"] = 90, begin_i = 100, end_i = 1000, } function DemoWindowWidgetsMultiComponents() local s = S.DemoWindowWidgetsMultiComponents if ImGui.TreeNode("Multi-component Widgets") then IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets") local vec4f = s.vec4f local vec4i = s.vec4i _, s.flags = ImGui.CheckboxFlags("ImGuiSliderFlags_ColorMarkers", s.flags, 4096 --[[ImGuiSliderFlags.ColorMarkers]]) -- Only passing this to Drag/Sliders local flags = s.flags ImGui.SeparatorText("2-wide") ImGui.InputFloat2("input float2", vec4f) ImGui.InputInt2("input int2", vec4i) ImGui.DragFloat2("drag float2", vec4f, 0.01, 0.0, 1.0, nil, flags) ImGui.DragInt2("drag int2", vec4i, 1, 0, 255, nil, flags) ImGui.SliderFloat2("slider float2", vec4f, 0.0, 1.0, nil, flags) ImGui.SliderInt2("slider int2", vec4i, 0, 255, nil, flags) ImGui.SeparatorText("3-wide") ImGui.InputFloat3("input float3", vec4f) ImGui.InputInt3("input int3", vec4i) ImGui.DragFloat3("drag float3", vec4f, 0.01, 0.0, 1.0, nil, flags) ImGui.DragInt3("drag int3", vec4i, 1, 0, 255, nil, flags) ImGui.SliderFloat3("slider float3", vec4f, 0.0, 1.0, nil, flags) ImGui.SliderInt3("slider int3", vec4i, 0, 255, nil, flags) ImGui.SeparatorText("4-wide") ImGui.InputFloat4("input float4", vec4f) ImGui.InputInt4("input int4", vec4i) ImGui.DragFloat4("drag float4", vec4f, 0.01, 0.0, 1.0, nil, flags) ImGui.DragInt4("drag int4", vec4i, 1, 0, 255, nil, flags) ImGui.SliderFloat4("slider float4", vec4f, 0.0, 1.0, nil, flags) ImGui.SliderInt4("slider int4", vec4i, 0, 255, nil, flags) ImGui.SeparatorText("Ranges") s.begin, s["end"] = ImGui.DragFloatRange2("range float", s.begin, s["end"], 0.25, 0.0, 100.0, "Min: %.1f %%", "Max: %.1f %%", 1536 --[[ImGuiSliderFlags.AlwaysClamp]]) s.begin_i, s.end_i = ImGui.DragIntRange2("range int", s.begin_i, s.end_i, 5, 0, 1000, "Min: %d units", "Max: %d units") s.begin_i, s.end_i = ImGui.DragIntRange2("range int (no bounds)", s.begin_i, s.end_i, 5, 0, 0, "Min: %d units", "Max: %d units") ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsPlotting() ------------------------------------------------------------------------------- S.DemoWindowWidgetsPlotting = { animate = true, arr = { 0.6, 0.1, 1.0, 0.5, 0.92, 0.1, 0.2 }, values = {}, -- 90 zeros, filled below values_offset = 0, refresh_time = 0.0, phase = 0.0, func_type = 0, display_count = 70, } for n = 1, 90 do S.DemoWindowWidgetsPlotting.values[n] = 0.0 end -- Use functions to generate output -- [Port] struct Funcs hoisted out of the function to avoid per-frame closures. -- Plot getters receive a 1-based index in this port: convert back to upstream's 0-based i. local DemoPlottingFuncs = { Sin = function(_, idx) local i = idx - 1; return math.sin(i * 0.1) end, Saw = function(_, idx) local i = idx - 1; if bit32.band(i, 1) ~= 0 then return 1.0 end return -1.0 end, } function DemoWindowWidgetsPlotting() local s = S.DemoWindowWidgetsPlotting -- Plot/Graph widgets are not very good. -- Consider using a third-party library such as ImPlot: https://github.com/epezent/implot -- (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) if ImGui.TreeNode("Plotting") then IMGUI_DEMO_MARKER("Widgets/Plotting") ImGui.Text("Need better plotting and graphing? Consider using ImPlot:") ImGui.TextLinkOpenURL("https://github.com/epezent/implot") ImGui.Separator() _, s.animate = ImGui.Checkbox("Animate", s.animate) -- Plot as lines and plot as histogram local arr = s.arr ImGui.PlotLines("Frame Times", arr, nil, #arr) ImGui.PlotHistogram("Histogram", arr, nil, #arr, 0, nil, 0.0, 1.0, ImVec2(0, 80.0)) -- ImGui.SameLine(); HelpMarker("Consider using ImPlot instead!") -- Fill an array of contiguous float values to plot -- Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float -- and the sizeof() of your structure in the "stride" parameter. local values = s.values if not s.animate or s.refresh_time == 0.0 then s.refresh_time = ImGui.GetTime() end while s.refresh_time < ImGui.GetTime() do -- Create data at fixed 60 Hz rate for the demo values[s.values_offset + 1] = math.cos(s.phase) s.values_offset = (s.values_offset + 1) % #values s.phase = s.phase + 0.10 * s.values_offset s.refresh_time = s.refresh_time + 1.0 / 60.0 end -- Plots can display overlay texts -- (in this example, we will display an average value) do local average = 0.0 for n = 0, #values - 1 do average = average + values[n + 1] end average = average / #values local overlay = string.format("avg %f", average) ImGui.PlotLines("Lines", values, nil, #values, s.values_offset, overlay, -1.0, 1.0, ImVec2(0, 80.0)) end -- Use functions to generate output -- FIXME: This is actually VERY awkward because current plot API only pass in indices. -- We probably want an API passing floats and user provide sample rate/count. local Funcs = DemoPlottingFuncs ImGui.SeparatorText("Functions") ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) s.func_type = ImGui.Combo("func", s.func_type, "Sin\0Saw\0") ImGui.SameLine() s.display_count = ImGui.SliderInt("Sample count", s.display_count, 1, 400) local func = Funcs.Saw if s.func_type == 0 then func = Funcs.Sin end ImGui.PlotLines("Lines##2", func, nil, s.display_count, 0, nil, -1.0, 1.0, ImVec2(0, 80)) ImGui.PlotHistogram("Histogram##2", func, nil, s.display_count, 0, nil, -1.0, 1.0, ImVec2(0, 80)) ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsProgressBars() ------------------------------------------------------------------------------- S.DemoWindowWidgetsProgressBars = { progress_accum = 0.0, progress_dir = 1.0, } function DemoWindowWidgetsProgressBars() local s = S.DemoWindowWidgetsProgressBars if ImGui.TreeNode("Progress Bars") then IMGUI_DEMO_MARKER("Widgets/Progress Bars") -- Animate a simple progress bar s.progress_accum = s.progress_accum + s.progress_dir * 0.4 * ImGui.GetIO().DeltaTime if s.progress_accum >= 1.1 then s.progress_accum = 1.1; s.progress_dir = s.progress_dir * -1.0 end if s.progress_accum <= -0.1 then s.progress_accum = -0.1; s.progress_dir = s.progress_dir * -1.0 end local progress = ImClamp(s.progress_accum, 0.0, 1.0) -- Typically we would use ImVec2(-1.0,0.0) or ImVec2(-FLT_MIN,0.0) to use all available width, -- or ImVec2(width,0.0) for a specified width. ImVec2(0.0,0.0) uses ItemWidth. ImGui.ProgressBar(progress, ImVec2(0.0, 0.0)) ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) ImGui.Text("Progress Bar") local buf = string.format("%d/%d", math.floor(progress * 1753), 1753) ImGui.ProgressBar(progress, ImVec2(0.0, 0.0), buf) -- Pass an animated negative value, e.g. -1.0 * ImGui.GetTime() is the recommended value. -- Adjust the factor if you want to adjust the animation speed. ImGui.ProgressBar(-1.0 * ImGui.GetTime(), ImVec2(0.0, 0.0), "Searching..") ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) ImGui.Text("Indeterminate") ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsQueryingStatuses() ------------------------------------------------------------------------------- -- [Port] C++ passes bools to "%d"; string.format needs numbers. local function DemoBoolToInt(b) if b then return 1 end return 0 end S.DemoWindowWidgetsQueryingStatuses = { item_type = 4, item_disabled = false, item_mixedvalue = false, liveedit_flags_override = false, liveedit_flags = 0, b = false, col4f = { 1.0, 0.5, 0.0, 1.0 }, str = ImGui.NewTextBuffer("", 16), current = 1, -- item_type == 14 current_2 = 1, -- item_type == 15 embed_all_inside_a_child_window = false, test_window = false, } function DemoWindowWidgetsQueryingStatuses() local s = S.DemoWindowWidgetsQueryingStatuses local B = DemoBoolToInt if ImGui.TreeNode("Querying Item Status (Edited/Active/Hovered etc.)") then IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)") -- Select an item type local item_names = { "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" } s.item_type = ImGui.Combo("Item Type", s.item_type, item_names, #item_names, #item_names) ImGui.SameLine() HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().") _, s.item_disabled = ImGui.Checkbox("Item Disabled", s.item_disabled) _, s.item_mixedvalue = ImGui.Checkbox("Item MixedValue", s.item_mixedvalue) _, s.liveedit_flags_override = ImGui.Checkbox("Override LiveEdit:", s.liveedit_flags_override) ImGui.SameLine() if not s.liveedit_flags_override then s.liveedit_flags = ImGui.GetItemFlags() end ImGui.BeginDisabled(s.liveedit_flags_override == false) _, s.liveedit_flags = ImGui.CheckboxFlags("_LiveEditOnInput", s.liveedit_flags, 384 --[[ImGuiItemFlags.LiveEditOnInput]]) ImGui.SameLine() _, s.liveedit_flags = ImGui.CheckboxFlags("_LiveEditOnInputText", s.liveedit_flags, 128 --[[ImGuiItemFlags.LiveEditOnInputText]]) ImGui.SameLine() _, s.liveedit_flags = ImGui.CheckboxFlags("_LiveEditOnInputScalar", s.liveedit_flags, 256 --[[ImGuiItemFlags.LiveEditOnInputScalar]]) ImGui.EndDisabled() if s.liveedit_flags_override then ImGui.PushItemFlag(128 --[[ImGuiItemFlags.LiveEditOnInputText]], bit32.band(s.liveedit_flags, 128 --[[ImGuiItemFlags.LiveEditOnInputText]]) ~= 0) ImGui.PushItemFlag(256 --[[ImGuiItemFlags.LiveEditOnInputScalar]], bit32.band(s.liveedit_flags, 256 --[[ImGuiItemFlags.LiveEditOnInputScalar]]) ~= 0) end -- Submit selected items so we can query their status in the code following it. local ret = false local item_type = s.item_type local col4f = s.col4f if s.item_disabled then ImGui.BeginDisabled(true) end if s.item_mixedvalue then ImGui.PushItemFlag(4096 --[[ImGuiItemFlags.MixedValue]], true) end if item_type == 0 then ImGui.Text("ITEM: Text") end -- Testing text items with no identifier/interaction if item_type == 1 then ret = ImGui.Button("ITEM: Button") end -- Testing button if item_type == 2 then ImGui.PushItemFlag(8 --[[ImGuiItemFlags.ButtonRepeat]], true); ret = ImGui.Button("ITEM: Button"); ImGui.PopItemFlag() end -- Testing button (with repeater) if item_type == 3 then ret, s.b = ImGui.Checkbox("ITEM: Checkbox", s.b) end -- Testing checkbox if item_type == 4 then col4f[1], ret = ImGui.SliderFloat("ITEM: SliderFloat", col4f[1], 0.0, 1.0) end -- Testing basic item if item_type == 5 then ret = ImGui.InputText("ITEM: InputText", s.str, 16) end -- Testing input text (which handles tabbing) if item_type == 6 then ret = ImGui.InputTextMultiline("ITEM: InputTextMultiline", s.str, 16) end -- Testing input text (which uses a child window) if item_type == 7 then col4f[1], ret = ImGui.InputFloat("ITEM: InputFloat", col4f[1], 1.0) end -- Testing +/- buttons on scalar input if item_type == 8 then ret = ImGui.InputFloat3("ITEM: InputFloat3", col4f) end -- Testing multi-component items (IsItemXXX flags are reported merged) if item_type == 9 then ret = ImGui.ColorEdit4("ITEM: ColorEdit4", col4f) end -- Testing multi-component items (IsItemXXX flags are reported merged) if item_type == 10 then ret = ImGui.Selectable("ITEM: Selectable") end -- Testing selectable item if item_type == 11 then ret = ImGui.MenuItem("ITEM: MenuItem") end -- Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) if item_type == 12 then ret = ImGui.TreeNode("ITEM: TreeNode"); if ret then ImGui.TreePop() end end -- Testing tree node if item_type == 13 then ret = ImGui.TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", bit32.bor(64 --[[ImGuiTreeNodeFlags.OpenOnDoubleClick]], 8 --[[ImGuiTreeNodeFlags.NoTreePushOnOpen]])) end -- Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. if item_type == 14 then local items = { "Apple", "Banana", "Cherry", "Kiwi" }; s.current, ret = ImGui.Combo("ITEM: Combo", s.current, items, #items) end if item_type == 15 then local items = { "Apple", "Banana", "Cherry", "Kiwi" }; s.current_2, ret = ImGui.ListBox("ITEM: ListBox", s.current_2, items, #items, #items) end local hovered_delay_none = ImGui.IsItemHovered() local hovered_delay_stationary = ImGui.IsItemHovered(8192 --[[ImGuiHoveredFlags.Stationary]]) local hovered_delay_short = ImGui.IsItemHovered(32768 --[[ImGuiHoveredFlags.DelayShort]]) local hovered_delay_normal = ImGui.IsItemHovered(65536 --[[ImGuiHoveredFlags.DelayNormal]]) local hovered_delay_tooltip = ImGui.IsItemHovered(4096 --[[ImGuiHoveredFlags.ForTooltip]]) -- = Normal + Stationary -- Display the values of IsItemHovered() and other common item state functions. -- Note that the ImGuiHoveredFlags_XXX flags can be combined. -- Because BulletText is an item itself and that would affect the output of IsItemXXX functions, -- we query every state in a single call to avoid storing them and to simplify the code. ImGui.BulletText( "Return value = %d\n" .. "IsItemFocused() = %d\n" .. "IsItemHovered() = %d\n" .. "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" .. "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" .. "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" .. "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" .. "IsItemHovered(_AllowWhenDisabled) = %d\n" .. "IsItemHovered(_RectOnly) = %d\n" .. "IsItemActive() = %d\n" .. "IsItemEdited() = %d\n" .. "IsItemActivated() = %d\n" .. "IsItemDeactivated() = %d\n" .. "IsItemDeactivatedAfterEdit() = %d\n" .. "IsItemVisible() = %d\n" .. "IsItemClicked() = %d\n" .. "IsItemToggledOpen() = %d\n" .. "GetItemRectMin() = (%.1f, %.1f)\n" .. "GetItemRectMax() = (%.1f, %.1f)\n" .. "GetItemRectSize() = (%.1f, %.1f)", B(ret), B(ImGui.IsItemFocused()), B(ImGui.IsItemHovered()), B(ImGui.IsItemHovered(32 --[[ImGuiHoveredFlags.AllowWhenBlockedByPopup]])), B(ImGui.IsItemHovered(128 --[[ImGuiHoveredFlags.AllowWhenBlockedByActiveItem]])), B(ImGui.IsItemHovered(256 --[[ImGuiHoveredFlags.AllowWhenOverlappedByItem]])), B(ImGui.IsItemHovered(512 --[[ImGuiHoveredFlags.AllowWhenOverlappedByWindow]])), B(ImGui.IsItemHovered(1024 --[[ImGuiHoveredFlags.AllowWhenDisabled]])), B(ImGui.IsItemHovered(928 --[[ImGuiHoveredFlags.RectOnly]])), B(ImGui.IsItemActive()), B(ImGui.IsItemEdited()), B(ImGui.IsItemActivated()), B(ImGui.IsItemDeactivated()), B(ImGui.IsItemDeactivatedAfterEdit()), B(ImGui.IsItemVisible()), B(ImGui.IsItemClicked()), B(ImGui.IsItemToggledOpen()), ImGui.GetItemRectMin().x, ImGui.GetItemRectMin().y, ImGui.GetItemRectMax().x, ImGui.GetItemRectMax().y, ImGui.GetItemRectSize().x, ImGui.GetItemRectSize().y ) ImGui.BulletText( "with Hovering Delay or Stationary test:\n" .. "IsItemHovered() = %d\n" .. "IsItemHovered(_Stationary) = %d\n" .. "IsItemHovered(_DelayShort) = %d\n" .. "IsItemHovered(_DelayNormal) = %d\n" .. "IsItemHovered(_Tooltip) = %d", B(hovered_delay_none), B(hovered_delay_stationary), B(hovered_delay_short), B(hovered_delay_normal), B(hovered_delay_tooltip)) if s.liveedit_flags_override then ImGui.PopItemFlag() ImGui.PopItemFlag() end if s.item_mixedvalue then ImGui.PopItemFlag() end if s.item_disabled then ImGui.EndDisabled() end local buf = ImGui.NewTextBuffer("", 1) ImGui.InputText("unused", buf, 1, 512 --[[ImGuiInputTextFlags.ReadOnly]]) ImGui.SameLine() HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status.") ImGui.TreePop() end if ImGui.TreeNode("Querying Window Status (Focused/Hovered etc.)") then IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)") _, s.embed_all_inside_a_child_window = ImGui.Checkbox("Embed everything inside a child window for testing _RootWindow flag.", s.embed_all_inside_a_child_window) if s.embed_all_inside_a_child_window then ImGui.BeginChild("outer_child", ImVec2(0, ImGui.GetFontSize() * 20.0), 1 --[[ImGuiChildFlags.Borders]]) end -- Testing IsWindowFocused() function with its various flags. ImGui.BulletText( "IsWindowFocused() = %d\n" .. "IsWindowFocused(_ChildWindows) = %d\n" .. "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" .. "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" .. "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" .. "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" .. "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" .. "IsWindowFocused(_RootWindow) = %d\n" .. "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" .. "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" .. "IsWindowFocused(_AnyWindow) = %d\n", B(ImGui.IsWindowFocused()), B(ImGui.IsWindowFocused(1 --[[ImGuiFocusedFlags.ChildWindows]])), B(ImGui.IsWindowFocused(bit32.bor(1 --[[ImGuiFocusedFlags.ChildWindows]], 8 --[[ImGuiFocusedFlags.NoPopupHierarchy]]))), B(ImGui.IsWindowFocused(bit32.bor(1 --[[ImGuiFocusedFlags.ChildWindows]], 16 --[[ImGuiFocusedFlags.DockHierarchy]]))), B(ImGui.IsWindowFocused(bit32.bor(1 --[[ImGuiFocusedFlags.ChildWindows]], 2 --[[ImGuiFocusedFlags.RootWindow]]))), B(ImGui.IsWindowFocused(bit32.bor(1 --[[ImGuiFocusedFlags.ChildWindows]], 2 --[[ImGuiFocusedFlags.RootWindow]], 8 --[[ImGuiFocusedFlags.NoPopupHierarchy]]))), B(ImGui.IsWindowFocused(bit32.bor(1 --[[ImGuiFocusedFlags.ChildWindows]], 2 --[[ImGuiFocusedFlags.RootWindow]], 16 --[[ImGuiFocusedFlags.DockHierarchy]]))), B(ImGui.IsWindowFocused(2 --[[ImGuiFocusedFlags.RootWindow]])), B(ImGui.IsWindowFocused(bit32.bor(2 --[[ImGuiFocusedFlags.RootWindow]], 8 --[[ImGuiFocusedFlags.NoPopupHierarchy]]))), B(ImGui.IsWindowFocused(bit32.bor(2 --[[ImGuiFocusedFlags.RootWindow]], 16 --[[ImGuiFocusedFlags.DockHierarchy]]))), B(ImGui.IsWindowFocused(4 --[[ImGuiFocusedFlags.AnyWindow]]))) -- Testing IsWindowHovered() function with its various flags. ImGui.BulletText( "IsWindowHovered() = %d\n" .. "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" .. "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" .. "IsWindowHovered(_ChildWindows) = %d\n" .. "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" .. "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" .. "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" .. "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" .. "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" .. "IsWindowHovered(_RootWindow) = %d\n" .. "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" .. "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" .. "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" .. "IsWindowHovered(_AnyWindow) = %d\n" .. "IsWindowHovered(_Stationary) = %d\n", B(ImGui.IsWindowHovered()), B(ImGui.IsWindowHovered(32 --[[ImGuiHoveredFlags.AllowWhenBlockedByPopup]])), B(ImGui.IsWindowHovered(128 --[[ImGuiHoveredFlags.AllowWhenBlockedByActiveItem]])), B(ImGui.IsWindowHovered(1 --[[ImGuiHoveredFlags.ChildWindows]])), B(ImGui.IsWindowHovered(bit32.bor(1 --[[ImGuiHoveredFlags.ChildWindows]], 8 --[[ImGuiHoveredFlags.NoPopupHierarchy]]))), B(ImGui.IsWindowHovered(bit32.bor(1 --[[ImGuiHoveredFlags.ChildWindows]], 16 --[[ImGuiHoveredFlags.DockHierarchy]]))), B(ImGui.IsWindowHovered(bit32.bor(1 --[[ImGuiHoveredFlags.ChildWindows]], 2 --[[ImGuiHoveredFlags.RootWindow]]))), B(ImGui.IsWindowHovered(bit32.bor(1 --[[ImGuiHoveredFlags.ChildWindows]], 2 --[[ImGuiHoveredFlags.RootWindow]], 8 --[[ImGuiHoveredFlags.NoPopupHierarchy]]))), B(ImGui.IsWindowHovered(bit32.bor(1 --[[ImGuiHoveredFlags.ChildWindows]], 2 --[[ImGuiHoveredFlags.RootWindow]], 16 --[[ImGuiHoveredFlags.DockHierarchy]]))), B(ImGui.IsWindowHovered(2 --[[ImGuiHoveredFlags.RootWindow]])), B(ImGui.IsWindowHovered(bit32.bor(2 --[[ImGuiHoveredFlags.RootWindow]], 8 --[[ImGuiHoveredFlags.NoPopupHierarchy]]))), B(ImGui.IsWindowHovered(bit32.bor(2 --[[ImGuiHoveredFlags.RootWindow]], 16 --[[ImGuiHoveredFlags.DockHierarchy]]))), B(ImGui.IsWindowHovered(bit32.bor(1 --[[ImGuiHoveredFlags.ChildWindows]], 32 --[[ImGuiHoveredFlags.AllowWhenBlockedByPopup]]))), B(ImGui.IsWindowHovered(4 --[[ImGuiHoveredFlags.AnyWindow]])), B(ImGui.IsWindowHovered(8192 --[[ImGuiHoveredFlags.Stationary]]))) ImGui.BeginChild("child", ImVec2(0, 50), 1 --[[ImGuiChildFlags.Borders]]) ImGui.Text("This is another child window for testing the _ChildWindows flag.") ImGui.EndChild() if s.embed_all_inside_a_child_window then ImGui.EndChild() end -- Calling IsItemHovered() after begin returns the hovered status of the title bar. -- This is useful in particular if you want to create a context menu associated to the title bar of a window. -- This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). _, s.test_window = ImGui.Checkbox("Hovered/Active tests after Begin() for title bar testing", s.test_window) if s.test_window then -- FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. -- Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? s.test_window = ImGui.Begin("Title bar Hovered/Active tests", s.test_window) if ImGui.BeginPopupContextItem() then -- <-- This is using IsItemHovered() if ImGui.MenuItem("Close") then s.test_window = false end ImGui.EndPopup() end ImGui.Text( "IsItemHovered() after begin = %d (== is title bar hovered)\n" .. "IsItemActive() after begin = %d (== is window being clicked/moved)\n", B(ImGui.IsItemHovered()), B(ImGui.IsItemActive())) ImGui.End() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsSelectables() ------------------------------------------------------------------------------- S.DemoWindowWidgetsSelectables = { selection = { false, true, false, false, false }, -- Basic selected_multi = { false, false, false }, -- Multiple items on the same line (1) checked = { false, false, false, false, false }, -- Multiple items on the same line (2) selected_n = 0, selected_tables = { false, false, false, false, false, false, false, false, false, false }, -- In Tables selected_grid = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }, -- Grid selected_align = { true, false, true, false, true, false, true, false, true }, -- Alignment } -- [Port] The Selectable(label, bool* p_selected) overload doesn't exist in this port (Selectable returns pressed, selected -- without toggling): written as `if ImGui.Selectable(label, sel) then sel = not sel end`. function DemoWindowWidgetsSelectables() local s = S.DemoWindowWidgetsSelectables -- ImGui.SetNextItemOpen(true, ImGuiCond.Once) if ImGui.TreeNode("Selectables") then IMGUI_DEMO_MARKER("Widgets/Selectables") -- Selectable() has 2 overloads: -- - The one taking "bool selected" as a read-only selection information. -- When Selectable() has been clicked it returns true and you can alter selection state accordingly. -- - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) -- The earlier is more flexible, as in real application your selection may be stored in many different ways -- and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). IMGUI_DEMO_MARKER("Widgets/Selectables/Basic") if ImGui.TreeNode("Basic") then local selection = s.selection if ImGui.Selectable("1. I am selectable", selection[1]) then selection[1] = not selection[1] end if ImGui.Selectable("2. I am selectable", selection[2]) then selection[2] = not selection[2] end if ImGui.Selectable("3. I am selectable", selection[3]) then selection[3] = not selection[3] end if ImGui.Selectable("4. I am double clickable", selection[4], 4 --[[ImGuiSelectableFlags.AllowDoubleClick]]) then if ImGui.IsMouseDoubleClicked(0) then selection[4] = not selection[4] end end ImGui.TreePop() end IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line") if ImGui.TreeNode("Multiple items on the same line") then IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple items on the same line") -- - Using SetNextItemAllowOverlap() -- - Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. do local selected = s.selected_multi ImGui.SetNextItemAllowOverlap(); if ImGui.Selectable("main.c", selected[1]) then selected[1] = not selected[1] end; ImGui.SameLine(); ImGui.SmallButton("Link 1") ImGui.SetNextItemAllowOverlap(); if ImGui.Selectable("hello.cpp", selected[2]) then selected[2] = not selected[2] end; ImGui.SameLine(); ImGui.SmallButton("Link 2") ImGui.SetNextItemAllowOverlap(); if ImGui.Selectable("hello.h", selected[3]) then selected[3] = not selected[3] end; ImGui.SameLine(); ImGui.SmallButton("Link 3") end -- (2) -- - Using ImGuiSelectableFlags_AllowOverlap is a shortcut for calling SetNextItemAllowOverlap() -- - No visible label, display contents inside the selectable bounds. -- - We don't maintain actual selection in this example to keep things simple. ImGui.Spacing() do local checked = s.checked local color_marker_w = ImGui.CalcTextSize("x").x for n = 0, 4 do ImGui.PushID(n) ImGui.AlignTextToFramePadding() if ImGui.Selectable("##selectable", s.selected_n == n, 16 --[[ImGuiSelectableFlags.AllowOverlap]]) then s.selected_n = n end ImGui.SameLine(0, 0) _, checked[n + 1] = ImGui.Checkbox("##check", checked[n + 1]) ImGui.SameLine() local color = ImVec4(bit32.band(n, 1) ~= 0 and 1.0 or 0.2, bit32.band(n, 2) ~= 0 and 1.0 or 0.2, 0.2, 1.0) ImGui.ColorButton("##color", color, 64 --[[ImGuiColorEditFlags.NoTooltip]], ImVec2(color_marker_w, 0)) ImGui.SameLine() ImGui.Text("Some label") ImGui.PopID() end end ImGui.TreePop() end if ImGui.TreeNode("In Tables") then IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables") local selected = s.selected_tables if ImGui.BeginTable("split1", 3, bit32.bor(1 --[[ImGuiTableFlags.Resizable]], 16 --[[ImGuiTableFlags.NoSavedSettings]], 1920 --[[ImGuiTableFlags.Borders]])) then for i = 0, 9 do local label = string.format("Item %d", i) ImGui.TableNextColumn() if ImGui.Selectable(label, selected[i + 1]) then selected[i + 1] = not selected[i + 1] end -- FIXME-TABLE: Selection overlap end ImGui.EndTable() end ImGui.Spacing() if ImGui.BeginTable("split2", 3, bit32.bor(1 --[[ImGuiTableFlags.Resizable]], 16 --[[ImGuiTableFlags.NoSavedSettings]], 1920 --[[ImGuiTableFlags.Borders]])) then for i = 0, 9 do local label = string.format("Item %d", i) ImGui.TableNextRow() ImGui.TableNextColumn() if ImGui.Selectable(label, selected[i + 1], 2 --[[ImGuiSelectableFlags.SpanAllColumns]]) then selected[i + 1] = not selected[i + 1] end ImGui.TableNextColumn() ImGui.Text("Some other contents") ImGui.TableNextColumn() ImGui.Text("123456") end ImGui.EndTable() end ImGui.TreePop() end if ImGui.TreeNode("Grid") then IMGUI_DEMO_MARKER("Widgets/Selectables/Grid") local selected = s.selected_grid -- Add in a bit of silly fun... local time = ImGui.GetTime() local winning_state = true -- If all cells are selected... for y = 1, 4 do for x = 1, 4 do if selected[y][x] == 0 then winning_state = false end end end -- [Port] memchr(selected, 0, sizeof(selected)) == NULL if winning_state then ImGui.PushStyleVar(39 --[[ImGuiStyleVar.SelectableTextAlign]], ImVec2(0.5 + 0.5 * math.cos(time * 2.0), 0.5 + 0.5 * math.sin(time * 3.0))) end local size = ImGui.CalcTextSize("Sailor").x for y = 0, 3 do for x = 0, 3 do if x > 0 then ImGui.SameLine() end ImGui.PushID(y * 4 + x) if ImGui.Selectable("Sailor", selected[y + 1][x + 1] ~= 0, 0, ImVec2(size, size)) then -- Toggle clicked cell + toggle neighbors selected[y + 1][x + 1] = bit32.bxor(selected[y + 1][x + 1], 1) if x > 0 then selected[y + 1][x] = bit32.bxor(selected[y + 1][x], 1) end if x < 3 then selected[y + 1][x + 2] = bit32.bxor(selected[y + 1][x + 2], 1) end if y > 0 then selected[y][x + 1] = bit32.bxor(selected[y][x + 1], 1) end if y < 3 then selected[y + 2][x + 1] = bit32.bxor(selected[y + 2][x + 1], 1) end end ImGui.PopID() end end if winning_state then ImGui.PopStyleVar() end ImGui.TreePop() end if ImGui.TreeNode("Alignment") then IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment") HelpMarker( "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " .. "basis using PushStyleVar(). You'll probably want to always keep your default situation to " .. "left-align otherwise it becomes difficult to layout multiple items on a same line") local selected = s.selected_align local size = ImGui.CalcTextSize("(1.0,1.0)").x for y = 0, 2 do for x = 0, 2 do local alignment = ImVec2(x / 2.0, y / 2.0) local name = string.format("(%.1f,%.1f)", alignment.x, alignment.y) if x > 0 then ImGui.SameLine() end ImGui.PushStyleVar(39 --[[ImGuiStyleVar.SelectableTextAlign]], alignment) local idx = 3 * y + x + 1 if ImGui.Selectable(name, selected[idx], 0 --[[ImGuiSelectableFlags.None]], ImVec2(size, size)) then selected[idx] = not selected[idx] end ImGui.PopStyleVar() end end ImGui.TreePop() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() ------------------------------------------------------------------------------- -- Multi-selection demos -- Also read: https://github.com/ocornut/imgui/wiki/Multi-Select ------------------------------------------------------------------------------- ExampleNames = { "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava", "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber" } -- Extra functions to add deletion support to ImGuiSelectionBasicStorage -- [Port] "struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage": an ImGuiSelectionBasicStorage() object whose -- metatable chains to the library's ImGuiSelectionBasicStorage methods. ExampleSelectionWithDeletionMT = {} ExampleSelectionWithDeletionMT.__index = ExampleSelectionWithDeletionMT function ExampleSelectionWithDeletion() local self = ImGuiSelectionBasicStorage() if getmetatable(ExampleSelectionWithDeletionMT) == nil then setmetatable(ExampleSelectionWithDeletionMT, { __index = getmetatable(self) }) -- [Port] inherit ImGuiSelectionBasicStorage methods end return setmetatable(self, ExampleSelectionWithDeletionMT) end -- Find which item should be Focused after deletion. -- Call _before_ item submission. Return an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it. -- The subsequent ApplyDeletionPostLoop() code will use it to apply Selection. -- - We cannot provide this logic in core Dear ImGui because we don't have access to selection data. -- - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility. -- - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr. -- FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset. function ExampleSelectionWithDeletionMT:ApplyDeletionPreLoop(ms_io, items_count) if self.Size == 0 then return -1 end -- If focused item is not selected... local focused_idx = ms_io.NavIdItem -- Index of currently focused item if ms_io.NavIdSelected == false then -- This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx)) ms_io.RangeSrcReset = true -- Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item. return focused_idx -- Request to focus same item after deletion. end -- If focused item is selected: land on first unselected item after focused item. for idx = focused_idx + 1, items_count - 1 do if not self:Contains(self:GetStorageIdFromIndex(idx)) then return idx end end -- If focused item is selected: otherwise return last unselected item before focused item. for idx = ImMin(focused_idx, items_count) - 1, 0, -1 do if not self:Contains(self:GetStorageIdFromIndex(idx)) then return idx end end return -1 end -- Rewrite item list (delete items) + update selection. -- - Call after EndMultiSelect() -- - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data. -- [Port] items: ImVector (1-based .Data), swapped in place with the rebuilt list. function ExampleSelectionWithDeletionMT:ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_select) -- Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection). -- If NavId was not part of selection, we will stay on same item. local new_items = ImVector() new_items:reserve(items.Size - self.Size) local item_next_idx_to_select = -1 for idx = 0, items.Size - 1 do if not self:Contains(self:GetStorageIdFromIndex(idx)) then new_items:push_back(items.Data[idx + 1]) end if item_curr_idx_to_select == idx then item_next_idx_to_select = new_items.Size - 1 end end items:swap(new_items) -- Update selection self:Clear() if item_next_idx_to_select ~= -1 and ms_io.NavIdSelected then self:SetItemSelected(self:GetStorageIdFromIndex(item_next_idx_to_select), true) end end -- Example: Implement dual list box storage and interface ExampleDualListBoxMT = {} ExampleDualListBoxMT.__index = ExampleDualListBoxMT function ExampleDualListBox() local self = setmetatable({}, ExampleDualListBoxMT) self.Items = { ImVector(), ImVector() } -- ID is index into ExampleName[] -- [Port] 1-based: Items[side + 1] self.Selections = { ImGuiSelectionBasicStorage(), ImGuiSelectionBasicStorage() } -- Store ExampleItemId into selection -- [Port] 1-based: Selections[side + 1] self.OptKeepSorted = true return self end function ExampleDualListBoxMT:MoveAll(src, dst) assert((src == 0 and dst == 1) or (src == 1 and dst == 0)) for _, item_id in self.Items[src + 1]:iter() do self.Items[dst + 1]:push_back(item_id) end self.Items[src + 1]:clear() self:SortItems(dst) self.Selections[src + 1]:Swap(self.Selections[dst + 1]) self.Selections[src + 1]:Clear() end function ExampleDualListBoxMT:MoveSelected(src, dst) local src_n = 0 -- [Port] while loop: the C++ for loop decrements src_n while src_n < self.Items[src + 1].Size do repeat local item_id = self.Items[src + 1].Data[src_n + 1] if not self.Selections[src + 1]:Contains(item_id) then break -- continue end self.Items[src + 1]:erase(src_n + 1) -- FIXME-OPT: Could be implemented more optimally (rebuild src items and swap) self.Items[dst + 1]:push_back(item_id) src_n = src_n - 1 until true src_n = src_n + 1 end if self.OptKeepSorted then self:SortItems(dst) end self.Selections[src + 1]:Swap(self.Selections[dst + 1]) self.Selections[src + 1]:Clear() end function ExampleDualListBoxMT:ApplySelectionRequests(ms_io, side) -- In this example we store item id in selection (instead of item index) self.Selections[side + 1].UserData = self.Items[side + 1].Data self.Selections[side + 1].AdapterIndexToStorageId = function(self_, idx) local items = self_.UserData; return items[idx + 1] end self.Selections[side + 1]:ApplyRequests(ms_io) end -- [Port] table.sort() comparator: returns 'lhs < rhs' instead of '*a - *b' function ExampleDualListBoxMT.CompareItemsByValue(lhs, rhs) return lhs < rhs end function ExampleDualListBoxMT:SortItems(n) if self.Items[n + 1].Size > 0 then -- [Port] .Data is nil for an empty ImVector table.sort(self.Items[n + 1].Data, ExampleDualListBoxMT.CompareItemsByValue) -- [Port] .Data holds exactly .Size items here (only push_back/erase/clear are used) end end function ExampleDualListBoxMT:Show() --if (ImGui::Checkbox("Sorted", &OptKeepSorted) && OptKeepSorted) { SortItems(0); SortItems(1); } if ImGui.BeginTable("split", 3, 0 --[[ImGuiTableFlags.None]]) then ImGui.TableSetupColumn("", 8 --[[ImGuiTableColumnFlags.WidthStretch]]) -- Left side ImGui.TableSetupColumn("", 16 --[[ImGuiTableColumnFlags.WidthFixed]]) -- Buttons ImGui.TableSetupColumn("", 8 --[[ImGuiTableColumnFlags.WidthStretch]]) -- Right side ImGui.TableNextRow() local request_move_selected = -1 local request_move_all = -1 local child_height_0 = 0.0 for side = 0, 1 do -- FIXME-MULTISELECT: Dual List Box: Add context menus -- FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues. local items = self.Items[side + 1] local selection = self.Selections[side + 1] ImGui.TableSetColumnIndex((side == 0) and 0 or 2) ImGui.Text("%s (%d)", (side == 0) and "Available" or "Basket", items.Size) -- Submit scrolling range to avoid glitches on moving/deletion local items_height = ImGui.GetTextLineHeightWithSpacing() ImGui.SetNextWindowContentSize(ImVec2(0.0, items.Size * items_height)) local child_visible if side == 0 then -- Left child is resizable ImGui.SetNextWindowSizeConstraints(ImVec2(0.0, ImGui.GetFrameHeightWithSpacing() * 4), ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]])) child_visible = ImGui.BeginChild("0", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], ImGui.GetFontSize() * 20), bit32.bor(128 --[[ImGuiChildFlags.FrameStyle]], 8 --[[ImGuiChildFlags.ResizeY]])) child_height_0 = ImGui.GetWindowSize().y else -- Right child use same height as left one child_visible = ImGui.BeginChild("1", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], child_height_0), 128 --[[ImGuiChildFlags.FrameStyle]]) end if child_visible then local flags = 64 --[[ImGuiMultiSelectFlags.BoxSelect1d]] local ms_io = ImGui.BeginMultiSelect(flags, selection.Size, items.Size) self:ApplySelectionRequests(ms_io, side) for item_n = 0, items.Size - 1 do local item_id = items.Data[item_n + 1] local item_is_selected = selection:Contains(item_id) ImGui.SetNextItemSelectionUserData(item_n) ImGui.Selectable(ExampleNames[item_id + 1], item_is_selected, 4 --[[ImGuiSelectableFlags.AllowDoubleClick]]) if ImGui.IsItemFocused() then -- FIXME-MULTISELECT: Dual List Box: Transfer focus if ImGui.IsKeyPressed(525 --[[ImGuiKey.Enter]]) or ImGui.IsKeyPressed(627 --[[ImGuiKey.KeypadEnter]]) then request_move_selected = side end if ImGui.IsMouseDoubleClicked(0) then -- FIXME-MULTISELECT: Double-click on multi-selection? request_move_selected = side end end end ms_io = ImGui.EndMultiSelect() self:ApplySelectionRequests(ms_io, side) end ImGui.EndChild() end -- Buttons columns ImGui.TableSetColumnIndex(1) ImGui.NewLine() --ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f }; local button_sz = ImVec2(ImGui.GetFrameHeight(), ImGui.GetFrameHeight()) -- (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized) if ImGui.Button(">>", button_sz) then request_move_all = 0 end if ImGui.Button(">", button_sz) then request_move_selected = 0 end if ImGui.Button("<", button_sz) then request_move_selected = 1 end if ImGui.Button("<<", button_sz) then request_move_all = 1 end -- Process requests if request_move_all ~= -1 then self:MoveAll(request_move_all, bit32.bxor(request_move_all, 1)) end if request_move_selected ~= -1 then self:MoveSelected(request_move_selected, bit32.bxor(request_move_selected, 1)) end -- FIXME-MULTISELECT: Support action from outside --[[ if (OptKeepSorted == false) { ImGui::NewLine(); if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {} if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {} } ]] ImGui.EndTable() end end -- [Port] struct ExampleTreeFuncs is local to DemoWindowWidgetsSelectionAndMultiSelect() upstream ("Multi-Select (trees)"): -- hoisted to file level (global table) so its functions are not re-created every frame. ExampleTreeFuncs = {} function ExampleTreeFuncs.DrawNode(node, selection) local tree_node_flags = bit32.bor(2048 --[[ImGuiTreeNodeFlags.SpanAvailWidth]], 128 --[[ImGuiTreeNodeFlags.OpenOnArrow]], 64 --[[ImGuiTreeNodeFlags.OpenOnDoubleClick]]) tree_node_flags = bit32.bor(tree_node_flags, 131072 --[[ImGuiTreeNodeFlags.NavLeftJumpsToParent]]) -- Enable pressing left to jump to parent if #node.Childs == 0 then tree_node_flags = bit32.bor(tree_node_flags, 512 --[[ImGuiTreeNodeFlags.Bullet]], 256 --[[ImGuiTreeNodeFlags.Leaf]]) end if selection:Contains(node.UID) then tree_node_flags = bit32.bor(tree_node_flags, 1 --[[ImGuiTreeNodeFlags.Selected]]) end -- Using SetNextItemStorageID() to specify storage id, so we can easily peek into -- the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions. ImGui.SetNextItemSelectionUserData(node) -- [Port] the node table itself is the selection user data (C++ casts the pointer) ImGui.SetNextItemStorageID(node.UID) if ImGui.TreeNodeEx(node.Name, tree_node_flags) then for _, child in ipairs(node.Childs) do ExampleTreeFuncs.DrawNode(child, selection) end ImGui.TreePop() elseif ImGui.IsItemToggledOpen() then ExampleTreeFuncs.TreeCloseAndUnselectChildNodes(node, selection) end end -- When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected. -- FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node -- features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc. function ExampleTreeFuncs.TreeCloseAndUnselectChildNodes(node, selection, depth) if depth == nil then depth = 0 end -- Recursive close (the test for depth == 0 is because we call this on a node that was just closed!) local unselected_count = selection:Contains(node.UID) and 1 or 0 if depth == 0 or ImGui.TreeNodeGetOpen(node.UID) then for _, child in ipairs(node.Childs) do unselected_count = unselected_count + ExampleTreeFuncs.TreeCloseAndUnselectChildNodes(child, selection, depth + 1) end ImGui.TreeNodeSetOpen(node.UID, false) end -- Select root node if any of its child was selected, otherwise unselect selection:SetItemSelected(node.UID, (depth == 0 and unselected_count > 0)) return unselected_count end -- Apply multi-selection requests function ExampleTreeFuncs.ApplySelectionRequests(ms_io, tree, selection) for _, req in ms_io.Requests:iter() do if req.Type == 1 --[[ImGuiSelectionRequestType.SetAll]] then if req.Selected then ExampleTreeFuncs.TreeSetAllInOpenNodes(tree, selection, req.Selected) else selection:Clear() end elseif req.Type == 2 --[[ImGuiSelectionRequestType.SetRange]] then local first_node = req.RangeFirstItem local last_node = req.RangeLastItem local node = first_node while node ~= nil do selection:SetItemSelected(node.UID, req.Selected) node = ExampleTreeFuncs.TreeGetNextNodeInVisibleOrder(node, last_node) end end end end function ExampleTreeFuncs.TreeSetAllInOpenNodes(node, selection, selected) if node.Parent ~= nil then -- Root node isn't visible nor selectable in our scheme selection:SetItemSelected(node.UID, selected) end if node.Parent == nil or ImGui.TreeNodeGetOpen(node.UID) then for _, child in ipairs(node.Childs) do ExampleTreeFuncs.TreeSetAllInOpenNodes(child, selection, selected) end end end -- Interpolate in *user-visible order* AND only *over opened nodes*. -- If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler. -- Here the tricks are that: -- - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion. -- this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)' -- which would only be called when crossing from child to a parent, aka not too much. -- - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack, -- making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location. function ExampleTreeFuncs.TreeGetNextNodeInVisibleOrder(curr_node, last_node) -- Reached last node if curr_node == last_node then return nil end -- Recurse into childs. Query storage to tell if the node is open. if #curr_node.Childs > 0 and ImGui.TreeNodeGetOpen(curr_node.UID) then return curr_node.Childs[1] end -- Next sibling, then into our own parent while curr_node.Parent ~= nil do if curr_node.IndexInParent + 1 < #curr_node.Parent.Childs then return curr_node.Parent.Childs[curr_node.IndexInParent + 1 + 1] -- [Port] Childs is 1-based, IndexInParent 0-based end curr_node = curr_node.Parent end return nil end S.DemoWindowWidgetsSelectionAndMultiSelect = { single_select = { selected = -1 }, manual = { selection = { false, false, false, false, false } }, multi_select = { selection = ImGuiSelectionBasicStorage() }, with_clipper = { selection = ImGuiSelectionBasicStorage() }, with_deletion = { items = ImVector(), selection = ExampleSelectionWithDeletion(), items_next_id = 0 }, dual_list_box = { dlb = ExampleDualListBox() }, in_a_table = { selection = ImGuiSelectionBasicStorage() }, checkboxes = { items = { false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false }, flags = bit32.bor(ImGuiMultiSelectFlags.NoAutoSelect, ImGuiMultiSelectFlags.NoAutoClear, ImGuiMultiSelectFlags.ClearOnEscape), }, multiple_scopes = { selections_data = { ImGuiSelectionBasicStorage(), ImGuiSelectionBasicStorage(), ImGuiSelectionBasicStorage() }, -- [Port] 1-based flags = bit32.bor(ImGuiMultiSelectFlags.ScopeRect, ImGuiMultiSelectFlags.ClearOnEscape), -- | ImGuiMultiSelectFlags_ClearOnClickVoid; }, trees = { selection = ImGuiSelectionBasicStorage() }, advanced = { use_clipper = true, use_deletion = true, use_drag_drop = true, show_in_table = false, show_color_button = true, flags = bit32.bor(ImGuiMultiSelectFlags.ClearOnEscape, ImGuiMultiSelectFlags.BoxSelect1d), widget_type = 0, -- WidgetType_Selectable items = ImVector(), items_next_id = 0, selection = ExampleSelectionWithDeletion(), request_deletion_from_menu = false, -- Queue deletion triggered from context menu item_category_bufs = {}, -- [Port] read-only InputText() byte buffers, per ExampleNames[] entry }, } function DemoWindowWidgetsSelectionAndMultiSelect(demo_data) local s = S.DemoWindowWidgetsSelectionAndMultiSelect if ImGui.TreeNode("Selection State & Multi-Select") then IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select") HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data.") ImGui.BulletText("Wiki page:") ImGui.SameLine() ImGui.TextLinkOpenURL("imgui/wiki/Multi-Select", "https://github.com/ocornut/imgui/wiki/Multi-Select") -- Without any fancy API: manage single-selection yourself. if ImGui.TreeNode("Single-Select") then IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select") local st = s.single_select for n = 0, 4 do local buf = string.format("Object %d", n) if ImGui.Selectable(buf, st.selected == n) then st.selected = n end end ImGui.TreePop() end -- Demonstrate implementation a most-basic form of multi-selection manually -- This doesn't support the Shift modifier which requires BeginMultiSelect()! if ImGui.TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)") HelpMarker("Hold Ctrl and Click to select multiple items.") local selection = s.manual.selection for n = 0, 4 do local buf = string.format("Object %d", n) if ImGui.Selectable(buf, selection[n + 1]) then if not ImGui.GetIO().KeyCtrl then -- Clear selection when Ctrl is not held for i = 1, 5 do selection[i] = false end end selection[n + 1] = not selection[n + 1] -- Toggle current item end end ImGui.TreePop() end -- Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API. -- Shift+Click w/ Ctrl and other standard features are supported. -- We use the ImGuiSelectionBasicStorage helper which you may freely reimplement. if ImGui.TreeNode("Multi-Select") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select") ImGui.Text("Supported features:") ImGui.BulletText("Keyboard navigation (arrows, page up/down, home/end, space).") ImGui.BulletText("Ctrl modifier to preserve and toggle selection.") ImGui.BulletText("Shift modifier for range selection.") ImGui.BulletText("Ctrl+A to select all.") ImGui.BulletText("Escape to clear selection.") ImGui.BulletText("Click and drag to box-select.") ImGui.Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen.") -- Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection local ITEMS_COUNT = 50 local selection = s.multi_select.selection ImGui.Text("Selection: %d/%d", selection.Size, ITEMS_COUNT) -- The BeginChild() has no purpose for selection logic, other that offering a scrolling region. if ImGui.BeginChild("##Basket", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], ImGui.GetFontSize() * 20), bit32.bor(128 --[[ImGuiChildFlags.FrameStyle]], 8 --[[ImGuiChildFlags.ResizeY]])) then local flags = bit32.bor(512 --[[ImGuiMultiSelectFlags.ClearOnEscape]], 64 --[[ImGuiMultiSelectFlags.BoxSelect1d]]) local ms_io = ImGui.BeginMultiSelect(flags, selection.Size, ITEMS_COUNT) selection:ApplyRequests(ms_io) for n = 0, ITEMS_COUNT - 1 do local label = string.format("Object %05d: %s", n, ExampleNames[n % #ExampleNames + 1]) local item_is_selected = selection:Contains(n) ImGui.SetNextItemSelectionUserData(n) ImGui.Selectable(label, item_is_selected) end ms_io = ImGui.EndMultiSelect() selection:ApplyRequests(ms_io) end ImGui.EndChild() ImGui.TreePop() end -- Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() if ImGui.TreeNode("Multi-Select (with clipper)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)") -- Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection local selection = s.with_clipper.selection ImGui.Text("Added features:") ImGui.BulletText("Using ImGuiListClipper.") local ITEMS_COUNT = 10000 ImGui.Text("Selection: %d/%d", selection.Size, ITEMS_COUNT) if ImGui.BeginChild("##Basket", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], ImGui.GetFontSize() * 20), bit32.bor(128 --[[ImGuiChildFlags.FrameStyle]], 8 --[[ImGuiChildFlags.ResizeY]])) then local flags = bit32.bor(512 --[[ImGuiMultiSelectFlags.ClearOnEscape]], 64 --[[ImGuiMultiSelectFlags.BoxSelect1d]]) local ms_io = ImGui.BeginMultiSelect(flags, selection.Size, ITEMS_COUNT) selection:ApplyRequests(ms_io) local clipper = ImGuiListClipper() clipper:Begin(ITEMS_COUNT) if ms_io.RangeSrcItem ~= -1 then clipper:IncludeItemByIndex(ms_io.RangeSrcItem) -- Ensure RangeSrc item is not clipped. end while clipper:Step() do for n = clipper.DisplayStart, clipper.DisplayEnd - 1 do local label = string.format("Object %05d: %s", n, ExampleNames[n % #ExampleNames + 1]) local item_is_selected = selection:Contains(n) ImGui.SetNextItemSelectionUserData(n) ImGui.Selectable(label, item_is_selected) end end ms_io = ImGui.EndMultiSelect() selection:ApplyRequests(ms_io) end ImGui.EndChild() ImGui.TreePop() end -- Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API. -- In order to support Deletion without any glitches you need to: -- - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling. -- - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection. -- - (3) BeginXXXX process -- - (4) Focus process -- - (5) EndXXXX process if ImGui.TreeNode("Multi-Select (with deletion)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)") -- Storing items data separately from selection data. -- (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items) -- Use a custom selection.Adapter: store item identifier in Selection (instead of index) local st = s.with_deletion local items = st.items local selection = st.selection selection.UserData = items selection.AdapterIndexToStorageId = function(self, idx) local p_items = self.UserData; return p_items.Data[idx + 1] end -- Index -> ID ImGui.Text("Added features:") ImGui.BulletText("Dynamic list with Delete key support.") ImGui.Text("Selection size: %d/%d", selection.Size, items.Size) -- Initialize default list with 50 items + button to add/remove items. if st.items_next_id == 0 then for _ = 0, 49 do items:push_back(st.items_next_id); st.items_next_id = st.items_next_id + 1 end end if ImGui.SmallButton("Add 20 items") then for _ = 0, 19 do items:push_back(st.items_next_id); st.items_next_id = st.items_next_id + 1 end end ImGui.SameLine() if ImGui.SmallButton("Remove 20 items") then for _ = ImMin(20, items.Size), 1, -1 do selection:SetItemSelected(items:back(), false); items:pop_back() end end -- (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion local items_height = ImGui.GetTextLineHeightWithSpacing() ImGui.SetNextWindowContentSize(ImVec2(0.0, items.Size * items_height)) if ImGui.BeginChild("##Basket", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], ImGui.GetFontSize() * 20), bit32.bor(128 --[[ImGuiChildFlags.FrameStyle]], 8 --[[ImGuiChildFlags.ResizeY]])) then local flags = bit32.bor(512 --[[ImGuiMultiSelectFlags.ClearOnEscape]], 64 --[[ImGuiMultiSelectFlags.BoxSelect1d]]) local ms_io = ImGui.BeginMultiSelect(flags, selection.Size, items.Size) selection:ApplyRequests(ms_io) local want_delete = ImGui.Shortcut(522 --[[ImGuiKey.Delete]], 1 --[[ImGuiInputFlags.Repeat]]) and (selection.Size > 0) local item_curr_idx_to_focus = -1 if want_delete then item_curr_idx_to_focus = selection:ApplyDeletionPreLoop(ms_io, items.Size) end for n = 0, items.Size - 1 do local item_id = items.Data[n + 1] local label = string.format("Object %05d: %s", item_id, ExampleNames[item_id % #ExampleNames + 1]) -- [Port] %05u -> %05d local item_is_selected = selection:Contains(item_id) ImGui.SetNextItemSelectionUserData(n) ImGui.Selectable(label, item_is_selected) if item_curr_idx_to_focus == n then ImGui.SetKeyboardFocusHere(-1) end end -- Apply multi-select requests ms_io = ImGui.EndMultiSelect() selection:ApplyRequests(ms_io) if want_delete then selection:ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus) end end ImGui.EndChild() ImGui.TreePop() end -- Implement a Dual List Box (#6648) if ImGui.TreeNode("Multi-Select (dual list box)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)") -- Init default state local dlb = s.dual_list_box.dlb if dlb.Items[1].Size == 0 and dlb.Items[2].Size == 0 then for item_id = 0, #ExampleNames - 1 do dlb.Items[1]:push_back(item_id) end end -- Show dlb:Show() ImGui.TreePop() end -- Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() if ImGui.TreeNode("Multi-Select (in a table)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)") local selection = s.in_a_table.selection local ITEMS_COUNT = 10000 ImGui.Text("Selection: %d/%d", selection.Size, ITEMS_COUNT) if ImGui.BeginTable("##Basket", 2, bit32.bor(33554432 --[[ImGuiTableFlags.ScrollY]], 64 --[[ImGuiTableFlags.RowBg]], 1280 --[[ImGuiTableFlags.BordersOuter]]), ImVec2(0.0, ImGui.GetFontSize() * 20)) then ImGui.TableSetupColumn("Object") ImGui.TableSetupColumn("Action") ImGui.TableSetupScrollFreeze(0, 1) ImGui.TableHeadersRow() local flags = bit32.bor(512 --[[ImGuiMultiSelectFlags.ClearOnEscape]], 64 --[[ImGuiMultiSelectFlags.BoxSelect1d]]) local ms_io = ImGui.BeginMultiSelect(flags, selection.Size, ITEMS_COUNT) selection:ApplyRequests(ms_io) local clipper = ImGuiListClipper() clipper:Begin(ITEMS_COUNT) if ms_io.RangeSrcItem ~= -1 then clipper:IncludeItemByIndex(ms_io.RangeSrcItem) -- Ensure RangeSrc item is not clipped. end while clipper:Step() do for n = clipper.DisplayStart, clipper.DisplayEnd - 1 do ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.PushID(n) local label = string.format("Object %05d: %s", n, ExampleNames[n % #ExampleNames + 1]) local item_is_selected = selection:Contains(n) ImGui.SetNextItemSelectionUserData(n) ImGui.Selectable(label, item_is_selected, bit32.bor(2 --[[ImGuiSelectableFlags.SpanAllColumns]], 16 --[[ImGuiSelectableFlags.AllowOverlap]])) ImGui.TableNextColumn() ImGui.SmallButton("hello") ImGui.PopID() end end ms_io = ImGui.EndMultiSelect() selection:ApplyRequests(ms_io) ImGui.EndTable() end ImGui.TreePop() end if ImGui.TreeNode("Multi-Select (checkboxes)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)") ImGui.Text("In a list of checkboxes (not selectable):") ImGui.BulletText("Using _NoAutoSelect + _NoAutoClear flags.") ImGui.BulletText("Shift+Click to check multiple boxes.") ImGui.BulletText("Shift+Keyboard to copy current value to other boxes.") -- If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper. local st = s.checkboxes local items = st.items _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", st.flags, 8 --[[ImGuiMultiSelectFlags.NoAutoSelect]]) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", st.flags, 16 --[[ImGuiMultiSelectFlags.NoAutoClear]]) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", st.flags, 128 --[[ImGuiMultiSelectFlags.BoxSelect2d]]) -- Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width. if ImGui.BeginChild("##Basket", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], ImGui.GetFontSize() * 20), bit32.bor(1 --[[ImGuiChildFlags.Borders]], 8 --[[ImGuiChildFlags.ResizeY]])) then local ms_io = ImGui.BeginMultiSelect(st.flags, -1, #items) local storage_wrapper = ImGuiSelectionExternalStorage() storage_wrapper.UserData = items storage_wrapper.AdapterSetItemSelected = function(self, n, selected) local array = self.UserData; array[n + 1] = selected end storage_wrapper:ApplyRequests(ms_io) for n = 0, 19 do local label = string.format("Item %d", n) ImGui.SetNextItemSelectionUserData(n) _, items[n + 1] = ImGui.Checkbox(label, items[n + 1]) end ms_io = ImGui.EndMultiSelect() storage_wrapper:ApplyRequests(ms_io) end ImGui.EndChild() ImGui.TreePop() end -- Demonstrate individual selection scopes in same window if ImGui.TreeNode("Multi-Select (multiple scopes)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)") -- Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection local SCOPES_COUNT = 3 local ITEMS_COUNT = 8 -- Per scope local st = s.multiple_scopes local selections_data = st.selections_data -- Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window. local pressed pressed, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", st.flags, 2048 --[[ImGuiMultiSelectFlags.ScopeWindow]]) if pressed and bit32.band(st.flags, 2048 --[[ImGuiMultiSelectFlags.ScopeWindow]]) ~= 0 then st.flags = bit32.band(st.flags, bit32.bnot(4096 --[[ImGuiMultiSelectFlags.ScopeRect]])) end pressed, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", st.flags, 4096 --[[ImGuiMultiSelectFlags.ScopeRect]]) if pressed and bit32.band(st.flags, 4096 --[[ImGuiMultiSelectFlags.ScopeRect]]) ~= 0 then st.flags = bit32.band(st.flags, bit32.bnot(2048 --[[ImGuiMultiSelectFlags.ScopeWindow]])) end _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", st.flags, 1024 --[[ImGuiMultiSelectFlags.ClearOnClickVoid]]) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", st.flags, 64 --[[ImGuiMultiSelectFlags.BoxSelect1d]]) for selection_scope_n = 0, SCOPES_COUNT - 1 do ImGui.PushID(selection_scope_n) local selection = selections_data[selection_scope_n + 1] local ms_io = ImGui.BeginMultiSelect(st.flags, selection.Size, ITEMS_COUNT) selection:ApplyRequests(ms_io) ImGui.SeparatorText("Selection scope") ImGui.Text("Selection size: %d/%d", selection.Size, ITEMS_COUNT) for n = 0, ITEMS_COUNT - 1 do local label = string.format("Object %05d: %s", n, ExampleNames[n % #ExampleNames + 1]) local item_is_selected = selection:Contains(n) ImGui.SetNextItemSelectionUserData(n) ImGui.Selectable(label, item_is_selected) end -- Apply multi-select requests ms_io = ImGui.EndMultiSelect() selection:ApplyRequests(ms_io) ImGui.PopID() end ImGui.TreePop() end -- See ShowExampleAppAssetsBrowser() if ImGui.TreeNode("Multi-Select (tiled assets browser)") then _, demo_data.ShowAppAssetsBrowser = ImGui.Checkbox("Assets Browser", demo_data.ShowAppAssetsBrowser) ImGui.Text("(also access from 'Examples->Assets Browser' in menu)") ImGui.TreePop() end -- Demonstrate supporting multiple-selection in a tree. -- - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly! -- This showcase how SetNextItemSelectionUserData() never assume indices! -- - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request. -- We want this interpolation to match what the user sees: in visible order, skipping closed nodes. -- This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper. -- - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you -- are more likely to build an array mapping sequential indices to visible tree nodes, since your -- filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier. -- - Consider this a prototype: we are working toward simplifying some of it. if ImGui.TreeNode("Multi-Select (trees)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)") HelpMarker( "This is rather advanced and experimental. If you are getting started with multi-select, " .. "please don't start by looking at how to use it for a tree!\n\n" .. "Future versions will try to simplify and formalize some of this.") -- struct ExampleTreeFuncs { ... }; -- [Port] defined at file level above S.DemoWindowWidgetsSelectionAndMultiSelect local selection = s.trees.selection if demo_data.DemoTree == nil then demo_data.DemoTree = ExampleTree_CreateDemoTree() -- Create tree once end ImGui.Text("Selection size: %d", selection.Size) if ImGui.BeginChild("##Tree", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], ImGui.GetFontSize() * 20), bit32.bor(128 --[[ImGuiChildFlags.FrameStyle]], 8 --[[ImGuiChildFlags.ResizeY]])) then local tree = demo_data.DemoTree local ms_flags = bit32.bor(512 --[[ImGuiMultiSelectFlags.ClearOnEscape]], 128 --[[ImGuiMultiSelectFlags.BoxSelect2d]]) local ms_io = ImGui.BeginMultiSelect(ms_flags, selection.Size, -1) ExampleTreeFuncs.ApplySelectionRequests(ms_io, tree, selection) for _, node in ipairs(tree.Childs) do ExampleTreeFuncs.DrawNode(node, selection) end ms_io = ImGui.EndMultiSelect() ExampleTreeFuncs.ApplySelectionRequests(ms_io, tree, selection) end ImGui.EndChild() ImGui.TreePop() end -- Advanced demonstration of BeginMultiSelect() -- - Showcase clipping. -- - Showcase deletion. -- - Showcase basic drag and drop. -- - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing). -- - Showcase using inside a table. --ImGui::SetNextItemOpen(true, ImGuiCond_Once); if ImGui.TreeNode("Multi-Select (advanced)") then IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)") -- Options local WidgetType_Selectable, WidgetType_TreeNode = 0, 1 -- enum WidgetType local st = s.advanced if ImGui.TreeNode("Options") then if ImGui.RadioButtonEx("Selectables", st.widget_type == WidgetType_Selectable) then st.widget_type = WidgetType_Selectable end -- [Port] RadioButton(label, bool) -> RadioButtonEx ImGui.SameLine() if ImGui.RadioButtonEx("Tree nodes", st.widget_type == WidgetType_TreeNode) then st.widget_type = WidgetType_TreeNode end ImGui.SameLine() HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes.") _, st.use_clipper = ImGui.Checkbox("Enable clipper", st.use_clipper) _, st.use_deletion = ImGui.Checkbox("Enable deletion", st.use_deletion) _, st.use_drag_drop = ImGui.Checkbox("Enable drag & drop", st.use_drag_drop) _, st.show_in_table = ImGui.Checkbox("Show in a table", st.show_in_table) _, st.show_color_button = ImGui.Checkbox("Show color button", st.show_color_button) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", st.flags, 1 --[[ImGuiMultiSelectFlags.SingleSelect]]) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", st.flags, 2 --[[ImGuiMultiSelectFlags.NoSelectAll]]) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", st.flags, 4 --[[ImGuiMultiSelectFlags.NoRangeSelect]]) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", st.flags, 8 --[[ImGuiMultiSelectFlags.NoAutoSelect]]) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", st.flags, 16 --[[ImGuiMultiSelectFlags.NoAutoClear]]) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", st.flags, 32 --[[ImGuiMultiSelectFlags.NoAutoClearOnReselect]]) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_NoSelectOnRightClick", st.flags, 131072 --[[ImGuiMultiSelectFlags.NoSelectOnRightClick]]) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", st.flags, 64 --[[ImGuiMultiSelectFlags.BoxSelect1d]]) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", st.flags, 128 --[[ImGuiMultiSelectFlags.BoxSelect2d]]) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", st.flags, 256 --[[ImGuiMultiSelectFlags.BoxSelectNoScroll]]) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", st.flags, 512 --[[ImGuiMultiSelectFlags.ClearOnEscape]]) _, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", st.flags, 1024 --[[ImGuiMultiSelectFlags.ClearOnClickVoid]]) local pressed pressed, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", st.flags, 2048 --[[ImGuiMultiSelectFlags.ScopeWindow]]) if pressed and bit32.band(st.flags, 2048 --[[ImGuiMultiSelectFlags.ScopeWindow]]) ~= 0 then st.flags = bit32.band(st.flags, bit32.bnot(4096 --[[ImGuiMultiSelectFlags.ScopeRect]])) end pressed, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", st.flags, 4096 --[[ImGuiMultiSelectFlags.ScopeRect]]) if pressed and bit32.band(st.flags, 4096 --[[ImGuiMultiSelectFlags.ScopeRect]]) ~= 0 then st.flags = bit32.band(st.flags, bit32.bnot(2048 --[[ImGuiMultiSelectFlags.ScopeWindow]])) end pressed, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_SelectOnAuto", st.flags, 8192 --[[ImGuiMultiSelectFlags.SelectOnAuto]]) if pressed then st.flags = bit32.band(st.flags, bit32.bnot(bit32.bxor(57344 --[[ImGuiMultiSelectFlags.SelectOnMask_]], 8192 --[[ImGuiMultiSelectFlags.SelectOnAuto]]))) end ImGui.SameLine(); HelpMarker("Apply selection on mouse down when clicking on unselected item, on mouse up when clicking on selected item. (Default)") pressed, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickAlways", st.flags, 16384 --[[ImGuiMultiSelectFlags.SelectOnClickAlways]]) if pressed then st.flags = bit32.band(st.flags, bit32.bnot(bit32.bxor(57344 --[[ImGuiMultiSelectFlags.SelectOnMask_]], 16384 --[[ImGuiMultiSelectFlags.SelectOnClickAlways]]))) end ImGui.SameLine(); HelpMarker("Prevents Drag and Drop from being used on multi-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. (Excel style behavior)") pressed, st.flags = ImGui.CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", st.flags, 32768 --[[ImGuiMultiSelectFlags.SelectOnClickRelease]]) if pressed then st.flags = bit32.band(st.flags, bit32.bnot(bit32.bxor(57344 --[[ImGuiMultiSelectFlags.SelectOnMask_]], 32768 --[[ImGuiMultiSelectFlags.SelectOnClickRelease]]))) end ImGui.SameLine(); HelpMarker("Allow dragging an unselected item without altering selection.") ImGui.TreePop() end -- Initialize default list with 1000 items. -- Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection local items = st.items if st.items_next_id == 0 then for _ = 0, 999 do items:push_back(st.items_next_id); st.items_next_id = st.items_next_id + 1 end end local selection = st.selection ImGui.Text("Selection size: %d/%d", selection.Size, items.Size) local items_height = (st.widget_type == WidgetType_TreeNode) and ImGui.GetTextLineHeight() or ImGui.GetTextLineHeightWithSpacing() ImGui.SetNextWindowContentSize(ImVec2(0.0, items.Size * items_height)) if ImGui.BeginChild("##Basket", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], ImGui.GetFontSize() * 20), bit32.bor(128 --[[ImGuiChildFlags.FrameStyle]], 8 --[[ImGuiChildFlags.ResizeY]])) then local color_button_sz = ImVec2(ImGui.GetFontSize(), ImGui.GetFontSize()) if st.widget_type == WidgetType_TreeNode then ImGui.PushStyleVarY(14 --[[ImGuiStyleVar.ItemSpacing]], 0.0) end local ms_io = ImGui.BeginMultiSelect(st.flags, selection.Size, items.Size) selection:ApplyRequests(ms_io) local want_delete = (ImGui.Shortcut(522 --[[ImGuiKey.Delete]], 1 --[[ImGuiInputFlags.Repeat]]) and (selection.Size > 0)) or st.request_deletion_from_menu local item_curr_idx_to_focus = -1 if want_delete then item_curr_idx_to_focus = selection:ApplyDeletionPreLoop(ms_io, items.Size) end st.request_deletion_from_menu = false if st.show_in_table then if st.widget_type == WidgetType_TreeNode then ImGui.PushStyleVar(17 --[[ImGuiStyleVar.CellPadding]], ImVec2(0.0, 0.0)) end ImGui.BeginTable("##Split", 2, bit32.bor(1 --[[ImGuiTableFlags.Resizable]], 16 --[[ImGuiTableFlags.NoSavedSettings]], 4194304 --[[ImGuiTableFlags.NoPadOuterX]])) ImGui.TableSetupColumn("", 8 --[[ImGuiTableColumnFlags.WidthStretch]], 0.70) ImGui.TableSetupColumn("", 8 --[[ImGuiTableColumnFlags.WidthStretch]], 0.30) --ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); end local clipper = ImGuiListClipper() if st.use_clipper then clipper:Begin(items.Size) if item_curr_idx_to_focus ~= -1 then clipper:IncludeItemByIndex(item_curr_idx_to_focus) -- Ensure focused item is not clipped. end if ms_io.RangeSrcItem ~= -1 then clipper:IncludeItemByIndex(ms_io.RangeSrcItem) -- Ensure RangeSrc item is not clipped. end end while not st.use_clipper or clipper:Step() do local item_begin = st.use_clipper and clipper.DisplayStart or 0 local item_end = st.use_clipper and clipper.DisplayEnd or items.Size for n = item_begin, item_end - 1 do if st.show_in_table then ImGui.TableNextColumn() end local item_id = items.Data[n + 1] local item_category = ExampleNames[item_id % #ExampleNames + 1] local label = string.format("Object %05d: %s", item_id, item_category) -- IMPORTANT: for deletion refocus to work we need object ID to be stable, -- aka not depend on their index in the list. Here we use our persistent item_id -- instead of index to build a unique ID that will persist. -- (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion). ImGui.PushID(item_id) -- Emit a color button, to test that Shift+LeftArrow landing on an item that is not part -- of the selection scope doesn't erroneously alter our selection. if st.show_color_button then local dummy_col = bit32.bor((n * 0xC250B74B) % 4294967296, 4278190080 --[[IM_COL32_A_MASK]]) -- [Port] unsigned 32-bit wrap-around ImGui.ColorButton("##", ImColor(dummy_col).Value, 64 --[[ImGuiColorEditFlags.NoTooltip]], color_button_sz) ImGui.SameLine() end -- Submit item local item_is_selected = selection:Contains(n) local item_is_open = false ImGui.SetNextItemSelectionUserData(n) if st.widget_type == WidgetType_Selectable then ImGui.Selectable(label, item_is_selected, 0 --[[ImGuiSelectableFlags.None]]) elseif st.widget_type == WidgetType_TreeNode then local tree_node_flags = bit32.bor(2048 --[[ImGuiTreeNodeFlags.SpanAvailWidth]], 128 --[[ImGuiTreeNodeFlags.OpenOnArrow]], 64 --[[ImGuiTreeNodeFlags.OpenOnDoubleClick]]) if item_is_selected then tree_node_flags = bit32.bor(tree_node_flags, 1 --[[ImGuiTreeNodeFlags.Selected]]) end item_is_open = ImGui.TreeNodeEx(label, tree_node_flags) end -- Focus (for after deletion) if item_curr_idx_to_focus == n then ImGui.SetKeyboardFocusHere(-1) end -- Drag and Drop if st.use_drag_drop and ImGui.BeginDragDropSource() then -- Create payload with full selection OR single unselected item. -- (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) if ImGui.GetDragDropPayload() == nil then local payload_items = ImVector() local it = nil local id = 0 if not item_is_selected then payload_items:push_back(item_id) else local has_more while true do has_more, it, id = selection:GetNextSelectedItem(it) if not has_more then break end payload_items:push_back(id) end end ImGui.SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, payload_items.Size * 4) -- [Port] size_in_bytes() = Size * sizeof(int), payload carries the Lua array end -- Display payload content in tooltip local payload = ImGui.GetDragDropPayload() local payload_items = payload.Data local payload_count = math.floor(payload.DataSize / 4) -- [Port] sizeof(int) = 4 if payload_count == 1 then ImGui.Text("Object %05d: %s", payload_items[1], ExampleNames[payload_items[1] % #ExampleNames + 1]) else ImGui.Text("Dragging %d objects", payload_count) end ImGui.EndDragDropSource() end if st.widget_type == WidgetType_TreeNode and item_is_open then ImGui.TreePop() end -- Right-click: context menu if ImGui.BeginPopupContextItem() then ImGui.BeginDisabled(not st.use_deletion or selection.Size == 0) label = string.format("Delete %d item(s)###DeleteSelected", selection.Size) if ImGui.Selectable(label) then st.request_deletion_from_menu = true end ImGui.EndDisabled() ImGui.Selectable("Close") ImGui.EndPopup() end -- Demo content within a table if st.show_in_table then ImGui.TableNextColumn() ImGui.SetNextItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]) ImGui.PushStyleVar(11 --[[ImGuiStyleVar.FramePadding]], ImVec2(0, 0)) -- [Port] InputText() needs a byte buffer: one cached read-only buffer per category (buf_size includes the terminator) local category_buf = st.item_category_bufs[item_category] if category_buf == nil then category_buf = ImGui.NewTextBuffer(item_category, #item_category + 1); st.item_category_bufs[item_category] = category_buf end ImGui.InputText("##NoLabel", category_buf, #item_category + 1, 512 --[[ImGuiInputTextFlags.ReadOnly]]) ImGui.PopStyleVar() end ImGui.PopID() end if not st.use_clipper then break end end if st.show_in_table then ImGui.EndTable() if st.widget_type == WidgetType_TreeNode then ImGui.PopStyleVar() end end -- Apply multi-select requests ms_io = ImGui.EndMultiSelect() selection:ApplyRequests(ms_io) if want_delete then selection:ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus) end if st.widget_type == WidgetType_TreeNode then ImGui.PopStyleVar() end end ImGui.EndChild() ImGui.TreePop() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTabs() ------------------------------------------------------------------------------- -- [Port] ImGuiTabBarFlags* p_flags -> takes flags, returns the new flags function EditTabBarFittingPolicyFlags(p_flags) if bit32.band(p_flags, 896 --[[ImGuiTabBarFlags.FittingPolicyMask_]]) == 0 then p_flags = bit32.bor(p_flags, 128 --[[ImGuiTabBarFlags.FittingPolicyDefault_]]) end local pressed pressed, p_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_FittingPolicyMixed", p_flags, 128 --[[ImGuiTabBarFlags.FittingPolicyMixed]]) if pressed then p_flags = bit32.band(p_flags, bit32.bnot(bit32.bxor(896 --[[ImGuiTabBarFlags.FittingPolicyMask_]], 128 --[[ImGuiTabBarFlags.FittingPolicyMixed]]))) end pressed, p_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_FittingPolicyShrink", p_flags, 256 --[[ImGuiTabBarFlags.FittingPolicyShrink]]) if pressed then p_flags = bit32.band(p_flags, bit32.bnot(bit32.bxor(896 --[[ImGuiTabBarFlags.FittingPolicyMask_]], 256 --[[ImGuiTabBarFlags.FittingPolicyShrink]]))) end pressed, p_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", p_flags, 512 --[[ImGuiTabBarFlags.FittingPolicyScroll]]) if pressed then p_flags = bit32.band(p_flags, bit32.bnot(bit32.bxor(896 --[[ImGuiTabBarFlags.FittingPolicyMask_]], 512 --[[ImGuiTabBarFlags.FittingPolicyScroll]]))) end return p_flags end S.DemoWindowWidgetsTabs = { tab_bar_flags = ImGuiTabBarFlags.Reorderable, opened = { true, true, true, true }, -- Persistent user state active_tabs = ImVector(), next_tab_id = 0, show_leading_button = true, show_trailing_button = true, show_leading_trailing_tabs = false, tab_bar_flags_2 = bit32.bor(ImGuiTabBarFlags.AutoSelectNewTabs, ImGuiTabBarFlags.Reorderable, ImGuiTabBarFlags.FittingPolicyMixed), } function DemoWindowWidgetsTabs() local s = S.DemoWindowWidgetsTabs if ImGui.TreeNode("Tabs") then IMGUI_DEMO_MARKER("Widgets/Tabs") if ImGui.TreeNode("Basic") then IMGUI_DEMO_MARKER("Widgets/Tabs/Basic") local tab_bar_flags = 0 --[[ImGuiTabBarFlags.None]] if ImGui.BeginTabBar("MyTabBar", tab_bar_flags) then if ImGui.BeginTabItem("Avocado") then ImGui.Text("This is the Avocado tab!\nblah blah blah blah blah") ImGui.EndTabItem() end if ImGui.BeginTabItem("Broccoli") then ImGui.Text("This is the Broccoli tab!\nblah blah blah blah blah") ImGui.EndTabItem() end if ImGui.BeginTabItem("Cucumber") then ImGui.Text("This is the Cucumber tab!\nblah blah blah blah blah") ImGui.EndTabItem() end ImGui.EndTabBar() end ImGui.Separator() ImGui.TreePop() end if ImGui.TreeNode("Advanced & Close Button") then IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button") -- Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). _, s.tab_bar_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_Reorderable", s.tab_bar_flags, 1 --[[ImGuiTabBarFlags.Reorderable]]) _, s.tab_bar_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", s.tab_bar_flags, 2 --[[ImGuiTabBarFlags.AutoSelectNewTabs]]) _, s.tab_bar_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", s.tab_bar_flags, 4 --[[ImGuiTabBarFlags.TabListPopupButton]]) _, s.tab_bar_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", s.tab_bar_flags, 8 --[[ImGuiTabBarFlags.NoCloseWithMiddleMouseButton]]) _, s.tab_bar_flags = ImGui.CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", s.tab_bar_flags, 64 --[[ImGuiTabBarFlags.DrawSelectedOverline]]) s.tab_bar_flags = EditTabBarFittingPolicyFlags(s.tab_bar_flags) -- Tab Bar ImGui.AlignTextToFramePadding() ImGui.Text("Opened:") local names = { "Artichoke", "Beetroot", "Celery", "Daikon" } local opened = s.opened -- Persistent user state for n = 0, #opened - 1 do ImGui.SameLine() _, opened[n + 1] = ImGui.Checkbox(names[n + 1], opened[n + 1]) end -- Passing a bool* to BeginTabItem() is similar to passing one to Begin(): -- the underlying bool will be set to false when the tab is closed. if ImGui.BeginTabBar("MyTabBar", s.tab_bar_flags) then for n = 0, #opened - 1 do if opened[n + 1] then local visible visible, opened[n + 1] = ImGui.BeginTabItem(names[n + 1], opened[n + 1], 0 --[[ImGuiTabItemFlags.None]]) if visible then ImGui.Text("This is the %s tab!", names[n + 1]) if bit32.band(n, 1) ~= 0 then ImGui.Text("I am an odd tab.") end ImGui.EndTabItem() end end end ImGui.EndTabBar() end ImGui.Separator() ImGui.TreePop() end if ImGui.TreeNode("TabItemButton & Leading/Trailing flags") then IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags") local active_tabs = s.active_tabs if s.next_tab_id == 0 then -- Initialize with some default tabs for i = 0, 2 do active_tabs:push_back(s.next_tab_id); s.next_tab_id = s.next_tab_id + 1 end end -- TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. -- (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... -- but they tend to make more sense together) _, s.show_leading_button = ImGui.Checkbox("Show Leading TabItemButton()", s.show_leading_button) _, s.show_trailing_button = ImGui.Checkbox("Show Trailing TabItemButton()", s.show_trailing_button) _, s.show_leading_trailing_tabs = ImGui.Checkbox("Show Leading+Trailing TabItem()", s.show_leading_trailing_tabs) -- Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs s.tab_bar_flags_2 = EditTabBarFittingPolicyFlags(s.tab_bar_flags_2) if ImGui.BeginTabBar("MyTabBar", s.tab_bar_flags_2) then -- Demo a Leading TabItemButton(): click the "?" button to open a menu if s.show_leading_button then if ImGui.TabItemButton("?", bit32.bor(64 --[[ImGuiTabItemFlags.Leading]], 16 --[[ImGuiTabItemFlags.NoTooltip]])) then ImGui.OpenPopup("MyHelpMenu") end end if ImGui.BeginPopup("MyHelpMenu") then ImGui.Selectable("Hello!") ImGui.EndPopup() end -- Demo Leading/Trailing Tabs if s.show_leading_trailing_tabs then if ImGui.BeginTabItem("Leading", nil, 64 --[[ImGuiTabItemFlags.Leading]]) then ImGui.EndTabItem() end if ImGui.BeginTabItem("Trailing", nil, 128 --[[ImGuiTabItemFlags.Trailing]]) then ImGui.EndTabItem() end end -- Demo Trailing Tabs: click the "+" button to add a new tab. -- (In your app you may want to use a font icon instead of the "+") -- We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. if s.show_trailing_button then if ImGui.TabItemButton("+", bit32.bor(128 --[[ImGuiTabItemFlags.Trailing]], 16 --[[ImGuiTabItemFlags.NoTooltip]])) then active_tabs:push_back(s.next_tab_id); s.next_tab_id = s.next_tab_id + 1 -- Add new tab end end -- Submit our regular tabs local n = 0 while n < active_tabs.Size do local open = true local name = string.format("%04d", active_tabs.Data[n + 1]) local visible visible, open = ImGui.BeginTabItem(name, open, 0 --[[ImGuiTabItemFlags.None]]) if visible then ImGui.Text("This is the %s tab!", name) ImGui.EndTabItem() end if not open then active_tabs:erase(n + 1) else n = n + 1 end end ImGui.EndTabBar() end ImGui.Separator() ImGui.TreePop() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsText() ------------------------------------------------------------------------------- S.DemoWindowWidgetsText = { custom_size = 16.0, custom_scale = 1.0, wrap_width = 200.0, buf = ImGui.NewTextBuffer("\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e", 32), } function DemoWindowWidgetsText() local s = S.DemoWindowWidgetsText if ImGui.TreeNode("Text") then IMGUI_DEMO_MARKER("Widgets/Text") if ImGui.TreeNode("Colorful Text") then IMGUI_DEMO_MARKER("Widgets/Text/Colored Text") -- Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. ImGui.TextColored(ImVec4(1.0, 0.0, 1.0, 1.0), "Pink") ImGui.TextColored(ImVec4(1.0, 1.0, 0.0, 1.0), "Yellow") ImGui.TextDisabled("Disabled") ImGui.SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.") ImGui.TreePop() end if ImGui.TreeNode("Font Size") then IMGUI_DEMO_MARKER("Widgets/Text/Font Size") local style = ImGui.GetStyle() local global_scale = style.FontScaleMain * style.FontScaleDpi ImGui.Text("style.FontScaleMain = %0.2f", style.FontScaleMain) ImGui.Text("style.FontScaleDpi = %0.2f", style.FontScaleDpi) ImGui.Text("global_scale = ~%0.2f", global_scale) -- This is not technically accurate as internal scales may apply, but conceptually let's pretend it is. ImGui.Text("FontSize = %0.2f", ImGui.GetFontSize()) ImGui.SeparatorText("") s.custom_size = ImGui.SliderFloat("custom_size", s.custom_size, 10.0, 100.0, "%.0f") ImGui.Text("ImGui::PushFont(nullptr, custom_size);") ImGui.PushFont(nil, s.custom_size) ImGui.Text("FontSize = %.2f (== %.2f * global_scale)", ImGui.GetFontSize(), s.custom_size) ImGui.PopFont() ImGui.SeparatorText("") s.custom_scale = ImGui.SliderFloat("custom_scale", s.custom_scale, 0.5, 4.0, "%.2f") ImGui.Text("ImGui::PushFont(nullptr, style.FontSizeBase * custom_scale);") ImGui.PushFont(nil, style.FontSizeBase * s.custom_scale) ImGui.Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui.GetFontSize(), s.custom_scale) ImGui.PopFont() ImGui.SeparatorText("") local scaling = 0.5 while scaling <= 4.0 do ImGui.PushFont(nil, style.FontSizeBase * scaling) ImGui.Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui.GetFontSize(), scaling) ImGui.PopFont() scaling = scaling + 0.5 end ImGui.TreePop() end if ImGui.TreeNode("Word Wrapping") then IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping") -- Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. ImGui.TextWrapped( "This text should automatically wrap on the edge of the window. The current implementation " .. "for text wrapping follows simple rules suitable for English and possibly other languages.") ImGui.Spacing() s.wrap_width = ImGui.SliderFloat("Wrap width", s.wrap_width, -20, 600, "%.0f") local draw_list = ImGui.GetWindowDrawList() for n = 0, 1 do ImGui.Text("Test paragraph %d:", n) local pos = ImGui.GetCursorScreenPos() local marker_min = ImVec2(pos.x + s.wrap_width, pos.y) local marker_max = ImVec2(pos.x + s.wrap_width + 10, pos.y + ImGui.GetTextLineHeight()) ImGui.PushTextWrapPos(ImGui.GetCursorPos().x + s.wrap_width) if n == 0 then ImGui.Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", s.wrap_width) else ImGui.Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh") end -- Draw actual text bounding box, following by marker of our expected limit (should not overlap!) draw_list:AddRect(ImGui.GetItemRectMin(), ImGui.GetItemRectMax(), IM_COL32(255, 255, 0, 255)) draw_list:AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)) ImGui.PopTextWrapPos() end ImGui.TreePop() end if ImGui.TreeNode("UTF-8 Text") then IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text") -- UTF-8 test with Japanese characters -- (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) -- - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 -- - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you -- can save your source files as 'UTF-8 without signature'). -- - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 -- CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. -- Don't do this in your application! Please use u8"text in any language" in your application! -- Note that characters values are preserved even by InputText() if the font cannot be displayed, -- so you can safely copy & paste garbled characters into another application. ImGui.TextWrapped( "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " .. "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " .. "Read docs/FONTS.md for details.") ImGui.Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)") ImGui.Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)") --static char buf[32] = u8"NIHONGO"; -- <- this is how you would write it with C++11, using real kanjis ImGui.InputText("UTF-8 input", s.buf, 32) ImGui.TreePop() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTextFilter() ------------------------------------------------------------------------------- S.DemoWindowWidgetsTextFilter = { filter = ImGuiTextFilter(), } function DemoWindowWidgetsTextFilter() local s = S.DemoWindowWidgetsTextFilter if ImGui.TreeNode("Text Filter") then IMGUI_DEMO_MARKER("Widgets/Text Filter") -- Helper class to easy setup a text filter. -- You may want to implement a more feature-full filtering scheme in your own application. HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings.") local filter = s.filter ImGui.Text("Filter usage:\n" .. " \"\" display all lines\n" .. " xxx display lines containing \"xxx\"\n" .. " xxx yyy display lines containing \"xxx\" and \"yyy\"\n" .. " \"xxx yyy\" display lines containing \"xxx yyy\"\n" .. " xxx,yyy display lines containing \"xxx\" or \"yyy\"\n" .. " -xxx hide lines containing \"xxx\"") ImGui.SetNextItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]) filter:DrawWithHint("##Filter", "Filter (incl -excl)") if ImGui.BeginChild("##items", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], ImGui.GetTextLineHeightWithSpacing() * 15), 128 --[[ImGuiChildFlags.FrameStyle]]) then local lines = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" } for _, item in ipairs(lines) do if filter:PassFilter(item) then ImGui.TextUnformatted(item) end end for _, item in ipairs(ExampleNames) do if filter:PassFilter(item) then ImGui.TextUnformatted(item) end end end ImGui.EndChild() ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTextInput() ------------------------------------------------------------------------------- S.DemoWindowWidgetsTextInput = { -- "Multi-line Text Input" ml = { text = ImGui.NewTextBuffer( "/*\n" .. " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" .. " the hexadecimal encoding of one offending instruction,\n" .. " more formally, the invalid operand with locked CMPXCHG8B\n" .. " instruction bug, is a design flaw in the majority of\n" .. " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" .. " processors (all in the P5 microarchitecture).\n" .. "*/\n\n" .. "label:\n" .. "\tlock cmpxchg8b eax\n", 1024 * 16), flags = ImGuiInputTextFlags.AllowTabInput, }, -- "Filtered Text Input" filtered = { buf1 = ImGui.NewTextBuffer("", 32), buf2 = ImGui.NewTextBuffer("", 32), buf3 = ImGui.NewTextBuffer("", 32), buf4 = ImGui.NewTextBuffer("", 32), buf5 = ImGui.NewTextBuffer("", 32), buf6 = ImGui.NewTextBuffer("", 32), buf7 = ImGui.NewTextBuffer("", 32), }, -- "Password Input" password = { password = ImGui.NewTextBuffer("password123", 64) }, -- "Completion, History, Edit Callbacks" callbacks = { buf1 = ImGui.NewTextBuffer("", 64), buf2 = ImGui.NewTextBuffer("", 64), buf3 = ImGui.NewTextBuffer("", 64), edit_count = 0, }, -- "Resize Callback" resize = { flags = ImGuiInputTextFlags.None, my_str = ImVector() }, -- "Eliding, Alignment" eliding = { buf1 = ImGui.NewTextBuffer("/path/to/some/folder/with/long/filename.cpp", 128), flags = ImGuiInputTextFlags.ElideLeft }, -- "Miscellaneous" misc = { buf1 = ImGui.NewTextBuffer("", 16), flags = ImGuiInputTextFlags.EscapeClearsAll }, } function DemoWindowWidgetsTextInput() local S_ti = S.DemoWindowWidgetsTextInput -- To wire InputText() with std::string or any other custom string type, -- see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. if ImGui.TreeNode("Text Input") then IMGUI_DEMO_MARKER("Widgets/Text Input") if ImGui.TreeNode("Multi-line Text Input") then IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input") local s = S_ti.ml -- WE ARE USING A FIXED-SIZE BUFFER FOR SIMPLICITY HERE. -- If you want to use InputText() with std::string or any custom dynamic string type: -- - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp -- - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize. HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)") _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_ReadOnly", s.flags, 512 --[[ImGuiInputTextFlags.ReadOnly]]) _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_WordWrap", s.flags, 16777216 --[[ImGuiInputTextFlags.WordWrap]]) ImGui.SameLine(); HelpMarker("Feature is currently in Beta. Please read comments in imgui.h") _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", s.flags, 32 --[[ImGuiInputTextFlags.AllowTabInput]]) ImGui.SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets.") _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", s.flags, 256 --[[ImGuiInputTextFlags.CtrlEnterForNewLine]]) ImGui.InputTextMultiline("##source", s.text, 1024 * 16, ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], ImGui.GetTextLineHeight() * 16), s.flags) ImGui.TreePop() end if ImGui.TreeNode("Filtered Text Input") then IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input") local s = S_ti.filtered local TextFilters = {} -- Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) function TextFilters.FilterCasingSwap(data) if data.EventChar >= string.byte('a') and data.EventChar <= string.byte('z') then data.EventChar = data.EventChar - (string.byte('a') - string.byte('A')) -- Lowercase becomes uppercase elseif data.EventChar >= string.byte('A') and data.EventChar <= string.byte('Z') then data.EventChar = data.EventChar + (string.byte('a') - string.byte('A')) end -- Uppercase becomes lowercase return 0 end -- Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) function TextFilters.FilterImGuiLetters(data) if data.EventChar < 256 and string.find("imgui", string.char(data.EventChar), 1, true) then return 0 end return 1 end ImGui.InputText("default", s.buf1, 32) ImGui.InputText("decimal", s.buf2, 32, 1 --[[ImGuiInputTextFlags.CharsDecimal]]) ImGui.InputText("hexadecimal", s.buf3, 32, bit32.bor(2 --[[ImGuiInputTextFlags.CharsHexadecimal]], 8 --[[ImGuiInputTextFlags.CharsUppercase]])) ImGui.InputText("uppercase", s.buf4, 32, 8 --[[ImGuiInputTextFlags.CharsUppercase]]) ImGui.InputText("no blank", s.buf5, 32, 16 --[[ImGuiInputTextFlags.CharsNoBlank]]) ImGui.InputText("casing swap", s.buf6, 32, 2097152 --[[ImGuiInputTextFlags.CallbackCharFilter]], TextFilters.FilterCasingSwap) -- Use CharFilter callback to replace characters. ImGui.InputText("\"imgui\"", s.buf7, 32, 2097152 --[[ImGuiInputTextFlags.CallbackCharFilter]], TextFilters.FilterImGuiLetters) -- Use CharFilter callback to disable some characters. ImGui.TreePop() end if ImGui.TreeNode("Password Input") then IMGUI_DEMO_MARKER("Widgets/Text Input/Password input") local s = S_ti.password ImGui.InputText("password", s.password, 64, 1024 --[[ImGuiInputTextFlags.Password]]) ImGui.SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n") ImGui.InputTextWithHint("password (w/ hint)", "", s.password, 64, 1024 --[[ImGuiInputTextFlags.Password]]) ImGui.InputText("password (clear)", s.password, 64) ImGui.TreePop() end if ImGui.TreeNode("Completion, History, Edit Callbacks") then IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks") local s = S_ti.callbacks local Funcs = {} function Funcs.MyCallback(data) if data.EventFlag == 262144 --[[ImGuiInputTextFlags.CallbackCompletion]] then data:InsertChars(data.CursorPos, "..") elseif data.EventFlag == 524288 --[[ImGuiInputTextFlags.CallbackHistory]] then if data.EventKey == 515 --[[ImGuiKey.UpArrow]] then data:DeleteChars(0, data.BufTextLen) data:InsertChars(0, "Pressed Up!") data:SelectAll() elseif data.EventKey == 516 --[[ImGuiKey.DownArrow]] then data:DeleteChars(0, data.BufTextLen) data:InsertChars(0, "Pressed Down!") data:SelectAll() end elseif data.EventFlag == 8388608 --[[ImGuiInputTextFlags.CallbackEdit]] then -- Toggle casing of first character local c = data.Buf[1] if (c >= string.byte('a') and c <= string.byte('z')) or (c >= string.byte('A') and c <= string.byte('Z')) then data.Buf[1] = bit32.bxor(data.Buf[1], 32) end data.BufDirty = true -- Increment a counter local p_int = data.UserData -- [Port] int* -> the statics table, counter in .edit_count p_int.edit_count = p_int.edit_count + 1 end return 0 end ImGui.InputText("Completion", s.buf1, 64, 262144 --[[ImGuiInputTextFlags.CallbackCompletion]], Funcs.MyCallback) ImGui.SameLine(); HelpMarker( "Here we append \"..\" each time Tab is pressed. " .. "See 'Examples>Console' for a more meaningful demonstration of using this callback.") ImGui.InputText("History", s.buf2, 64, 524288 --[[ImGuiInputTextFlags.CallbackHistory]], Funcs.MyCallback) ImGui.SameLine(); HelpMarker( "Here we replace and select text each time Up/Down are pressed. " .. "See 'Examples>Console' for a more meaningful demonstration of using this callback.") ImGui.InputText("Edit", s.buf3, 64, 8388608 --[[ImGuiInputTextFlags.CallbackEdit]], Funcs.MyCallback, s) -- [Port] (void*)&edit_count -> s ImGui.SameLine(); HelpMarker( "Here we toggle the casing of the first character on every edit + count edits.") ImGui.SameLine(); ImGui.Text("(%d)", s.edit_count) ImGui.TreePop() end if ImGui.TreeNode("Resize Callback") then IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback") local s = S_ti.resize -- To wire InputText() with std::string or any other custom string type, -- you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper -- using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. HelpMarker( "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" .. "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string.") local Funcs = {} function Funcs.MyResizeCallback(data) if data.EventFlag == 4194304 --[[ImGuiInputTextFlags.CallbackResize]] then local my_str = data.UserData assert(my_str.Data == data.Buf) my_str:resize(data.BufSize, 0) -- NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 -- [Port] new bytes filled with 0 data.Buf = my_str.Data end return 0 end -- Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. -- For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' function Funcs.MyInputTextMultiline(label, my_str, size, flags) if size == nil then size = ImVec2(0, 0) end if flags == nil then flags = 0 end assert(bit32.band(flags, 4194304 --[[ImGuiInputTextFlags.CallbackResize]]) == 0) return ImGui.InputTextMultiline(label, my_str.Data, my_str.Size, size, bit32.bor(flags, 4194304 --[[ImGuiInputTextFlags.CallbackResize]]), Funcs.MyResizeCallback, my_str) end -- For this demo we are using ImVector as a string container. -- Note that because we need to store a terminating zero character, our size/capacity are 1 more -- than usually reported by a typical string class. _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_WordWrap", s.flags, 16777216 --[[ImGuiInputTextFlags.WordWrap]]) local my_str = s.my_str if my_str:empty() then my_str:push_back(0) end Funcs.MyInputTextMultiline("##MyStr", my_str, ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], ImGui.GetTextLineHeight() * 16), s.flags) ImGui.Text("Data: %s\nSize: %d\nCapacity: %d", tostring(my_str.Data), my_str.Size, my_str.Capacity) -- [Port] %p -> %s + tostring ImGui.TreePop() end if ImGui.TreeNode("Eliding, Alignment") then IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment") local s = S_ti.eliding _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_ElideLeft", s.flags, 131072 --[[ImGuiInputTextFlags.ElideLeft]]) ImGui.InputText("Path", s.buf1, 128, s.flags) ImGui.TreePop() end if ImGui.TreeNode("Miscellaneous") then IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous") local s = S_ti.misc _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", s.flags, 128 --[[ImGuiInputTextFlags.EscapeClearsAll]]) _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_ReadOnly", s.flags, 512 --[[ImGuiInputTextFlags.ReadOnly]]) _, s.flags = ImGui.CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", s.flags, 65536 --[[ImGuiInputTextFlags.NoUndoRedo]]) ImGui.InputText("Hello", s.buf1, 16, s.flags) ImGui.TreePop() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTooltips() ------------------------------------------------------------------------------- S.DemoWindowWidgetsTooltips = { arr = { 0.6, 0.1, 1.0, 0.5, 0.92, 0.1, 0.2 }, always_on = 0, } function DemoWindowWidgetsTooltips() local s = S.DemoWindowWidgetsTooltips if ImGui.TreeNode("Tooltips") then IMGUI_DEMO_MARKER("Widgets/Tooltips") -- Tooltips are windows following the mouse. They do not take focus away. ImGui.SeparatorText("General") -- Typical use cases: -- - Short-form (text only): SetItemTooltip("Hello"); -- - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } -- - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } -- - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } HelpMarker( "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" .. "We provide a helper SetItemTooltip() function to perform the two with standards flags.") local sz = ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], 0.0) ImGui.Button("Basic", sz) ImGui.SetItemTooltip("I am a tooltip") ImGui.Button("Fancy", sz) if ImGui.BeginItemTooltip() then ImGui.Text("I am a fancy tooltip") ImGui.PlotLines("Curve", s.arr, nil, #s.arr) ImGui.Text("Sin(time) = %f", math.sin(ImGui.GetTime())) ImGui.EndTooltip() end ImGui.SeparatorText("Always On") -- Showcase NOT relying on a IsItemHovered() to emit a tooltip. -- Here the tooltip is always emitted when 'always_on == true'. _, s.always_on = ImGui.RadioButton("Off", s.always_on, 0) ImGui.SameLine() _, s.always_on = ImGui.RadioButton("Always On (Simple)", s.always_on, 1) ImGui.SameLine() _, s.always_on = ImGui.RadioButton("Always On (Advanced)", s.always_on, 2) if s.always_on == 1 then ImGui.SetTooltip("I am following you around.") elseif s.always_on == 2 and ImGui.BeginTooltip() then ImGui.ProgressBar(math.sin(ImGui.GetTime()) * 0.5 + 0.5, ImVec2(ImGui.GetFontSize() * 25, 0.0)) ImGui.EndTooltip() end ImGui.SeparatorText("Custom") HelpMarker( "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize " .. "tooltip activation details across your application. You may however decide to use custom " .. "flags for a specific tooltip instance.") -- The following examples are passed for documentation purpose but may not be useful to most users. -- Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from -- 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. -- With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. ImGui.Button("Manual", sz) if ImGui.IsItemHovered(4096 --[[ImGuiHoveredFlags.ForTooltip]]) then ImGui.SetTooltip("I am a manually emitted tooltip.") end ImGui.Button("DelayNone", sz) if ImGui.IsItemHovered(16384 --[[ImGuiHoveredFlags.DelayNone]]) then ImGui.SetTooltip("I am a tooltip with no delay.") end ImGui.Button("DelayShort", sz) if ImGui.IsItemHovered(bit32.bor(32768 --[[ImGuiHoveredFlags.DelayShort]], 131072 --[[ImGuiHoveredFlags.NoSharedDelay]])) then ImGui.SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui.GetStyle().HoverDelayShort) end ImGui.Button("DelayLong", sz) if ImGui.IsItemHovered(bit32.bor(65536 --[[ImGuiHoveredFlags.DelayNormal]], 131072 --[[ImGuiHoveredFlags.NoSharedDelay]])) then ImGui.SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui.GetStyle().HoverDelayNormal) end ImGui.Button("Stationary", sz) if ImGui.IsItemHovered(8192 --[[ImGuiHoveredFlags.Stationary]]) then ImGui.SetTooltip("I am a tooltip requiring mouse to be stationary before activating.") end -- Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', -- which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. ImGui.BeginDisabled() ImGui.Button("Disabled item", sz) if ImGui.IsItemHovered(4096 --[[ImGuiHoveredFlags.ForTooltip]]) then ImGui.SetTooltip("I am a tooltip for a disabled item.") end ImGui.EndDisabled() ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsTreeNodes() ------------------------------------------------------------------------------- S.DemoWindowWidgetsTreeNodes = { base_flags = bit32.bor(ImGuiTreeNodeFlags.DrawLinesFull, ImGuiTreeNodeFlags.DefaultOpen), -- "Hierarchy Lines" selection_mask = 0x00, base_flags_2 = bit32.bor(ImGuiTreeNodeFlags.OpenOnArrow, ImGuiTreeNodeFlags.OpenOnDoubleClick, ImGuiTreeNodeFlags.SpanAvailWidth), -- "Advanced" align_label_with_current_x_position = false, use_drag_and_drop = false, } function DemoWindowWidgetsTreeNodes() local s = S.DemoWindowWidgetsTreeNodes if ImGui.TreeNode("Tree Nodes") then IMGUI_DEMO_MARKER("Widgets/Tree Nodes") -- See see "Examples -> Property Editor" (ShowExampleAppPropertyEditor() function) for a fancier, data-driven tree. if ImGui.TreeNode("Basic Trees") then IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic Trees") for i = 0, 4 do -- Use SetNextItemOpen() so set the default state of a node to be open. We could -- also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! if i == 0 then ImGui.SetNextItemOpen(true, 2 --[[ImGuiCond.Once]]) end -- Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. -- An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', -- aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. ImGui.PushID(i) if ImGui.TreeNode("", "Child %d", i) then ImGui.Text("blah blah") ImGui.SameLine() if ImGui.SmallButton("button") then end ImGui.TreePop() end ImGui.PopID() end ImGui.TreePop() end if ImGui.TreeNode("Hierarchy Lines") then IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Hierarchy Lines") HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags") _, s.base_flags = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", s.base_flags, 262144 --[[ImGuiTreeNodeFlags.DrawLinesNone]]) _, s.base_flags = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", s.base_flags, 524288 --[[ImGuiTreeNodeFlags.DrawLinesFull]]) _, s.base_flags = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", s.base_flags, 1048576 --[[ImGuiTreeNodeFlags.DrawLinesToNodes]]) if ImGui.TreeNodeEx("Parent", s.base_flags) then if ImGui.TreeNodeEx("Child 1", s.base_flags) then ImGui.Button("Button for Child 1") ImGui.TreePop() end if ImGui.TreeNodeEx("Child 2", s.base_flags) then ImGui.Button("Button for Child 2") ImGui.TreePop() end ImGui.Text("Remaining contents") ImGui.Text("Remaining contents") ImGui.TreePop() end ImGui.TreePop() end if ImGui.TreeNode("Clipping Large Trees") then IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Clipping Large Trees") ImGui.TextWrapped( "- Using ImGuiListClipper with trees is a less easy than on arrays or grids.\n" .. "- Refer to 'Demo->Examples->Property Editor' for an example of how to do that.\n" .. "- Discuss in #3823") ImGui.TreePop() end if ImGui.TreeNode("Selectable Nodes") then IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Selectable Nodes") HelpMarker( "Manually implemented selectable nodes.\n" .. "Click to select, Ctrl+Click to toggle, click on arrows or double-click to open.\n\n" .. "You may also use the multi-select API (see 'Demo->Widgets->Selection State & Multi-Select') for more advanced multi-selection features.") -- Hold in 'selection_mask' a simple representation of what may be user-side selection state. -- - You may retain selection state inside or outside your objects in whatever format you see fit. -- You may use ImGuiSelectionBasicStorage which is conceptually close to a set<> of identifiers. -- - We record which node was clicked and then apply selection at the end of the loop. -- - This is a manual and simplified reimplementation of multi-selection, which the full -- BeginMultiSelect() API implements better, but which is not trivial to wire for trees. local node_clicked_idx = -1 for node_n = 0, 5 do -- Disable the default "open on single-click behavior" + set Selected flag according to our selection. -- To alter selection we use if 'IsItemClicked() && !IsItemToggledOpen()', so clicking on an arrow doesn't alter selection. -- In a BeginMultiSelect()/EndMultiSelect() we could use IsItemToggledSelection() but here we reimplement and use our own logic. local flags = bit32.bor(128 --[[ImGuiTreeNodeFlags.OpenOnArrow]], 64 --[[ImGuiTreeNodeFlags.OpenOnDoubleClick]], 2048 --[[ImGuiTreeNodeFlags.SpanAvailWidth]]) if bit32.band(s.selection_mask, bit32.lshift(1, node_n)) ~= 0 then flags = bit32.bor(flags, 1 --[[ImGuiTreeNodeFlags.Selected]]) end local is_open = ImGui.TreeNodeEx(node_n, flags, "Selectable Node %d", node_n) -- [Port] (void*)(intptr_t)node_n -> node_n if ImGui.IsItemClicked() and not ImGui.IsItemToggledOpen() then node_clicked_idx = node_n end if is_open then ImGui.BulletText("") ImGui.TreePop() end end if node_clicked_idx ~= -1 then -- Update selection state (process outside of tree loop to avoid visual inconsistencies during the clicking frame) if ImGui.GetIO().KeyCtrl then s.selection_mask = bit32.bxor(s.selection_mask, bit32.lshift(1, node_clicked_idx)) -- Ctrl+Click to toggle else --if (!(selection_mask & (1 << node_clicked_idx))) -- Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection s.selection_mask = bit32.lshift(1, node_clicked_idx) -- Click to single-select end end ImGui.TreePop() end if ImGui.TreeNode("Advanced") then IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced") _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", s.base_flags_2, 128 --[[ImGuiTreeNodeFlags.OpenOnArrow]]) _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", s.base_flags_2, 64 --[[ImGuiTreeNodeFlags.OpenOnDoubleClick]]) _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", s.base_flags_2, 2048 --[[ImGuiTreeNodeFlags.SpanAvailWidth]]); ImGui.SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.") _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", s.base_flags_2, 4096 --[[ImGuiTreeNodeFlags.SpanFullWidth]]) _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", s.base_flags_2, 8192 --[[ImGuiTreeNodeFlags.SpanLabelWidth]]); ImGui.SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin.") _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", s.base_flags_2, 16384 --[[ImGuiTreeNodeFlags.SpanAllColumns]]); ImGui.SameLine(); HelpMarker("For use in Tables only.") _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", s.base_flags_2, 4 --[[ImGuiTreeNodeFlags.AllowOverlap]]) _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_Framed", s.base_flags_2, 2 --[[ImGuiTreeNodeFlags.Framed]]); ImGui.SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)") _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_FramePadding", s.base_flags_2, 1024 --[[ImGuiTreeNodeFlags.FramePadding]]) _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsToParent", s.base_flags_2, 131072 --[[ImGuiTreeNodeFlags.NavLeftJumpsToParent]]) HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags") _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", s.base_flags_2, 262144 --[[ImGuiTreeNodeFlags.DrawLinesNone]]) _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", s.base_flags_2, 524288 --[[ImGuiTreeNodeFlags.DrawLinesFull]]) _, s.base_flags_2 = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", s.base_flags_2, 1048576 --[[ImGuiTreeNodeFlags.DrawLinesToNodes]]) _, s.align_label_with_current_x_position = ImGui.Checkbox("Align label with current X position", s.align_label_with_current_x_position) _, s.use_drag_and_drop = ImGui.Checkbox("Make Tree Nodes as drag & drop sources", s.use_drag_and_drop) if s.align_label_with_current_x_position then ImGui.Unindent(ImGui.GetTreeNodeToLabelSpacing()) end for node_n = 0, 5 do local node_flags = s.base_flags_2 if node_n < 3 then -- Items 0..2 are Tree Node local is_open = ImGui.TreeNodeEx(node_n, node_flags, "Selectable Node %d", node_n) if s.use_drag_and_drop and ImGui.BeginDragDropSource() then ImGui.SetDragDropPayload("MY_TREENODE_PAYLOAD_TYPE", nil, 0) ImGui.Text("This is a drag and drop source") ImGui.EndDragDropSource() end if node_n == 2 and bit32.band(s.base_flags_2, 8192 --[[ImGuiTreeNodeFlags.SpanLabelWidth]]) ~= 0 then -- Item 2 has an additional inline button to help demonstrate SpanLabelWidth. ImGui.SameLine() if ImGui.SmallButton("button") then end end if is_open then ImGui.BulletText("Blah blah\nBlah Blah") ImGui.SameLine() ImGui.SmallButton("Button") ImGui.TreePop() end else -- Items 3..5 are Tree Leaves -- The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can -- use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). node_flags = bit32.bor(node_flags, 256 --[[ImGuiTreeNodeFlags.Leaf]], 8 --[[ImGuiTreeNodeFlags.NoTreePushOnOpen]]) -- ImGuiTreeNodeFlags_Bullet ImGui.TreeNodeEx(node_n, node_flags, "Selectable Leaf %d", node_n) if s.use_drag_and_drop and ImGui.BeginDragDropSource() then ImGui.SetDragDropPayload("MY_TREENODE_PAYLOAD_TYPE", nil, 0) ImGui.Text("This is a drag and drop source") ImGui.EndDragDropSource() end end end if s.align_label_with_current_x_position then ImGui.Indent(ImGui.GetTreeNodeToLabelSpacing()) end ImGui.TreePop() end ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgetsVerticalSliders() ------------------------------------------------------------------------------- S.DemoWindowWidgetsVerticalSliders = { int_value = 0, values = { 0.0, 0.60, 0.35, 0.9, 0.70, 0.20, 0.0 }, values2 = { 0.20, 0.80, 0.40, 0.25 }, } function DemoWindowWidgetsVerticalSliders() local s = S.DemoWindowWidgetsVerticalSliders if ImGui.TreeNode("Vertical Sliders") then IMGUI_DEMO_MARKER("Widgets/Vertical Sliders") local spacing = 4 ImGui.PushStyleVar(14 --[[ImGuiStyleVar.ItemSpacing]], ImVec2(spacing, spacing)) s.int_value = ImGui.VSliderInt("##int", ImVec2(18, 160), s.int_value, 0, 5) ImGui.SameLine() local values = s.values ImGui.PushID("set1") for i = 0, 6 do if i > 0 then ImGui.SameLine() end ImGui.PushID(i) ImGui.PushStyleColor(7 --[[ImGuiCol.FrameBg]], ImColor.HSV(i / 7.0, 0.5, 0.5).Value) ImGui.PushStyleColor(8 --[[ImGuiCol.FrameBgHovered]], ImColor.HSV(i / 7.0, 0.6, 0.5).Value) ImGui.PushStyleColor(9 --[[ImGuiCol.FrameBgActive]], ImColor.HSV(i / 7.0, 0.7, 0.5).Value) ImGui.PushStyleColor(20 --[[ImGuiCol.SliderGrab]], ImColor.HSV(i / 7.0, 0.9, 0.9).Value) values[i + 1] = ImGui.VSliderFloat("##v", ImVec2(18, 160), values[i + 1], 0.0, 1.0, "") if ImGui.IsItemActive() or ImGui.IsItemHovered() then ImGui.SetTooltip("%.3f", values[i + 1]) end ImGui.PopStyleColor(4) ImGui.PopID() end ImGui.PopID() ImGui.SameLine() ImGui.PushID("set2") local values2 = s.values2 local rows = 3 local small_slider_size = ImVec2(18, math.floor((160.0 - (rows - 1) * spacing) / rows)) for nx = 0, 3 do if nx > 0 then ImGui.SameLine() end ImGui.BeginGroup() for ny = 0, rows - 1 do ImGui.PushID(nx * rows + ny) values2[nx + 1] = ImGui.VSliderFloat("##v", small_slider_size, values2[nx + 1], 0.0, 1.0, "") if ImGui.IsItemActive() or ImGui.IsItemHovered() then ImGui.SetTooltip("%.3f", values2[nx + 1]) end ImGui.PopID() end ImGui.EndGroup() end ImGui.PopID() ImGui.SameLine() ImGui.PushID("set3") for i = 0, 3 do if i > 0 then ImGui.SameLine() end ImGui.PushID(i) ImGui.PushStyleVar(21 --[[ImGuiStyleVar.GrabMinSize]], 40) values[i + 1] = ImGui.VSliderFloat("##v", ImVec2(40, 160), values[i + 1], 0.0, 1.0, "%.2f\nsec") ImGui.PopStyleVar() ImGui.PopID() end ImGui.PopID() ImGui.PopStyleVar() ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowWidgets() ------------------------------------------------------------------------------- function DemoWindowWidgets(demo_data) --ImGui.SetNextItemOpen(true, ImGuiCond.Once) if not ImGui.CollapsingHeader("Widgets") then return end -- IMGUI_DEMO_MARKER("Widgets"); local disable_all = demo_data.DisableSections -- The Checkbox for that is inside the "Disabled" section at the bottom local override_liveedit = demo_data.LiveEditOverride if disable_all then ImGui.BeginDisabled() end if override_liveedit then ImGui.PushItemFlag(128 --[[ImGuiItemFlags.LiveEditOnInputText]], bit32.band(demo_data.LiveEditFlags, 128 --[[ImGuiItemFlags.LiveEditOnInputText]]) ~= 0) ImGui.PushItemFlag(256 --[[ImGuiItemFlags.LiveEditOnInputScalar]], bit32.band(demo_data.LiveEditFlags, 256 --[[ImGuiItemFlags.LiveEditOnInputScalar]]) ~= 0) end DemoWindowWidgetsBasic() DemoWindowWidgetsBullets() DemoWindowWidgetsCollapsingHeaders() DemoWindowWidgetsComboBoxes() DemoWindowWidgetsColorAndPickers() DemoWindowWidgetsDataTypes() if disable_all then ImGui.EndDisabled() end DemoWindowWidgetsDisableBlocks(demo_data) if disable_all then ImGui.BeginDisabled() end DemoWindowWidgetsDragAndDrop() DemoWindowWidgetsDragsAndSliders() DemoWindowWidgetsFonts() DemoWindowWidgetsImages() DemoWindowWidgetsListBoxes() DemoWindowWidgetsLiveEdit(demo_data) DemoWindowWidgetsMixedValues() DemoWindowWidgetsMultiComponents() DemoWindowWidgetsPlotting() DemoWindowWidgetsProgressBars() DemoWindowWidgetsQueryingStatuses() DemoWindowWidgetsSelectables() DemoWindowWidgetsSelectionAndMultiSelect(demo_data) DemoWindowWidgetsTabs() DemoWindowWidgetsText() DemoWindowWidgetsTextFilter() DemoWindowWidgetsTextInput() DemoWindowWidgetsTooltips() DemoWindowWidgetsTreeNodes() DemoWindowWidgetsVerticalSliders() if override_liveedit then ImGui.PopItemFlag() ImGui.PopItemFlag() end if disable_all then ImGui.EndDisabled() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowLayout() ------------------------------------------------------------------------------- S.DemoWindowLayout = { -- Child windows disable_mouse_wheel = false, disable_menu = false, draw_lines = 3, max_height_in_lines = 10, offset_x = 0, override_bg_color = true, child_flags = bit32.bor(ImGuiChildFlags.Borders, ImGuiChildFlags.ResizeX, ImGuiChildFlags.ResizeY), -- Widgets Width f = 0.0, show_indented_items = true, -- Basic Horizontal Layout c1 = false, c2 = false, c3 = false, c4 = false, f0 = 1.0, f1 = 2.0, f2 = 3.0, item = -1, selection = { 0, 1, 2, 3 }, -- Scrolling track_item = 50, enable_track = true, enable_extra_decorations = false, scroll_to_off_px = 0.0, scroll_to_pos_px = 200.0, lines = 7, show_horizontal_contents_size_demo_window = false, show_h_scrollbar = true, show_button = true, show_tree_nodes = true, show_text_wrapped = false, show_columns = true, show_tab_bar = true, show_child = false, explicit_content_size = false, contents_size_x = 300.0, -- Text Clipping size = ImVec2(100.0, 100.0), offset = ImVec2(30.0, 30.0), -- Overlap Mode enable_allow_overlap = true, } function DemoWindowLayout() local s = S.DemoWindowLayout if not ImGui.CollapsingHeader("Layout & Scrolling") then return end if ImGui.TreeNode("Child windows") then IMGUI_DEMO_MARKER("Layout/Child windows") ImGui.SeparatorText("Child windows") HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.") _, s.disable_mouse_wheel = ImGui.Checkbox("Disable Mouse Wheel", s.disable_mouse_wheel) _, s.disable_menu = ImGui.Checkbox("Disable Menu", s.disable_menu) -- Child 1: no border, enable horizontal scrollbar do local window_flags = 2048 --[[ImGuiWindowFlags.HorizontalScrollbar]] if s.disable_mouse_wheel then window_flags = bit32.bor(window_flags, 16 --[[ImGuiWindowFlags.NoScrollWithMouse]]) end ImGui.BeginChild("ChildL", ImVec2(ImGui.GetContentRegionAvail().x * 0.5, 260), 0 --[[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 = 0 --[[ImGuiWindowFlags.None]] if s.disable_mouse_wheel then window_flags = bit32.bor(window_flags, 16 --[[ImGuiWindowFlags.NoScrollWithMouse]]) end if not s.disable_menu then window_flags = bit32.bor(window_flags, 1024 --[[ImGuiWindowFlags.MenuBar]]) end ImGui.PushStyleVar(7 --[[ImGuiStyleVar.ChildRounding]], 5.0) ImGui.BeginChild("ChildR", ImVec2(0, 260), 1 --[[ImGuiChildFlags.Borders]], window_flags) if not s.disable_menu and ImGui.BeginMenuBar() then if ImGui.BeginMenu("Menu") then ShowExampleMenuFile() ImGui.EndMenu() end ImGui.EndMenuBar() end if ImGui.BeginTable("split", 2, bit32.bor(1 --[[ImGuiTableFlags.Resizable]], 16 --[[ImGuiTableFlags.NoSavedSettings]])) then for i = 0, 99 do local buf = string.format("%03d", i) ImGui.TableNextColumn() ImGui.Button(buf, ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], 0.0)) end ImGui.EndTable() end ImGui.EndChild() ImGui.PopStyleVar() end -- Child 3: manual-resize ImGui.SeparatorText("Manual-resize") do HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents.") --if (ImGui.Button("Set Height to 200")) -- ImGui.SetNextWindowSize(ImVec2(-FLT_MIN, 200.0f)); ImGui.PushStyleColor(3 --[[ImGuiCol.ChildBg]], ImGui.GetStyleColorVec4(7 --[[ImGuiCol.FrameBg]])) if ImGui.BeginChild("ResizableChild", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], ImGui.GetTextLineHeightWithSpacing() * 8), bit32.bor(1 --[[ImGuiChildFlags.Borders]], 8 --[[ImGuiChildFlags.ResizeY]])) then for n = 0, 9 do ImGui.Text("Line %04d", n) end end ImGui.PopStyleColor() ImGui.EndChild() end -- Child 4: auto-resizing height with a limit ImGui.SeparatorText("Auto-resize with constraints") do ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) s.draw_lines = ImGui.DragInt("Lines Count", s.draw_lines, 0.2) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) s.max_height_in_lines = ImGui.DragInt("Max Height (in Lines)", s.max_height_in_lines, 0.2) ImGui.SetNextWindowSizeConstraints(ImVec2(0.0, ImGui.GetTextLineHeightWithSpacing() * 1), ImVec2(3.4028234663853e+38 --[[FLT_MAX]], ImGui.GetTextLineHeightWithSpacing() * s.max_height_in_lines)) if ImGui.BeginChild("ConstrainedChild", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], 0.0), bit32.bor(1 --[[ImGuiChildFlags.Borders]], 32 --[[ImGuiChildFlags.AutoResizeY]])) then for n = 0, s.draw_lines - 1 do ImGui.Text("Line %04d", n) end end ImGui.EndChild() end ImGui.SeparatorText("Misc/Advanced") -- Demonstrate a few extra things -- - Changing ImGuiCol.ChildBg (which is transparent black in default styles) -- - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) -- You can also call SetNextWindowPos() to position the child window. The parent window will effectively -- layout from this position. -- - Using ImGui.GetItemRectMin/Max() to query the "item" state (because the child window is an item from -- the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. do ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) s.offset_x = ImGui.DragInt("Offset X", s.offset_x, 1.0, -1000, 1000) _, s.override_bg_color = ImGui.Checkbox("Override ChildBg color", s.override_bg_color) _, s.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_Borders", s.child_flags, 1 --[[ImGuiChildFlags.Borders]]) _, s.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", s.child_flags, 2 --[[ImGuiChildFlags.AlwaysUseWindowPadding]]) _, s.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_ResizeX", s.child_flags, 4 --[[ImGuiChildFlags.ResizeX]]) _, s.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_ResizeY", s.child_flags, 8 --[[ImGuiChildFlags.ResizeY]]) _, s.child_flags = ImGui.CheckboxFlags("ImGuiChildFlags_FrameStyle", s.child_flags, 128 --[[ImGuiChildFlags.FrameStyle]]) ImGui.SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.") if bit32.band(s.child_flags, 128 --[[ImGuiChildFlags.FrameStyle]]) ~= 0 then s.override_bg_color = false end ImGui.SetCursorPosX(ImGui.GetCursorPosX() + s.offset_x) if s.override_bg_color then ImGui.PushStyleColor(3 --[[ImGuiCol.ChildBg]], IM_COL32(255, 0, 0, 100)) end ImGui.BeginChild("Red", ImVec2(200, 100), s.child_flags, 0 --[[ImGuiWindowFlags.None]]) if s.override_bg_color then ImGui.PopStyleColor() end for n = 0, 49 do ImGui.Text("Some test %d", n) end ImGui.EndChild() local child_is_hovered = ImGui.IsItemHovered() local child_rect_min = ImGui.GetItemRectMin() local child_rect_max = ImGui.GetItemRectMax() ImGui.Text("Hovered: %d", child_is_hovered and 1 or 0) ImGui.Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y) end ImGui.TreePop() end if ImGui.TreeNode("Widgets Width") then IMGUI_DEMO_MARKER("Layout/Widgets Width") _, s.show_indented_items = ImGui.Checkbox("Show indented items", s.show_indented_items) -- Use SetNextItemWidth() to set the width of a single upcoming item. -- Use PushItemWidth()/PopItemWidth() to set the width of a group of items. -- In real code use you'll probably want to choose width values that are proportional to your font size -- e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. ImGui.Text("SetNextItemWidth/PushItemWidth(100)") ImGui.SameLine(); HelpMarker("Fixed width.") ImGui.PushItemWidth(100) s.f = ImGui.DragFloat("float##1b", s.f) if s.show_indented_items then ImGui.Indent() s.f = ImGui.DragFloat("float (indented)##1b", s.f) ImGui.Unindent() end ImGui.PopItemWidth() ImGui.Text("SetNextItemWidth/PushItemWidth(-100)") ImGui.SameLine(); HelpMarker("Align to right edge minus 100") ImGui.PushItemWidth(-100) s.f = ImGui.DragFloat("float##2a", s.f) if s.show_indented_items then ImGui.Indent() s.f = ImGui.DragFloat("float (indented)##2b", s.f) ImGui.Unindent() end ImGui.PopItemWidth() ImGui.Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)") ImGui.SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)") ImGui.PushItemWidth(ImGui.GetContentRegionAvail().x * 0.5) s.f = ImGui.DragFloat("float##3a", s.f) if s.show_indented_items then ImGui.Indent() s.f = ImGui.DragFloat("float (indented)##3b", s.f) ImGui.Unindent() end ImGui.PopItemWidth() ImGui.Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)") ImGui.SameLine(); HelpMarker("Align to right edge minus half") ImGui.PushItemWidth(-ImGui.GetContentRegionAvail().x * 0.5) s.f = ImGui.DragFloat("float##4a", s.f) if s.show_indented_items then ImGui.Indent() s.f = ImGui.DragFloat("float (indented)##4b", s.f) ImGui.Unindent() end ImGui.PopItemWidth() ImGui.Text("SetNextItemWidth/PushItemWidth(-Min(GetContentRegionAvail().x * 0.40f, GetFontSize() * 12))") ImGui.PushItemWidth(-ImMin(ImGui.GetFontSize() * 12, ImGui.GetContentRegionAvail().x * 0.40)) s.f = ImGui.DragFloat("float##5a", s.f) if s.show_indented_items then ImGui.Indent() s.f = ImGui.DragFloat("float (indented)##5b", s.f) ImGui.Unindent() end ImGui.PopItemWidth() -- Demonstrate using PushItemWidth to surround three items. -- Calling SetNextItemWidth() before each of them would have the same effect. ImGui.Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)") ImGui.SameLine(); HelpMarker("Align to right edge") ImGui.PushItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]) s.f = ImGui.DragFloat("##float6a", s.f) if s.show_indented_items then ImGui.Indent() s.f = ImGui.DragFloat("float (indented)##6b", s.f) ImGui.Unindent() end ImGui.PopItemWidth() ImGui.TreePop() end if ImGui.TreeNode("Basic Horizontal Layout") then IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout") ImGui.TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)") -- Text IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine") ImGui.Text("Two items: Hello"); ImGui.SameLine() ImGui.TextColored(ImVec4(1, 1, 0, 1), "Sailor") -- Adjust spacing ImGui.Text("More spacing: Hello"); ImGui.SameLine(0, 20) ImGui.TextColored(ImVec4(1, 1, 0, 1), "Sailor") -- Button ImGui.AlignTextToFramePadding() ImGui.Text("Normal buttons"); ImGui.SameLine() ImGui.Button("Banana"); ImGui.SameLine() ImGui.Button("Apple"); ImGui.SameLine() ImGui.Button("Corniflower") -- Button ImGui.Text("Small buttons"); ImGui.SameLine() ImGui.SmallButton("Like this one"); ImGui.SameLine() ImGui.Text("can fit within a text block.") -- Aligned to arbitrary position. Easy/cheap column. IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)") ImGui.Text("Aligned") ImGui.SameLine(150); ImGui.Text("x=150") ImGui.SameLine(300); ImGui.Text("x=300") ImGui.Text("Aligned") ImGui.SameLine(150); ImGui.SmallButton("x=150") ImGui.SameLine(300); ImGui.SmallButton("x=300") -- Checkbox IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)") _, s.c1 = ImGui.Checkbox("My", s.c1); ImGui.SameLine() _, s.c2 = ImGui.Checkbox("Tailor", s.c2); ImGui.SameLine() _, s.c3 = ImGui.Checkbox("Is", s.c3); ImGui.SameLine() _, s.c4 = ImGui.Checkbox("Rich", s.c4) -- Various ImGui.PushItemWidth(ImGui.CalcTextSize("AAAAAAA").x) local items = { "AAAA", "BBBB", "CCCC", "DDDD" } s.item = ImGui.Combo("Combo", s.item, items, #items); ImGui.SameLine() s.f0 = ImGui.SliderFloat("X", s.f0, 0.0, 5.0); ImGui.SameLine() s.f1 = ImGui.SliderFloat("Y", s.f1, 0.0, 5.0); ImGui.SameLine() s.f2 = ImGui.SliderFloat("Z", s.f2, 0.0, 5.0) ImGui.Text("Lists:") for i = 0, 3 do if i > 0 then ImGui.SameLine() end ImGui.PushID(i) s.selection[i + 1] = ImGui.ListBox("", s.selection[i + 1], items, #items) ImGui.PopID() --ImGui.SetItemTooltip("ListBox %d hovered", i); end ImGui.PopItemWidth() -- Dummy IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy") local button_sz = ImVec2(40, 40) ImGui.Button("A", button_sz); ImGui.SameLine() ImGui.Dummy(button_sz); ImGui.SameLine() ImGui.Button("B", button_sz) -- Manually wrapping -- (we should eventually provide this as an automatic layout feature, but for now you can do it manually) IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping") ImGui.Text("Manual wrapping:") local style = ImGui.GetStyle() local buttons_count = 20 local window_visible_x2 = ImGui.GetCursorScreenPos().x + ImGui.GetContentRegionAvail().x for n = 0, buttons_count - 1 do ImGui.PushID(n) ImGui.Button("Box", button_sz) local last_button_x2 = ImGui.GetItemRectMax().x local next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x -- Expected position if next button was on same line if n + 1 < buttons_count and next_button_x2 < window_visible_x2 then ImGui.SameLine() end ImGui.PopID() end ImGui.TreePop() end if ImGui.TreeNode("Groups") then IMGUI_DEMO_MARKER("Layout/Groups") HelpMarker( "BeginGroup() basically locks the horizontal position for new line. " .. "EndGroup() bundles the whole group so that you can use \"item\" functions such as " .. "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.") ImGui.BeginGroup() do ImGui.BeginGroup() ImGui.Button("AAA") ImGui.SameLine() ImGui.Button("BBB") ImGui.SameLine() ImGui.BeginGroup() ImGui.Button("CCC") ImGui.Button("DDD") ImGui.EndGroup() ImGui.SameLine() ImGui.Button("EEE") ImGui.EndGroup() ImGui.SetItemTooltip("First group hovered") end -- Capture the group size and create widgets using the same size local size = ImGui.GetItemRectSize() local values = { 0.5, 0.20, 0.80, 0.60, 0.25 } ImGui.PlotHistogram("##values", values, nil, #values, 0, nil, 0.0, 1.0, size) ImGui.Button("ACTION", ImVec2((size.x - ImGui.GetStyle().ItemSpacing.x) * 0.5, size.y)) ImGui.SameLine() ImGui.Button("REACTION", ImVec2((size.x - ImGui.GetStyle().ItemSpacing.x) * 0.5, size.y)) ImGui.EndGroup() ImGui.SameLine() ImGui.Button("LEVERAGE\nBUZZWORD", size) ImGui.SameLine() if ImGui.BeginListBox("List", size) then ImGui.Selectable("Selected", true) ImGui.Selectable("Not Selected", false) ImGui.EndListBox() end ImGui.TreePop() end if ImGui.TreeNode("Text Baseline Alignment") then IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment") do ImGui.BulletText("Text baseline:") ImGui.SameLine(); HelpMarker( "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " .. "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets.") ImGui.Indent() ImGui.Text("KO Blahblah"); ImGui.SameLine() ImGui.Button("Some framed item"); ImGui.SameLine() HelpMarker("Baseline of button will look misaligned with text..") -- If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. -- (because we don't know what's coming after the Text() statement, we need to move the text baseline -- down by FramePadding.y ahead of time) ImGui.AlignTextToFramePadding() ImGui.Text("OK Blahblah"); ImGui.SameLine() ImGui.Button("Some framed item##2"); ImGui.SameLine() HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y") -- SmallButton() uses the same vertical padding as Text ImGui.Button("TEST##1"); ImGui.SameLine() ImGui.Text("TEST"); ImGui.SameLine() ImGui.SmallButton("TEST##2") -- If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. ImGui.AlignTextToFramePadding() ImGui.Text("Text aligned to framed item"); ImGui.SameLine() ImGui.Button("Item##1"); ImGui.SameLine() ImGui.Text("Item"); ImGui.SameLine() ImGui.SmallButton("Item##2"); ImGui.SameLine() ImGui.Button("Item##3") ImGui.Unindent() end ImGui.Spacing() do ImGui.BulletText("Multi-line text:") ImGui.Indent() ImGui.Text("One\nTwo\nThree"); ImGui.SameLine() ImGui.Text("Hello\nWorld"); ImGui.SameLine() ImGui.Text("Banana") ImGui.Text("Banana"); ImGui.SameLine() ImGui.Text("Hello\nWorld"); ImGui.SameLine() ImGui.Text("One\nTwo\nThree") ImGui.Button("HOP##1"); ImGui.SameLine() ImGui.Text("Banana"); ImGui.SameLine() ImGui.Text("Hello\nWorld"); ImGui.SameLine() ImGui.Text("Banana") ImGui.Button("HOP##2"); ImGui.SameLine() ImGui.Text("Hello\nWorld"); ImGui.SameLine() ImGui.Text("Banana") ImGui.Unindent() end ImGui.Spacing() do ImGui.BulletText("Misc items:") ImGui.Indent() -- SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. ImGui.Button("80x80", ImVec2(80, 80)) ImGui.SameLine() ImGui.Button("50x50", ImVec2(50, 50)) ImGui.SameLine() ImGui.Button("Button()") ImGui.SameLine() ImGui.SmallButton("SmallButton()") -- Tree -- (here the node appears after a button and has odd intent, so we use ImGuiTreeNodeFlags.DrawLinesNone to disable hierarchy outline) local spacing = ImGui.GetStyle().ItemInnerSpacing.x ImGui.Button("Button##1") -- Will make line higher ImGui.SameLine(0.0, spacing) if ImGui.TreeNodeEx("Node##1", 262144 --[[ImGuiTreeNodeFlags.DrawLinesNone]]) then -- Placeholder tree data for i = 0, 5 do ImGui.BulletText("Item %d..", i) end ImGui.TreePop() end local padding = math.floor(ImGui.GetFontSize() * 1.20) -- Large padding ImGui.PushStyleVarY(11 --[[ImGuiStyleVar.FramePadding]], padding) ImGui.Button("Button##2") ImGui.PopStyleVar() ImGui.SameLine(0.0, spacing) if ImGui.TreeNodeEx("Node##2", 262144 --[[ImGuiTreeNodeFlags.DrawLinesNone]]) then ImGui.TreePop() end -- Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. -- Otherwise you can use SmallButton() (smaller fit). ImGui.AlignTextToFramePadding() -- Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add -- other contents "inside" the node. local node_open = ImGui.TreeNode("Node##3") ImGui.SameLine(0.0, spacing); ImGui.Button("Button##3") if node_open then -- Placeholder tree data for i = 0, 5 do ImGui.BulletText("Item %d..", i) end ImGui.TreePop() end -- Bullet ImGui.Button("Button##4") ImGui.SameLine(0.0, spacing) ImGui.BulletText("Bullet text") ImGui.AlignTextToFramePadding() ImGui.BulletText("Node") ImGui.SameLine(0.0, spacing); ImGui.Button("Button##5") ImGui.Unindent() end ImGui.TreePop() end if ImGui.TreeNode("Scrolling") then IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical") -- Vertical scroll functions HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.") _, s.enable_extra_decorations = ImGui.Checkbox("Decoration", s.enable_extra_decorations) ImGui.PushItemWidth(ImGui.GetFontSize() * 10) local track_changed s.track_item, track_changed = ImGui.DragInt("##item", s.track_item, 0.25, 0, 99, "Item = %d") s.enable_track = s.enable_track or track_changed ImGui.SameLine() _, s.enable_track = ImGui.Checkbox("Track", s.enable_track) local scroll_to_off s.scroll_to_off_px, scroll_to_off = ImGui.DragFloat("##off", s.scroll_to_off_px, 1.00, 0, 3.4028234663853e+38 --[[FLT_MAX]], "+%.0f px") ImGui.SameLine() scroll_to_off = ImGui.Button("Scroll Offset") or scroll_to_off local scroll_to_pos s.scroll_to_pos_px, scroll_to_pos = ImGui.DragFloat("##pos", s.scroll_to_pos_px, 1.00, -10, 3.4028234663853e+38 --[[FLT_MAX]], "X/Y = %.0f px") ImGui.SameLine() scroll_to_pos = ImGui.Button("Scroll To Pos") or scroll_to_pos ImGui.PopItemWidth() if scroll_to_off or scroll_to_pos then s.enable_track = false end local style = ImGui.GetStyle() local child_w = (ImGui.GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5 if child_w < 1.0 then child_w = 1.0 end ImGui.PushID("##VerticalScrolling") for i = 0, 4 do if i > 0 then ImGui.SameLine() end ImGui.BeginGroup() local names = { "Top", "25%", "Center", "75%", "Bottom" } ImGui.TextUnformatted(names[i + 1]) local child_flags = 0 if s.enable_extra_decorations then child_flags = 1024 --[[ImGuiWindowFlags.MenuBar]] end local child_id = ImGui.GetID(i) local child_is_visible = ImGui.BeginChild(child_id, ImVec2(child_w, 200.0), 1 --[[ImGuiChildFlags.Borders]], child_flags) if ImGui.BeginMenuBar() then ImGui.TextUnformatted("abc") ImGui.EndMenuBar() end if scroll_to_off then ImGui.SetScrollY(s.scroll_to_off_px) end if scroll_to_pos then ImGui.SetScrollFromPosY(ImGui.GetCursorStartPos().y + s.scroll_to_pos_px, i * 0.25) end if child_is_visible then -- Avoid calling SetScrollHereY when running with culled items for item = 0, 99 do if s.enable_track and item == s.track_item then ImGui.TextColored(ImVec4(1, 1, 0, 1), "Item %d", item) ImGui.SetScrollHereY(i * 0.25) -- 0.0f:top, 0.5f:center, 1.0f:bottom else ImGui.Text("Item %d", item) end end end local scroll_y = ImGui.GetScrollY() local scroll_max_y = ImGui.GetScrollMaxY() ImGui.EndChild() ImGui.Text("%.0f/%.0f", scroll_y, scroll_max_y) ImGui.EndGroup() end ImGui.PopID() -- Horizontal scroll functions IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal") ImGui.Spacing() HelpMarker( "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" .. "Because the clipping rectangle of most window hides half worth of WindowPadding on the " .. "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " .. "equivalent SetScrollFromPosY(+1) wouldn't.") ImGui.PushID("##HorizontalScrolling") for i = 0, 4 do local child_height = ImGui.GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0 local child_flags = 2048 --[[ImGuiWindowFlags.HorizontalScrollbar]] if s.enable_extra_decorations then child_flags = bit32.bor(child_flags, 16384 --[[ImGuiWindowFlags.AlwaysVerticalScrollbar]]) end local child_id = ImGui.GetID(i) local child_is_visible = ImGui.BeginChild(child_id, ImVec2(-100, child_height), 1 --[[ImGuiChildFlags.Borders]], child_flags) if scroll_to_off then ImGui.SetScrollX(s.scroll_to_off_px) end if scroll_to_pos then ImGui.SetScrollFromPosX(ImGui.GetCursorStartPos().x + s.scroll_to_pos_px, i * 0.25) end if child_is_visible then -- Avoid calling SetScrollHereY when running with culled items for item = 0, 99 do if item > 0 then ImGui.SameLine() end if s.enable_track and item == s.track_item then ImGui.TextColored(ImVec4(1, 1, 0, 1), "Item %d", item) ImGui.SetScrollHereX(i * 0.25) -- 0.0f:left, 0.5f:center, 1.0f:right else ImGui.Text("Item %d", item) end end end local scroll_x = ImGui.GetScrollX() local scroll_max_x = ImGui.GetScrollMaxX() ImGui.EndChild() ImGui.SameLine() local names = { "Left", "25%", "Center", "75%", "Right" } ImGui.Text("%s\n%.0f/%.0f", names[i + 1], scroll_x, scroll_max_x) ImGui.Spacing() end ImGui.PopID() -- Miscellaneous Horizontal Scrolling Demo IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)") HelpMarker( "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" .. "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin().") s.lines = ImGui.SliderInt("Lines", s.lines, 1, 15) ImGui.PushStyleVar(12 --[[ImGuiStyleVar.FrameRounding]], 3.0) ImGui.PushStyleVar(11 --[[ImGuiStyleVar.FramePadding]], ImVec2(2.0, 1.0)) local scrolling_child_size = ImVec2(0, ImGui.GetFrameHeightWithSpacing() * 7 + 30) ImGui.BeginChild("scrolling", scrolling_child_size, 1 --[[ImGuiChildFlags.Borders]], 2048 --[[ImGuiWindowFlags.HorizontalScrollbar]]) for line = 0, s.lines - 1 do -- Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() -- If you want to create your own time line for a real application you may be better off manipulating -- the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets -- yourself. You may also want to use the lower-level ImDrawList API. local num_buttons = 10 + ((line % 2 == 1) and line * 9 or line * 3) local base_w = ImGui.GetFontSize() * 3 for n = 0, num_buttons - 1 do if n > 0 then ImGui.SameLine() end ImGui.PushID(n + line * 1000) local num_buf = string.format("%d", n) local label = num_buf if n % 15 == 0 then label = "FizzBuzz" elseif n % 3 == 0 then label = "Fizz" elseif n % 5 == 0 then label = "Buzz" end local hue = n * 0.05 ImGui.PushStyleColor(22 --[[ImGuiCol.Button]], ImColor.HSV(hue, 0.6, 0.6).Value) ImGui.PushStyleColor(23 --[[ImGuiCol.ButtonHovered]], ImColor.HSV(hue, 0.7, 0.7).Value) ImGui.PushStyleColor(24 --[[ImGuiCol.ButtonActive]], ImColor.HSV(hue, 0.8, 0.8).Value) ImGui.Button(label, ImVec2(base_w + math.sin(line + n) * base_w * 0.5, 0.0)) ImGui.PopStyleColor(3) ImGui.PopID() end end local scroll_x = ImGui.GetScrollX() local scroll_max_x = ImGui.GetScrollMaxX() ImGui.EndChild() ImGui.PopStyleVar(2) local scroll_x_delta = 0.0 ImGui.SmallButton("<<") if ImGui.IsItemActive() then scroll_x_delta = -ImGui.GetIO().DeltaTime * 1000.0 end ImGui.SameLine() ImGui.Text("Scroll from code"); ImGui.SameLine() ImGui.SmallButton(">>") if ImGui.IsItemActive() then scroll_x_delta = ImGui.GetIO().DeltaTime * 1000.0 end ImGui.SameLine() ImGui.Text("%.0f/%.0f", scroll_x, scroll_max_x) if scroll_x_delta ~= 0.0 then -- Demonstrate a trick: you can use Begin to set yourself in the context of another window -- (here we are already out of your child window) ImGui.BeginChild("scrolling") ImGui.SetScrollX(ImGui.GetScrollX() + scroll_x_delta) ImGui.EndChild() end ImGui.Spacing() _, s.show_horizontal_contents_size_demo_window = ImGui.Checkbox("Show Horizontal contents size demo window", s.show_horizontal_contents_size_demo_window) if s.show_horizontal_contents_size_demo_window then if s.explicit_content_size then ImGui.SetNextWindowContentSize(ImVec2(s.contents_size_x, 0.0)) end local window_flags = 0 if s.show_h_scrollbar then window_flags = 2048 --[[ImGuiWindowFlags.HorizontalScrollbar]] end s.show_horizontal_contents_size_demo_window = ImGui.Begin("Horizontal contents size demo window", s.show_horizontal_contents_size_demo_window, window_flags) IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window") ImGui.PushStyleVar(14 --[[ImGuiStyleVar.ItemSpacing]], ImVec2(2, 0)) ImGui.PushStyleVar(11 --[[ImGuiStyleVar.FramePadding]], ImVec2(2, 0)) HelpMarker( "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" .. "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles.") _, s.show_h_scrollbar = ImGui.Checkbox("H-scrollbar", s.show_h_scrollbar) _, s.show_button = ImGui.Checkbox("Button", s.show_button) -- Will grow contents size (unless explicitly overwritten) _, s.show_tree_nodes = ImGui.Checkbox("Tree nodes", s.show_tree_nodes) -- Will grow contents size and display highlight over full width _, s.show_text_wrapped = ImGui.Checkbox("Text wrapped", s.show_text_wrapped)-- Will grow and use contents size _, s.show_columns = ImGui.Checkbox("Columns", s.show_columns) -- Will use contents size _, s.show_tab_bar = ImGui.Checkbox("Tab bar", s.show_tab_bar) -- Will use contents size _, s.show_child = ImGui.Checkbox("Child", s.show_child) -- Will grow and use contents size _, s.explicit_content_size = ImGui.Checkbox("Explicit content size", s.explicit_content_size) ImGui.Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui.GetScrollX(), ImGui.GetScrollMaxX(), ImGui.GetScrollY(), ImGui.GetScrollMaxY()) if s.explicit_content_size then ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.CalcTextSize("123456").x) s.contents_size_x = ImGui.DragFloat("##csx", s.contents_size_x) local p = ImGui.GetCursorScreenPos() ImGui.GetWindowDrawList():AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), 4294967295 --[[IM_COL32_WHITE]]) ImGui.GetWindowDrawList():AddRectFilled(ImVec2(p.x + s.contents_size_x - 10, p.y), ImVec2(p.x + s.contents_size_x, p.y + 10), 4294967295 --[[IM_COL32_WHITE]]) ImGui.Dummy(ImVec2(0, 10)) end ImGui.PopStyleVar(2) ImGui.Separator() if s.show_button then ImGui.Button("this is a 300-wide button", ImVec2(300, 0)) end if s.show_tree_nodes then local open = true if ImGui.TreeNode("this is a tree node") then if ImGui.TreeNode("another one of those tree node...") then ImGui.Text("Some tree contents") ImGui.TreePop() end ImGui.TreePop() end _, open = ImGui.CollapsingHeader("CollapsingHeader", open) end if s.show_text_wrapped then ImGui.TextWrapped("This text should automatically wrap on the edge of the work rectangle.") end if s.show_columns then ImGui.Text("Tables:") if ImGui.BeginTable("table", 4, 1920 --[[ImGuiTableFlags.Borders]]) then for n = 0, 3 do ImGui.TableNextColumn() ImGui.Text("Width %.2f", ImGui.GetContentRegionAvail().x) end ImGui.EndTable() end ImGui.Text("Columns:") ImGui.Columns(4) for n = 0, 3 do ImGui.Text("Width %.2f", ImGui.GetColumnWidth()) ImGui.NextColumn() end ImGui.Columns(1) end if s.show_tab_bar and ImGui.BeginTabBar("Hello") then if ImGui.BeginTabItem("OneOneOne") then ImGui.EndTabItem() end if ImGui.BeginTabItem("TwoTwoTwo") then ImGui.EndTabItem() end if ImGui.BeginTabItem("ThreeThreeThree") then ImGui.EndTabItem() end if ImGui.BeginTabItem("FourFourFour") then ImGui.EndTabItem() end ImGui.EndTabBar() end if s.show_child then ImGui.BeginChild("child", ImVec2(0, 0), 1 --[[ImGuiChildFlags.Borders]]) ImGui.EndChild() end ImGui.End() end ImGui.TreePop() end if ImGui.TreeNode("Text Clipping") then IMGUI_DEMO_MARKER("Layout/Text Clipping") local size = s.size local offset = s.offset ImGui.DragFloat2("size", size, 0.5, 1.0, 200.0, "%.0f") ImGui.TextWrapped("(Click and drag to scroll)") HelpMarker( "(Left) Using ImGui::PushClipRect():\n" .. "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" .. "(use this if you want your clipping rectangle to affect interactions)\n\n" .. "(Center) Using ImDrawList::PushClipRect():\n" .. "Will alter ImDrawList rendering only.\n" .. "(use this as a shortcut if you are only using ImDrawList calls)\n\n" .. "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" .. "Will alter only this specific ImDrawList::AddText() rendering.\n" .. "This is often used internally to avoid altering the clipping rectangle and minimize draw calls.") for n = 0, 2 do repeat if n > 0 then ImGui.SameLine() end ImGui.PushID(n) ImGui.InvisibleButton("##canvas", size) if ImGui.IsItemActive() and ImGui.IsMouseDragging(0 --[[ImGuiMouseButton.Left]]) then offset.x = offset.x + ImGui.GetIO().MouseDelta.x offset.y = offset.y + ImGui.GetIO().MouseDelta.y end ImGui.PopID() if not ImGui.IsItemVisible() then -- Skip rendering as ImDrawList elements are not clipped. break -- continue end local p0 = ImGui.GetItemRectMin() local p1 = ImGui.GetItemRectMax() local text_str = "Line 1 hello\nLine 2 clip me!" local text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y) local draw_list = ImGui.GetWindowDrawList() if n == 0 then ImGui.PushClipRect(p0, p1, true) draw_list:AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)) draw_list:AddText(text_pos, 4294967295 --[[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, 4294967295 --[[IM_COL32_WHITE]], text_str) draw_list:PopClipRect() elseif n == 2 then local clip_rect = ImVec4(p0.x, p0.y, p1.x, p1.y) -- AddText() takes a ImVec4* here so let's convert. draw_list:AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)) draw_list:AddText(ImGui.GetFont(), ImGui.GetFontSize(), text_pos, 4294967295 --[[IM_COL32_WHITE]], text_str, 1, #text_str + 1, 0.0, clip_rect) -- [Port] explicit text_begin/text_end (port's AddText needs text_end) end until true end ImGui.TreePop() end if ImGui.TreeNode("Overlap Mode") then IMGUI_DEMO_MARKER("Layout/Overlap Mode") HelpMarker( "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" .. "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " .. "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state.") _, s.enable_allow_overlap = ImGui.Checkbox("Enable AllowOverlap", s.enable_allow_overlap) local button1_pos = ImGui.GetCursorScreenPos() local button2_pos = ImVec2(button1_pos.x + 50.0, button1_pos.y + 50.0) if s.enable_allow_overlap then ImGui.SetNextItemAllowOverlap() end ImGui.Button("Button 1", ImVec2(80, 80)) ImGui.SetCursorScreenPos(button2_pos) ImGui.Button("Button 2", ImVec2(80, 80)) -- This is typically used with width-spanning items. -- (note that Selectable() has a dedicated flag ImGuiSelectableFlags.AllowOverlap, which is a shortcut -- for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.) if s.enable_allow_overlap then ImGui.SetNextItemAllowOverlap() end ImGui.Selectable("Some Selectable", false) ImGui.SameLine() ImGui.SmallButton("++") ImGui.TreePop() end end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowPopups() ------------------------------------------------------------------------------- S.DemoWindowPopups = { selected_fish = -1, -- static int selected_fish = -1; toggles = { true, false, false, false, false }, -- static bool toggles[] = { true, false, false, false, false }; selected = -1, -- static int selected = -1; value = 0.5, -- static float value = 0.5f; name = ImGui.NewTextBuffer("Label1", 32), -- static char name[32] = "Label1"; dont_ask_me_next_time = false, -- static bool dont_ask_me_next_time = false; item = 1, -- static int item = 1; color = { 0.4, 0.7, 0.0, 0.5 }, -- static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; } function DemoWindowPopups() local s = S.DemoWindowPopups if not ImGui.CollapsingHeader("Popups & Modal windows") then return end -- The properties of popups windows are: -- - They block normal mouse hovering detection outside them. (*) -- - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. -- - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as -- we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). -- (*) One can use IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByPopup) to bypass it and detect hovering even -- when normally blocked by a popup. -- Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close -- popups at any time. -- Typical use for regular windows: -- bool my_tool_is_active = false; if (ImGui.Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", my_tool_is_active) { [...] } End(); -- Typical use for popups: -- if (ImGui.Button("Open")) ImGui.OpenPopup("MyPopup"); if (ImGui.BeginPopup("MyPopup")) { [...] EndPopup(); } -- With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. -- This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. if ImGui.TreeNode("Popups") then IMGUI_DEMO_MARKER("Popups/Popups") ImGui.TextWrapped( "When a popup is active, it inhibits interacting with windows that are behind the popup. " .. "Clicking outside the popup closes it.") local names = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" } local toggles = s.toggles -- Simple selection popup (if you want to show the current selection inside the Button itself, -- you may want to build a string using the "###" operator to preserve a constant ID with a variable label) if ImGui.Button("Select..") then ImGui.OpenPopup("my_select_popup") end ImGui.SameLine() local fish_name = "" if s.selected_fish ~= -1 then fish_name = names[s.selected_fish + 1] end ImGui.TextUnformatted(fish_name) if ImGui.BeginPopup("my_select_popup") then ImGui.SeparatorText("Aquarium") for i = 0, #names - 1 do if ImGui.Selectable(names[i + 1]) then s.selected_fish = i end end ImGui.EndPopup() end -- Showing a menu with toggles if ImGui.Button("Toggle..") then ImGui.OpenPopup("my_toggle_popup") end if ImGui.BeginPopup("my_toggle_popup") then for i = 0, #names - 1 do _, toggles[i + 1] = ImGui.MenuItem(names[i + 1], "", toggles[i + 1]) end if ImGui.BeginMenu("Sub-menu") then ImGui.MenuItem("Click me") ImGui.EndMenu() end ImGui.Separator() ImGui.Text("Tooltip here") ImGui.SetItemTooltip("I am a tooltip over a popup") if ImGui.Button("Stacked Popup") then ImGui.OpenPopup("another popup") end if ImGui.BeginPopup("another popup") then for i = 0, #names - 1 do _, toggles[i + 1] = ImGui.MenuItem(names[i + 1], "", toggles[i + 1]) end if ImGui.BeginMenu("Sub-menu") then ImGui.MenuItem("Click me") if ImGui.Button("Stacked Popup") then ImGui.OpenPopup("another popup") end if ImGui.BeginPopup("another popup") then ImGui.Text("I am the last one here.") ImGui.EndPopup() end ImGui.EndMenu() end ImGui.EndPopup() end ImGui.EndPopup() end -- Call the more complete ShowExampleMenuFile which we use in various places of this demo if ImGui.Button("With a menu..") then ImGui.OpenPopup("my_file_popup") end if ImGui.BeginPopup("my_file_popup", 1024 --[[ImGuiWindowFlags.MenuBar]]) then if ImGui.BeginMenuBar() then if ImGui.BeginMenu("File") then ShowExampleMenuFile() ImGui.EndMenu() end if ImGui.BeginMenu("Edit") then ImGui.MenuItem("Dummy") ImGui.EndMenu() end ImGui.EndMenuBar() end ImGui.Text("Hello from popup!") ImGui.Button("This is a dummy button..") ImGui.EndPopup() end ImGui.TreePop() end if ImGui.TreeNode("Context menus") then IMGUI_DEMO_MARKER("Popups/Context menus") HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier.") -- BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: -- if (id == 0) -- id = GetItemID(); -- Use last item id -- if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton.Right)) -- OpenPopup(id); -- return BeginPopup(id); -- For advanced uses you may want to replicate and customize this code. -- See more details in BeginPopupContextItem(). -- Example 1 -- When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), -- and BeginPopupContextItem() will use the last item ID as the popup ID. do local names = { "Label1", "Label2", "Label3", "Label4", "Label5" } for n = 0, 4 do if ImGui.Selectable(names[n + 1], s.selected == n) then s.selected = n end if ImGui.BeginPopupContextItem() then -- <-- use last item id as popup id s.selected = n ImGui.Text("This is a popup for \"%s\"!", names[n + 1]) if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end ImGui.SetItemTooltip("Right-click to open popup") end end -- Example 2 -- Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). -- Using an explicit identifier is also convenient if you want to activate the popups from different locations. do HelpMarker("Text() elements don't have stable identifiers so we need to provide one.") ImGui.Text("Value = %.3f <-- (1) right-click this text", s.value) if ImGui.BeginPopupContextItem("my popup") then if ImGui.Selectable("Set to zero") then s.value = 0.0 end if ImGui.Selectable("Set to PI") then s.value = 3.1415 end ImGui.SetNextItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]) s.value = ImGui.DragFloat("##Value", s.value, 0.1, 0.0, 0.0) ImGui.EndPopup() end -- We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. -- Here we make it that right-clicking this other text element opens the same popup as above. -- The popup itself will be submitted by the code above. ImGui.Text("(2) Or right-click this text") ImGui.OpenPopupOnItemClick("my popup", 8 --[[ImGuiPopupFlags.MouseButtonRight]]) -- Back to square one: manually open the same popup. if ImGui.Button("(3) Or click this button") then ImGui.OpenPopup("my popup") end end -- Example 3 -- When using BeginPopupContextItem() with an implicit identifier (nil == use last item ID), -- we need to make sure your item identifier is stable. -- In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). do HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator.") local buf = string.format("Button: %s###Button", ImGui.TextBufferToString(s.name)) -- ### operator override ID ignoring the preceding label ImGui.Button(buf) if ImGui.BeginPopupContextItem() then ImGui.Text("Edit name:") ImGui.InputText("##edit", s.name, 32) if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end ImGui.SameLine(); ImGui.Text("(<-- right-click here)") end ImGui.TreePop() end if ImGui.TreeNode("Modals") then IMGUI_DEMO_MARKER("Popups/Modals") ImGui.TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside.") if ImGui.Button("Delete..") then ImGui.OpenPopup("Delete?") end -- Always center this window when appearing local center = ImGui.GetMainViewport():GetCenter() ImGui.SetNextWindowPos(center, 8 --[[ImGuiCond.Appearing]], ImVec2(0.5, 0.5)) if ImGui.BeginPopupModal("Delete?", nil, 64 --[[ImGuiWindowFlags.AlwaysAutoResize]]) then ImGui.Text("All those beautiful files will be deleted.\nThis operation cannot be undone!") ImGui.Separator() --static int unused_i = 0; --ImGui.Combo("Combo", unused_i, "Delete\0Delete harder\0"); ImGui.PushStyleVar(11 --[[ImGuiStyleVar.FramePadding]], ImVec2(0, 0)) _, s.dont_ask_me_next_time = ImGui.Checkbox("Don't ask me next time", s.dont_ask_me_next_time) ImGui.PopStyleVar() if ImGui.Button("OK", ImVec2(120, 0)) then ImGui.CloseCurrentPopup() end ImGui.SetItemDefaultFocus() ImGui.SameLine() if ImGui.Button("Cancel", ImVec2(120, 0)) then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end if ImGui.Button("Stacked modals..") then ImGui.OpenPopup("Stacked 1") end if ImGui.BeginPopupModal("Stacked 1", nil, 1024 --[[ImGuiWindowFlags.MenuBar]]) then if ImGui.BeginMenuBar() then if ImGui.BeginMenu("File") then if ImGui.MenuItem("Some menu item") then end ImGui.EndMenu() end ImGui.EndMenuBar() end ImGui.Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.") -- Testing behavior of widgets stacking their own regular popups over the modal. s.item = ImGui.Combo("Combo", s.item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0") ImGui.ColorEdit4("Color", s.color) if ImGui.Button("Add another modal..") then ImGui.OpenPopup("Stacked 2") end -- Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which -- will close the popup. Note that the visibility state of popups is owned by imgui, so the input value -- of the bool actually doesn't matter here. local unused_open = true local visible visible, unused_open = ImGui.BeginPopupModal("Stacked 2", unused_open) if visible then ImGui.Text("Hello from Stacked The Second!") ImGui.ColorEdit4("Color", s.color) -- Allow opening another nested popup if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end ImGui.TreePop() end if ImGui.TreeNode("Menus inside a regular window") then IMGUI_DEMO_MARKER("Popups/Menus inside a regular window") ImGui.TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!") ImGui.Separator() ImGui.MenuItem("Menu item", "Ctrl+M") if ImGui.BeginMenu("Menu inside a regular window") then ShowExampleMenuFile() ImGui.EndMenu() end ImGui.Separator() ImGui.TreePop() end end -- Dummy data structure that we use for the Table demo. -- (pre-C++11 doesn't allow us to instantiate ImVector template if this structure is defined inside the demo function) -- [Port] namespace { ... } -> globals with a MyItem prefix (part 08_tables uses them). -- We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. -- This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. -- But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) -- If you don't use sorting, you will generally never care about giving column an ID! -- enum MyItemColumnID MyItemColumnID_ID = 0 MyItemColumnID_Name = 1 MyItemColumnID_Action = 2 MyItemColumnID_Quantity = 3 MyItemColumnID_Description = 4 -- struct MyItem: [Port] constructor; fields ID (int), Name (string), Quantity (int) function MyItem(ID, Name, Quantity) return { ID = ID, Name = Name, Quantity = Quantity } end -- We have a problem which is affecting _only this demo_ and should not affect your code: -- As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), -- however qsort doesn't allow passing user data to comparing function. -- As a workaround, we are storing the sort specs in a static/global for the comparing function to access. -- In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. -- We could technically call ImGui.TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called -- very often by the sorting algorithm it would be a little wasteful. MyItem_s_current_sort_specs = nil -- [Port] items: 1-based Lua array of MyItem (e.g. ImVector .Data), sorted in place over [1, items_count]. local function MyItem_Less(a, b) return MyItem_CompareWithSortSpecs(a, b) < 0 end -- [Port] table.sort wants a "less than" predicate function MyItem_SortWithSortSpecs(sort_specs, items, items_count) MyItem_s_current_sort_specs = sort_specs -- Store in variable accessible by the sort function. if items_count > 1 then if items_count == #items then table.sort(items, MyItem_Less) else -- [Port] sort only the used range local tmp = {} for i = 1, items_count do tmp[i] = items[i] end table.sort(tmp, MyItem_Less) for i = 1, items_count do items[i] = tmp[i] end end end MyItem_s_current_sort_specs = nil end -- Compare function to be used by qsort() -- [Port] strcmp -> Lua string comparison; returns <0, 0, >0 like upstream (strict weak order via the ID fallback). function MyItem_CompareWithSortSpecs(a, b) for n = 0, MyItem_s_current_sort_specs.SpecsCount - 1 do -- Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() -- We could also choose to identify columns based on their index (sort_spec.ColumnIndex), which is simpler! local sort_spec = MyItem_s_current_sort_specs.Specs[n + 1] -- [Port] Specs is a 1-based array local delta = 0 local id = sort_spec.ColumnUserID if id == MyItemColumnID_ID then delta = (a.ID - b.ID) elseif id == MyItemColumnID_Name then delta = (a.Name < b.Name and -1 or (a.Name > b.Name and 1 or 0)) elseif id == MyItemColumnID_Quantity then delta = (a.Quantity - b.Quantity) elseif id == MyItemColumnID_Description then delta = (a.Name < b.Name and -1 or (a.Name > b.Name and 1 or 0)) else assert(false) end if delta > 0 then return (sort_spec.SortDirection == 1 --[[ImGuiSortDirection.Ascending]]) and 1 or -1 end if delta < 0 then return (sort_spec.SortDirection == 1 --[[ImGuiSortDirection.Ascending]]) and -1 or 1 end end -- qsort() is instable so always return a way to differentiate items. -- Your own compare function may want to avoid fallback on implicit sort specs. -- e.g. a Name compare if it wasn't already part of the sort specs. return a.ID - b.ID end -- Make the UI compact because there are so many fields function PushStyleCompact() local style = ImGui.GetStyle() ImGui.PushStyleVarY(11 --[[ImGuiStyleVar.FramePadding]], math.floor(style.FramePadding.y * 0.60)) ImGui.PushStyleVarY(14 --[[ImGuiStyleVar.ItemSpacing]], math.floor(style.ItemSpacing.y * 0.60)) end function PopStyleCompact() ImGui.PopStyleVar(2) end S.EditTableSizingFlags = { policies = nil } -- Show a combo box with a choice of sizing policies -- [Port] p_flags -> takes flags, returns the new flags. function EditTableSizingFlags(p_flags) local s = S.EditTableSizingFlags -- struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; if s.policies == nil then s.policies = { { Value = 0 --[[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 = 8192 --[[ImGuiTableFlags.SizingFixedFit]], Name = "ImGuiTableFlags_SizingFixedFit", Tooltip = "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, { Value = 16384 --[[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 = 24576 --[[ImGuiTableFlags.SizingStretchProp]], Name = "ImGuiTableFlags_SizingStretchProp", Tooltip = "Columns default to _WidthStretch with weights proportional to their widths." }, { Value = 32768 --[[ImGuiTableFlags.SizingStretchSame]], Name = "ImGuiTableFlags_SizingStretchSame", Tooltip = "Columns default to _WidthStretch with same weights." }, } end local policies = s.policies local idx = 0 while idx < #policies do if policies[idx + 1].Value == bit32.band(p_flags, 57344 --[[ImGuiTableFlags.SizingMask_]]) then break end idx = idx + 1 end local preview_text = "" if idx < #policies then preview_text = policies[idx + 1].Name if idx > 0 then preview_text = string.sub(preview_text, #"ImGuiTableFlags" + 1) end end if ImGui.BeginCombo("Sizing Policy", preview_text) then for n = 0, #policies - 1 do if ImGui.Selectable(policies[n + 1].Name, idx == n) then p_flags = bit32.bor(bit32.band(p_flags, bit32.bnot(57344 --[[ImGuiTableFlags.SizingMask_]])), policies[n + 1].Value) end end ImGui.EndCombo() end ImGui.SameLine() ImGui.TextDisabled("(?)") if ImGui.BeginItemTooltip() then ImGui.PushTextWrapPos(ImGui.GetFontSize() * 50.0) for m = 0, #policies - 1 do ImGui.Separator() ImGui.Text("%s:", policies[m + 1].Name) ImGui.Separator() ImGui.SetCursorPosX(ImGui.GetCursorPosX() + ImGui.GetStyle().IndentSpacing * 0.5) ImGui.TextUnformatted(policies[m + 1].Tooltip) end ImGui.PopTextWrapPos() ImGui.EndTooltip() end return p_flags end -- [Port] p_flags -> takes flags, returns the new flags. function EditTableColumnsFlags(p_flags) local pressed _, p_flags = ImGui.CheckboxFlags("_Disabled", p_flags, 1 --[[ImGuiTableColumnFlags.Disabled]]); ImGui.SameLine(); HelpMarker("Master disable flag (also hide from context menu)") _, p_flags = ImGui.CheckboxFlags("_DefaultHide", p_flags, 2 --[[ImGuiTableColumnFlags.DefaultHide]]) _, p_flags = ImGui.CheckboxFlags("_DefaultSort", p_flags, 4 --[[ImGuiTableColumnFlags.DefaultSort]]) pressed, p_flags = ImGui.CheckboxFlags("_WidthStretch", p_flags, 8 --[[ImGuiTableColumnFlags.WidthStretch]]) if pressed then p_flags = bit32.band(p_flags, bit32.bnot(bit32.bxor(24 --[[ImGuiTableColumnFlags.WidthMask_]], 8 --[[ImGuiTableColumnFlags.WidthStretch]]))) end pressed, p_flags = ImGui.CheckboxFlags("_WidthFixed", p_flags, 16 --[[ImGuiTableColumnFlags.WidthFixed]]) if pressed then p_flags = bit32.band(p_flags, bit32.bnot(bit32.bxor(24 --[[ImGuiTableColumnFlags.WidthMask_]], 16 --[[ImGuiTableColumnFlags.WidthFixed]]))) end _, p_flags = ImGui.CheckboxFlags("_NoResize", p_flags, 32 --[[ImGuiTableColumnFlags.NoResize]]) _, p_flags = ImGui.CheckboxFlags("_NoReorder", p_flags, 64 --[[ImGuiTableColumnFlags.NoReorder]]) _, p_flags = ImGui.CheckboxFlags("_NoHide", p_flags, 128 --[[ImGuiTableColumnFlags.NoHide]]) _, p_flags = ImGui.CheckboxFlags("_NoClip", p_flags, 256 --[[ImGuiTableColumnFlags.NoClip]]) _, p_flags = ImGui.CheckboxFlags("_NoSort", p_flags, 512 --[[ImGuiTableColumnFlags.NoSort]]) _, p_flags = ImGui.CheckboxFlags("_NoSortAscending", p_flags, 1024 --[[ImGuiTableColumnFlags.NoSortAscending]]) _, p_flags = ImGui.CheckboxFlags("_NoSortDescending", p_flags, 2048 --[[ImGuiTableColumnFlags.NoSortDescending]]) _, p_flags = ImGui.CheckboxFlags("_NoHeaderLabel", p_flags, 4096 --[[ImGuiTableColumnFlags.NoHeaderLabel]]) _, p_flags = ImGui.CheckboxFlags("_NoHeaderWidth", p_flags, 8192 --[[ImGuiTableColumnFlags.NoHeaderWidth]]) _, p_flags = ImGui.CheckboxFlags("_PreferSortAscending", p_flags, 16384 --[[ImGuiTableColumnFlags.PreferSortAscending]]) _, p_flags = ImGui.CheckboxFlags("_PreferSortDescending", p_flags, 32768 --[[ImGuiTableColumnFlags.PreferSortDescending]]) _, p_flags = ImGui.CheckboxFlags("_IndentEnable", p_flags, 65536 --[[ImGuiTableColumnFlags.IndentEnable]]); ImGui.SameLine(); HelpMarker("Default for column 0") _, p_flags = ImGui.CheckboxFlags("_IndentDisable", p_flags, 131072 --[[ImGuiTableColumnFlags.IndentDisable]]); ImGui.SameLine(); HelpMarker("Default for column >0") _, p_flags = ImGui.CheckboxFlags("_AngledHeader", p_flags, 262144 --[[ImGuiTableColumnFlags.AngledHeader]]) return p_flags end function ShowTableColumnsStatusFlags(flags) ImGui.CheckboxFlags("_IsEnabled", flags, 16777216 --[[ImGuiTableColumnFlags.IsEnabled]]) ImGui.CheckboxFlags("_IsVisible", flags, 33554432 --[[ImGuiTableColumnFlags.IsVisible]]) ImGui.CheckboxFlags("_IsSorted", flags, 67108864 --[[ImGuiTableColumnFlags.IsSorted]]) ImGui.CheckboxFlags("_IsHovered", flags, 134217728 --[[ImGuiTableColumnFlags.IsHovered]]) end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowTables() ------------------------------------------------------------------------------- S.DemoWindowTables = { -- statics of DemoWindowTables(), one sub-table per TreeNode disable_indent = false, BordersBackground = { flags = bit32.bor(ImGuiTableFlags.Borders, ImGuiTableFlags.RowBg), display_headers = false, contents_type = 0, -- CT_Text }, ResizableStretch = { flags = bit32.bor(ImGuiTableFlags.SizingStretchSame, ImGuiTableFlags.Resizable, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersV, ImGuiTableFlags.ContextMenuInBody), }, ResizableFixed = { flags = bit32.bor(ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.Resizable, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersV, ImGuiTableFlags.ContextMenuInBody), }, ResizableMixed = { flags = bit32.bor(ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.RowBg, ImGuiTableFlags.Borders, ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable), }, Reorderable = { flags = bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersV), }, Padding = { flags1 = ImGuiTableFlags.BordersV, show_headers = false, flags2 = bit32.bor(ImGuiTableFlags.Borders, ImGuiTableFlags.RowBg), cell_padding = ImVec2(0.0, 0.0), show_widget_frame_bg = true, text_bufs = {}, -- 1-based, cell + 1 init = true, }, SizingPolicies = { flags1 = bit32.bor(ImGuiTableFlags.BordersV, ImGuiTableFlags.BordersOuterH, ImGuiTableFlags.RowBg, ImGuiTableFlags.ContextMenuInBody), sizing_policy_flags = { ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.SizingFixedSame, ImGuiTableFlags.SizingStretchProp, ImGuiTableFlags.SizingStretchSame }, flags = bit32.bor(ImGuiTableFlags.ScrollY, ImGuiTableFlags.Borders, ImGuiTableFlags.RowBg, ImGuiTableFlags.Resizable), contents_type = 0, -- CT_ShowWidth column_count = 3, text_buf = ImGui.NewTextBuffer("", 32), }, VerticalScrolling = { flags = bit32.bor(ImGuiTableFlags.ScrollY, ImGuiTableFlags.RowBg, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersV, ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable), }, HorizontalScrolling = { flags = bit32.bor(ImGuiTableFlags.ScrollX, ImGuiTableFlags.ScrollY, ImGuiTableFlags.RowBg, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersV, ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable), freeze_cols = 1, freeze_rows = 1, flags2 = bit32.bor(ImGuiTableFlags.SizingStretchSame, ImGuiTableFlags.ScrollX, ImGuiTableFlags.ScrollY, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.RowBg, ImGuiTableFlags.ContextMenuInBody), inner_width = 1000.0, }, ColumnsFlags = { column_flags = { ImGuiTableColumnFlags.DefaultSort, ImGuiTableColumnFlags.None, ImGuiTableColumnFlags.DefaultHide }, column_flags_out = { 0, 0, 0 }, -- Output from TableGetColumnFlags() }, ColumnsWidths = { flags1 = bit32.bor(ImGuiTableFlags.Borders, ImGuiTableFlags.NoBordersInBodyUntilResize), flags2 = ImGuiTableFlags.None, }, OuterSize = { flags = bit32.bor(ImGuiTableFlags.Borders, ImGuiTableFlags.Resizable, ImGuiTableFlags.ContextMenuInBody, ImGuiTableFlags.RowBg, ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.NoHostExtendX), }, BackgroundColor = { flags = ImGuiTableFlags.RowBg, row_bg_type = 1, row_bg_target = 1, cell_bg_type = 1, }, TreeView = { table_flags = bit32.bor(ImGuiTableFlags.BordersV, ImGuiTableFlags.BordersOuterH, ImGuiTableFlags.Resizable, ImGuiTableFlags.RowBg, ImGuiTableFlags.NoBordersInBody), tree_node_flags_base = bit32.bor(ImGuiTreeNodeFlags.SpanAllColumns, ImGuiTreeNodeFlags.DefaultOpen, ImGuiTreeNodeFlags.DrawLinesFull), MyTreeNode = nil, -- [Port] local struct, created once on first use nodes = { -- 1-based; ChildIdx stays 0-based like upstream { Name = "Root with Long Name", Type = "Folder", Size = -1, ChildIdx = 1, ChildCount = 3 }, -- 0 { Name = "Music", Type = "Folder", Size = -1, ChildIdx = 4, ChildCount = 2 }, -- 1 { Name = "Textures", Type = "Folder", Size = -1, ChildIdx = 6, ChildCount = 3 }, -- 2 { Name = "desktop.ini", Type = "System file", Size = 1024, ChildIdx = -1, ChildCount = -1 }, -- 3 { Name = "File1_a.wav", Type = "Audio file", Size = 123000, ChildIdx = -1, ChildCount = -1 }, -- 4 { Name = "File1_b.wav", Type = "Audio file", Size = 456000, ChildIdx = -1, ChildCount = -1 }, -- 5 { Name = "Image001.png", Type = "Image file", Size = 203128, ChildIdx = -1, ChildCount = -1 }, -- 6 { Name = "Copy of Image001.png", Type = "Image file", Size = 203256, ChildIdx = -1, ChildCount = -1 }, -- 7 { Name = "Copy of Image001 (Final2).png", Type = "Image file", Size = 203512, ChildIdx = -1, ChildCount = -1 }, -- 8 }, }, ItemWidth = { dummy_f = 0.0, }, CustomHeaders = { column_selected = { false, false, false }, }, AngledHeaders = { table_flags = bit32.bor(ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.ScrollX, ImGuiTableFlags.ScrollY, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersInnerH, ImGuiTableFlags.Hideable, ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.HighlightHoveredColumn), column_flags = bit32.bor(ImGuiTableColumnFlags.AngledHeader, ImGuiTableColumnFlags.WidthFixed), bools = {}, -- 1-based, filled with false on first use frozen_cols = 1, frozen_rows = 2, }, ContextMenus = { flags1 = bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable, ImGuiTableFlags.Borders, ImGuiTableFlags.ContextMenuInBody), }, SyncedInstances = { flags = bit32.bor(ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable, ImGuiTableFlags.Borders, ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.NoSavedSettings), }, template_items_names = { "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" }, Sorting = { items = ImVector(), flags = bit32.bor( ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable, ImGuiTableFlags.Sortable, ImGuiTableFlags.SortMulti, ImGuiTableFlags.RowBg, ImGuiTableFlags.BordersOuter, ImGuiTableFlags.BordersV, ImGuiTableFlags.NoBordersInBody, ImGuiTableFlags.ScrollY), }, Advanced = { flags = bit32.bor( ImGuiTableFlags.Resizable, ImGuiTableFlags.Reorderable, ImGuiTableFlags.Hideable, ImGuiTableFlags.Sortable, ImGuiTableFlags.SortMulti, ImGuiTableFlags.RowBg, ImGuiTableFlags.Borders, ImGuiTableFlags.NoBordersInBody, ImGuiTableFlags.ScrollX, ImGuiTableFlags.ScrollY, ImGuiTableFlags.SizingFixedFit), columns_base_flags = ImGuiTableColumnFlags.None, contents_type = 5, -- CT_SelectableSpanRow freeze_cols = 1, freeze_rows = 1, items_count = 0, -- IM_COUNTOF(template_items_names) * 2, set below outer_size_value = nil, -- ImVec2(0.0f, TEXT_BASE_HEIGHT * 12), set lazily (needs font) row_min_height = 0.0, -- Auto inner_width_with_scroll = 0.0, -- Auto-extend outer_size_enabled = true, show_headers = true, show_wrapped_text = false, items = ImVector(), selection = ImVector(), items_need_sort = false, show_debug_details = false, }, } S.DemoWindowTables.Advanced.items_count = #S.DemoWindowTables.template_items_names * 2 function DemoWindowTables() local _ local s = S.DemoWindowTables --ImGui.SetNextItemOpen(true, ImGuiCond.Once) if not ImGui.CollapsingHeader("Tables & Columns") then return end -- Using those as a base value to create width/height that are factor of the size of our font local TEXT_BASE_WIDTH = ImGui.CalcTextSize("A").x local TEXT_BASE_HEIGHT = ImGui.GetTextLineHeightWithSpacing() ImGui.PushID("Tables") local open_action = -1 if ImGui.Button("Expand all") then open_action = 1 end ImGui.SameLine() if ImGui.Button("Collapse all") then open_action = 0 end ImGui.SameLine() -- Options _, s.disable_indent = ImGui.Checkbox("Disable tree indentation", s.disable_indent) ImGui.SameLine() HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width.") ImGui.Separator() if s.disable_indent then ImGui.PushStyleVar(16 --[[ImGuiStyleVar.IndentSpacing]], 0.0) end -- About Styling of tables -- Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. -- There are however a few settings that a shared and part of the ImGuiStyle structure: -- style.CellPadding -- Padding within each cell -- style.Colors[ImGuiCol.TableHeaderBg] -- Table header background -- style.Colors[ImGuiCol.TableBorderStrong] -- Table outer and header borders -- style.Colors[ImGuiCol.TableBorderLight] -- Table inner borders -- style.Colors[ImGuiCol.TableRowBg] -- Table row background when ImGuiTableFlags_RowBg is enabled (even rows) -- style.Colors[ImGuiCol.TableRowBgAlt] -- Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) -- Demos if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Basic") then IMGUI_DEMO_MARKER("Tables/Basic") -- Here we will showcase three different ways to output a table. -- They are very simple variations of a same thing! -- [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. -- In many situations, this is the most flexible and easy to use pattern. HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop.") if ImGui.BeginTable("table1", 3) then for row = 0, 4 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("Row %d Column %d", row, column) end end ImGui.EndTable() end -- [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). -- This is generally more convenient when you have code manually submitting the contents of each column. HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.") if ImGui.BeginTable("table2", 3) then for row = 0, 4 - 1 do ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.Text("Row %d", row) ImGui.TableNextColumn() ImGui.Text("Some contents") ImGui.TableNextColumn() ImGui.Text("123.456") end ImGui.EndTable() end -- [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), -- as TableNextColumn() will automatically wrap around and create new rows as needed. -- This is generally more convenient when your cells all contains the same type of data. HelpMarker( "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " .. "the same type of contents.\n This is also more similar to the old NextColumn() function of the " .. "Columns API, and provided to facilitate the Columns->Tables API transition.") if ImGui.BeginTable("table3", 3) then for item = 0, 14 - 1 do ImGui.TableNextColumn() ImGui.Text("Item %d", item) end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Borders, background") then IMGUI_DEMO_MARKER("Tables/Borders, background") -- Expose a few Borders related flags interactively local CT_Text, CT_FillButton = 0, 1 -- enum ContentsType local s = s.BordersBackground PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, 64 --[[ImGuiTableFlags.RowBg]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags, 1920 --[[ImGuiTableFlags.Borders]]) ImGui.SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH") ImGui.Indent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags, 384 --[[ImGuiTableFlags.BordersH]]) ImGui.Indent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterH", s.flags, 256 --[[ImGuiTableFlags.BordersOuterH]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerH", s.flags, 128 --[[ImGuiTableFlags.BordersInnerH]]) ImGui.Unindent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, 1536 --[[ImGuiTableFlags.BordersV]]) ImGui.Indent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags, 1024 --[[ImGuiTableFlags.BordersOuterV]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags, 512 --[[ImGuiTableFlags.BordersInnerV]]) ImGui.Unindent() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuter", s.flags, 1280 --[[ImGuiTableFlags.BordersOuter]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInner", s.flags, 640 --[[ImGuiTableFlags.BordersInner]]) ImGui.Unindent() ImGui.AlignTextToFramePadding(); ImGui.Text("Cell contents:") ImGui.SameLine(); _, s.contents_type = ImGui.RadioButton("Text", s.contents_type, CT_Text) ImGui.SameLine(); _, s.contents_type = ImGui.RadioButton("FillButton", s.contents_type, CT_FillButton) _, s.display_headers = ImGui.Checkbox("Display headers", s.display_headers) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, 2048 --[[ImGuiTableFlags.NoBordersInBody]]); ImGui.SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)") PopStyleCompact() if ImGui.BeginTable("table1", 3, s.flags) then -- Display headers so we can inspect their interaction with borders -- (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details) if s.display_headers then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() end for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableSetColumnIndex(column) local buf = string.format("Hello %d,%d", column, row) if s.contents_type == CT_Text then ImGui.TextUnformatted(buf) elseif s.contents_type == CT_FillButton then ImGui.Button(buf, ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], 0.0)) end end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Resizable, stretch") then IMGUI_DEMO_MARKER("Tables/Resizable, stretch") -- By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" -- All columns maintain a sizing weight, and they will occupy all available width. local s = s.ResizableStretch PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, 1 --[[ImGuiTableFlags.Resizable]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, 1536 --[[ImGuiTableFlags.BordersV]]) ImGui.SameLine(); HelpMarker( "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " .. "this is why the resize borders are still showing when unchecking this.") PopStyleCompact() if ImGui.BeginTable("table1", 3, s.flags) then for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("Hello %d,%d", column, row) end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Resizable, fixed") then IMGUI_DEMO_MARKER("Tables/Resizable, fixed") -- Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) -- So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) -- If there is not enough available width to fit all columns, they will however be resized down. -- FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings HelpMarker( "Using _Resizable + _SizingFixedFit flags.\n" .. "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" .. "Double-click a column border to auto-fit the column to its contents.") PushStyleCompact() local s = s.ResizableFixed _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, 65536 --[[ImGuiTableFlags.NoHostExtendX]]) PopStyleCompact() if ImGui.BeginTable("table1", 3, s.flags) then for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("Hello %d,%d", column, row) end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Resizable, mixed") then IMGUI_DEMO_MARKER("Tables/Resizable, mixed") HelpMarker( "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" .. "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch.") local s = s.ResizableMixed if ImGui.BeginTable("table1", 3, s.flags) then ImGui.TableSetupColumn("AAA", 16 --[[ImGuiTableColumnFlags.WidthFixed]]) ImGui.TableSetupColumn("BBB", 16 --[[ImGuiTableColumnFlags.WidthFixed]]) ImGui.TableSetupColumn("CCC", 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ImGui.TableHeadersRow() for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("%s %d,%d", (column == 2) and "Stretch" or "Fixed", column, row) end end ImGui.EndTable() end if ImGui.BeginTable("table2", 6, s.flags) then ImGui.TableSetupColumn("AAA", 16 --[[ImGuiTableColumnFlags.WidthFixed]]) ImGui.TableSetupColumn("BBB", 16 --[[ImGuiTableColumnFlags.WidthFixed]]) ImGui.TableSetupColumn("CCC", bit32.bor(16 --[[ImGuiTableColumnFlags.WidthFixed]], 2 --[[ImGuiTableColumnFlags.DefaultHide]])) ImGui.TableSetupColumn("DDD", 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ImGui.TableSetupColumn("EEE", 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ImGui.TableSetupColumn("FFF", bit32.bor(8 --[[ImGuiTableColumnFlags.WidthStretch]], 2 --[[ImGuiTableColumnFlags.DefaultHide]])) ImGui.TableHeadersRow() for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 6 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("%s %d,%d", (column >= 3) and "Stretch" or "Fixed", column, row) end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Reorderable, hideable, with headers") then IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers") HelpMarker( "Click and drag column headers to reorder columns.\n\n" .. "Right-click on a header to open a context menu.") local s = s.Reorderable PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, 1 --[[ImGuiTableFlags.Resizable]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Reorderable", s.flags, 2 --[[ImGuiTableFlags.Reorderable]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Hideable", s.flags, 4 --[[ImGuiTableFlags.Hideable]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, 2048 --[[ImGuiTableFlags.NoBordersInBody]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags, 4096 --[[ImGuiTableFlags.NoBordersInBodyUntilResize]]); ImGui.SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, 268435456 --[[ImGuiTableFlags.HighlightHoveredColumn]]) PopStyleCompact() if ImGui.BeginTable("table1", 3, s.flags) then -- Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. -- (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() for row = 0, 6 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("Hello %d,%d", column, row) end end ImGui.EndTable() end -- Use outer_size.x == 0.0f instead of default to make the table as tight as possible -- (only valid when no scrolling and no stretch column) if ImGui.BeginTable("table2", 3, bit32.bor(s.flags, 8192 --[[ImGuiTableFlags.SizingFixedFit]]), ImVec2(0.0, 0.0)) then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() for row = 0, 6 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("Fixed %d,%d", column, row) end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Padding") then IMGUI_DEMO_MARKER("Tables/Padding") -- First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. -- We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. HelpMarker( "We often want outer padding activated when any using features which makes the edges of a column visible:\n" .. "e.g.:\n" .. "- BorderOuterV\n" .. "- any form of row selection\n" .. "Because of this, activating BorderOuterV sets the default to PadOuterX. " .. "Using PadOuterX or NoPadOuterX you can override the default.\n\n" .. "Actual padding values are using style.CellPadding.\n\n" .. "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding.") local s = s.Padding PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_PadOuterX", s.flags1, 2097152 --[[ImGuiTableFlags.PadOuterX]]) ImGui.SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)") _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadOuterX", s.flags1, 4194304 --[[ImGuiTableFlags.NoPadOuterX]]) ImGui.SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)") _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadInnerX", s.flags1, 8388608 --[[ImGuiTableFlags.NoPadInnerX]]) ImGui.SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)") _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags1, 1024 --[[ImGuiTableFlags.BordersOuterV]]) _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags1, 512 --[[ImGuiTableFlags.BordersInnerV]]) _, s.show_headers = ImGui.Checkbox("show_headers", s.show_headers) PopStyleCompact() if ImGui.BeginTable("table_padding", 3, s.flags1) then if s.show_headers then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() end for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableSetColumnIndex(column) if row == 0 then ImGui.Text("Avail %.2f", ImGui.GetContentRegionAvail().x) else local buf = string.format("Hello %d,%d", column, row) ImGui.Button(buf, ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], 0.0)) end --if bit32.band(ImGui.TableGetColumnFlags(), ImGuiTableColumnFlags.IsHovered) ~= 0 then -- ImGui.TableSetBgColor(ImGuiTableBgTarget.CellBg, IM_COL32(0, 100, 0, 255)) end end end ImGui.EndTable() end -- Second example: set style.CellPadding to (0.0) or a custom value. -- FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... HelpMarker("Setting style.CellPadding to (0,0) or a custom value.") PushStyleCompact() _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags2, 1920 --[[ImGuiTableFlags.Borders]]) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags2, 384 --[[ImGuiTableFlags.BordersH]]) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags2, 1536 --[[ImGuiTableFlags.BordersV]]) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInner", s.flags2, 640 --[[ImGuiTableFlags.BordersInner]]) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuter", s.flags2, 1280 --[[ImGuiTableFlags.BordersOuter]]) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags2, 64 --[[ImGuiTableFlags.RowBg]]) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags2, 1 --[[ImGuiTableFlags.Resizable]]) _, s.show_widget_frame_bg = ImGui.Checkbox("show_widget_frame_bg", s.show_widget_frame_bg) ImGui.SliderFloat2("CellPadding", s.cell_padding, 0.0, 10.0, "%.0f") PopStyleCompact() ImGui.PushStyleVar(17 --[[ImGuiStyleVar.CellPadding]], s.cell_padding) if ImGui.BeginTable("table_padding_2", 3, s.flags2) then -- static char text_bufs[3 * 5][16] -- Mini text storage for 3x5 cells if not s.show_widget_frame_bg then ImGui.PushStyleColor(7 --[[ImGuiCol.FrameBg]], 0) end for cell = 0, 3 * 5 - 1 do ImGui.TableNextColumn() if s.init then s.text_bufs[cell + 1] = ImGui.NewTextBuffer("edit me", 16) -- [Port] strcpy() -> new buffer end ImGui.SetNextItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]) ImGui.PushID(cell) ImGui.InputText("##cell", s.text_bufs[cell + 1], 16) ImGui.PopID() end if not s.show_widget_frame_bg then ImGui.PopStyleColor() end s.init = false ImGui.EndTable() end ImGui.PopStyleVar() ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Sizing policies") then IMGUI_DEMO_MARKER("Tables/Explicit widths") local s = s.SizingPolicies PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags1, 1 --[[ImGuiTableFlags.Resizable]]) _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags1, 65536 --[[ImGuiTableFlags.NoHostExtendX]]) PopStyleCompact() local sizing_policy_flags = s.sizing_policy_flags -- 1-based for table_n = 0, 4 - 1 do ImGui.PushID(table_n) ImGui.SetNextItemWidth(TEXT_BASE_WIDTH * 30) sizing_policy_flags[table_n + 1] = EditTableSizingFlags(sizing_policy_flags[table_n + 1]) -- To make it easier to understand the different sizing policy, -- For each policy: we display one table where the columns have equal contents width, -- and one where the columns have different contents width. if ImGui.BeginTable("table1", 3, bit32.bor(sizing_policy_flags[table_n + 1], s.flags1)) then for row = 0, 3 - 1 do ImGui.TableNextRow() ImGui.TableNextColumn(); ImGui.Text("Oh dear") ImGui.TableNextColumn(); ImGui.Text("Oh dear") ImGui.TableNextColumn(); ImGui.Text("Oh dear") end ImGui.EndTable() end if ImGui.BeginTable("table2", 3, bit32.bor(sizing_policy_flags[table_n + 1], s.flags1)) then for row = 0, 3 - 1 do ImGui.TableNextRow() ImGui.TableNextColumn(); ImGui.Text("AAAA") ImGui.TableNextColumn(); ImGui.Text("BBBBBBBB") ImGui.TableNextColumn(); ImGui.Text("CCCCCCCCCCCC") end ImGui.EndTable() end ImGui.PopID() end ImGui.Spacing() ImGui.TextUnformatted("Advanced") ImGui.SameLine() HelpMarker( "This section allows you to interact and see the effect of various sizing policies " .. "depending on whether Scroll is enabled and the contents of your columns.") local CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText = 0, 1, 2, 3, 4, 5 -- enum ContentsType PushStyleCompact() ImGui.PushID("Advanced") ImGui.PushItemWidth(TEXT_BASE_WIDTH * 30) s.flags = EditTableSizingFlags(s.flags) s.contents_type = ImGui.Combo("Contents", s.contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0") if s.contents_type == CT_FillButton then ImGui.SameLine() HelpMarker( "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " .. "where contents width can feed into auto-column width can feed into contents width.") end s.column_count = ImGui.DragInt("Columns", s.column_count, 0.1, 1, 64, "%d", 1536 --[[ImGuiSliderFlags.AlwaysClamp]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, 1 --[[ImGuiTableFlags.Resizable]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PreciseWidths", s.flags, 524288 --[[ImGuiTableFlags.PreciseWidths]]) ImGui.SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, 33554432 --[[ImGuiTableFlags.ScrollY]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoClip", s.flags, 1048576 --[[ImGuiTableFlags.NoClip]]) ImGui.PopItemWidth() ImGui.PopID() PopStyleCompact() if ImGui.BeginTable("table2", s.column_count, s.flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 7)) then for cell = 0, 10 * s.column_count - 1 do ImGui.TableNextColumn() local column = ImGui.TableGetColumnIndex() local row = ImGui.TableGetRowIndex() ImGui.PushID(cell) local label = string.format("Hello %d,%d", column, row) local contents_type = s.contents_type if contents_type == CT_ShortText then ImGui.TextUnformatted(label) elseif contents_type == CT_LongText then ImGui.Text("Some %s text %d,%d\nOver two lines..", (column == 0) and "long" or "longeeer", column, row) elseif contents_type == CT_ShowWidth then ImGui.Text("W: %.1f", ImGui.GetContentRegionAvail().x) elseif contents_type == CT_Button then ImGui.Button(label) elseif contents_type == CT_FillButton then ImGui.Button(label, ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], 0.0)) elseif contents_type == CT_InputText then ImGui.SetNextItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]); ImGui.InputText("##", s.text_buf, 32) end ImGui.PopID() end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Vertical scrolling, with clipping") then IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping") HelpMarker( "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" .. "We also demonstrate using ImGuiListClipper to virtualize the submission of many items.") local s = s.VerticalScrolling PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, 33554432 --[[ImGuiTableFlags.ScrollY]]) PopStyleCompact() -- When using ScrollX or ScrollY we need to specify a size for our table container! -- Otherwise by default the table will fit all available space, like a BeginChild() call. local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 8) if ImGui.BeginTable("table_scrolly", 3, s.flags, outer_size) then ImGui.TableSetupScrollFreeze(0, 1) -- Make top row always visible ImGui.TableSetupColumn("One", 0 --[[ImGuiTableColumnFlags.None]]) ImGui.TableSetupColumn("Two", 0 --[[ImGuiTableColumnFlags.None]]) ImGui.TableSetupColumn("Three", 0 --[[ImGuiTableColumnFlags.None]]) ImGui.TableHeadersRow() -- Demonstrate using clipper for large vertical lists local clipper = ImGuiListClipper() clipper:Begin(1000) while clipper:Step() do for row = clipper.DisplayStart, clipper.DisplayEnd - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("Hello %d,%d", column, row) end end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Horizontal scrolling") then IMGUI_DEMO_MARKER("Tables/Horizontal scrolling") HelpMarker( "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " .. "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" .. "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " .. "because the container window won't automatically extend vertically to fix contents " .. "(this may be improved in future versions).") local s = s.HorizontalScrolling PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, 1 --[[ImGuiTableFlags.Resizable]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, 33554432 --[[ImGuiTableFlags.ScrollY]]) ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) s.freeze_cols = ImGui.DragInt("freeze_cols", s.freeze_cols, 0.2, 0, 9, nil, 128 --[[ImGuiSliderFlags.NoInput]]) ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) s.freeze_rows = ImGui.DragInt("freeze_rows", s.freeze_rows, 0.2, 0, 9, nil, 128 --[[ImGuiSliderFlags.NoInput]]) PopStyleCompact() -- When using ScrollX or ScrollY we need to specify a size for our table container! -- Otherwise by default the table will fit all available space, like a BeginChild() call. local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 8) if ImGui.BeginTable("table_scrollx", 7, s.flags, outer_size) then ImGui.TableSetupScrollFreeze(s.freeze_cols, s.freeze_rows) ImGui.TableSetupColumn("Line #", 128 --[[ImGuiTableColumnFlags.NoHide]]) -- Make the first column not hideable to match our use of TableSetupScrollFreeze() ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableSetupColumn("Four") ImGui.TableSetupColumn("Five") ImGui.TableSetupColumn("Six") ImGui.TableHeadersRow() for row = 0, 20 - 1 do ImGui.TableNextRow() for column = 0, 7 - 1 do repeat -- Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. -- Because here we know that: -- - A) all our columns are contributing the same to row height -- - B) column 0 is always visible, -- We only always submit this one column and can skip others. -- More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). if not ImGui.TableSetColumnIndex(column) and column > 0 then break -- continue end if column == 0 then ImGui.Text("Line %d", row) else ImGui.Text("Hello world %d,%d", column, row) end until true end end ImGui.EndTable() end ImGui.Spacing() ImGui.TextUnformatted("Stretch + ScrollX") ImGui.SameLine() HelpMarker( "Showcase using Stretch columns + ScrollX together: " .. "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" .. "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " .. "along with ScrollX doesn't make sense.") PushStyleCompact() ImGui.PushID("flags3") ImGui.PushItemWidth(TEXT_BASE_WIDTH * 30) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags2, 16777216 --[[ImGuiTableFlags.ScrollX]]) s.inner_width = ImGui.DragFloat("inner_width", s.inner_width, 1.0, 0.0, 3.4028234663853e+38 --[[FLT_MAX]], "%.1f") ImGui.PopItemWidth() ImGui.PopID() PopStyleCompact() if ImGui.BeginTable("table2", 7, s.flags2, outer_size, s.inner_width) then for cell = 0, 20 * 7 - 1 do ImGui.TableNextColumn() ImGui.Text("Hello world %d,%d", ImGui.TableGetColumnIndex(), ImGui.TableGetRowIndex()) end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Columns flags") then IMGUI_DEMO_MARKER("Tables/Columns flags") -- Create a first table just to show all the options/flags we want to make visible in our example! local column_count = 3 local column_names = { "One", "Two", "Three" } -- 1-based local column_flags = s.ColumnsFlags.column_flags -- 1-based local column_flags_out = s.ColumnsFlags.column_flags_out -- Output from TableGetColumnFlags() if ImGui.BeginTable("table_columns_flags_checkboxes", column_count, 0 --[[ImGuiTableFlags.None]]) then PushStyleCompact() for column = 0, column_count - 1 do ImGui.TableNextColumn() ImGui.PushID(column) ImGui.AlignTextToFramePadding() -- FIXME-TABLE: Workaround for wrong text baseline propagation across columns ImGui.Text("'%s'", column_names[column + 1]) ImGui.Spacing() ImGui.Text("Input flags:") column_flags[column + 1] = EditTableColumnsFlags(column_flags[column + 1]) ImGui.Spacing() ImGui.Text("Output flags:") ImGui.BeginDisabled() ShowTableColumnsStatusFlags(column_flags_out[column + 1]) ImGui.EndDisabled() ImGui.PopID() end PopStyleCompact() ImGui.EndTable() end -- Create the real table we care about for the example! -- We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, -- otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible -- + resizing the parent window down). local flags = bit32.bor(8192 --[[ImGuiTableFlags.SizingFixedFit]], 16777216 --[[ImGuiTableFlags.ScrollX]], 33554432 --[[ImGuiTableFlags.ScrollY]] , 64 --[[ImGuiTableFlags.RowBg]], 1280 --[[ImGuiTableFlags.BordersOuter]], 1536 --[[ImGuiTableFlags.BordersV]] , 1 --[[ImGuiTableFlags.Resizable]], 2 --[[ImGuiTableFlags.Reorderable]], 4 --[[ImGuiTableFlags.Hideable]], 8 --[[ImGuiTableFlags.Sortable]]) local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 9) if ImGui.BeginTable("table_columns_flags", column_count, flags, outer_size) then local has_angled_header = false for column = 0, column_count - 1 do has_angled_header = has_angled_header or (bit32.band(column_flags[column + 1], 262144 --[[ImGuiTableColumnFlags.AngledHeader]]) ~= 0) ImGui.TableSetupColumn(column_names[column + 1], column_flags[column + 1]) end if has_angled_header then ImGui.TableAngledHeadersRow() end ImGui.TableHeadersRow() for column = 0, column_count - 1 do column_flags_out[column + 1] = ImGui.TableGetColumnFlags(column) end local indent_step = math.floor(math.floor(TEXT_BASE_WIDTH) / 2) for row = 0, 8 - 1 do -- Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. ImGui.Indent(indent_step) ImGui.TableNextRow() for column = 0, column_count - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("%s %s", (column == 0) and "Indented" or "Hello", ImGui.TableGetColumnName(column)) end end ImGui.Unindent(indent_step * 8.0) ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Columns widths") then IMGUI_DEMO_MARKER("Tables/Columns widths") HelpMarker("Using TableSetupColumn() to setup default width.") local s = s.ColumnsWidths PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags1, 1 --[[ImGuiTableFlags.Resizable]]) _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags1, 4096 --[[ImGuiTableFlags.NoBordersInBodyUntilResize]]) PopStyleCompact() if ImGui.BeginTable("table1", 3, s.flags1) then -- We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. ImGui.TableSetupColumn("one", 16 --[[ImGuiTableColumnFlags.WidthFixed]], 100.0) -- Default to 100.0f ImGui.TableSetupColumn("two", 16 --[[ImGuiTableColumnFlags.WidthFixed]], 200.0) -- Default to 200.0f ImGui.TableSetupColumn("three", 16 --[[ImGuiTableColumnFlags.WidthFixed]]) -- Default to auto ImGui.TableHeadersRow() for row = 0, 4 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableSetColumnIndex(column) if row == 0 then ImGui.Text("(w: %5.1f)", ImGui.GetContentRegionAvail().x) else ImGui.Text("Hello %d,%d", column, row) end end end ImGui.EndTable() end HelpMarker( "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " .. "fixed columns with set width may still be shrunk down if there's not enough space in the host.") PushStyleCompact() _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", s.flags2, 262144 --[[ImGuiTableFlags.NoKeepColumnsVisible]]) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags2, 512 --[[ImGuiTableFlags.BordersInnerV]]) _, s.flags2 = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags2, 1024 --[[ImGuiTableFlags.BordersOuterV]]) PopStyleCompact() if ImGui.BeginTable("table2", 4, s.flags2) then -- We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns -- will default to ImGuiTableColumnFlags_WidthFixed. ImGui.TableSetupColumn("", 16 --[[ImGuiTableColumnFlags.WidthFixed]], 100.0) ImGui.TableSetupColumn("", 16 --[[ImGuiTableColumnFlags.WidthFixed]], TEXT_BASE_WIDTH * 15.0) ImGui.TableSetupColumn("", 16 --[[ImGuiTableColumnFlags.WidthFixed]], TEXT_BASE_WIDTH * 30.0) ImGui.TableSetupColumn("", 16 --[[ImGuiTableColumnFlags.WidthFixed]], TEXT_BASE_WIDTH * 15.0) for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 4 - 1 do ImGui.TableSetColumnIndex(column) if row == 0 then ImGui.Text("(w: %5.1f)", ImGui.GetContentRegionAvail().x) else ImGui.Text("Hello %d,%d", column, row) end end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Nested tables") then IMGUI_DEMO_MARKER("Tables/Nested tables") HelpMarker("This demonstrates embedding a table into another table cell.") if ImGui.BeginTable("table_nested1", 2, bit32.bor(1920 --[[ImGuiTableFlags.Borders]], 1 --[[ImGuiTableFlags.Resizable]], 2 --[[ImGuiTableFlags.Reorderable]], 4 --[[ImGuiTableFlags.Hideable]])) then ImGui.TableSetupColumn("A0") ImGui.TableSetupColumn("A1") ImGui.TableHeadersRow() ImGui.TableNextColumn() ImGui.Text("A0 Row 0") do local rows_height = (TEXT_BASE_HEIGHT * 2.0) + (ImGui.GetStyle().CellPadding.y * 2.0) if ImGui.BeginTable("table_nested2", 2, bit32.bor(1920 --[[ImGuiTableFlags.Borders]], 1 --[[ImGuiTableFlags.Resizable]], 2 --[[ImGuiTableFlags.Reorderable]], 4 --[[ImGuiTableFlags.Hideable]])) then ImGui.TableSetupColumn("B0") ImGui.TableSetupColumn("B1") ImGui.TableHeadersRow() ImGui.TableNextRow(0 --[[ImGuiTableRowFlags.None]], rows_height) ImGui.TableNextColumn() ImGui.Text("B0 Row 0") ImGui.TableNextColumn() ImGui.Text("B1 Row 0") ImGui.TableNextRow(0 --[[ImGuiTableRowFlags.None]], rows_height) ImGui.TableNextColumn() ImGui.Text("B0 Row 1") ImGui.TableNextColumn() ImGui.Text("B1 Row 1") ImGui.EndTable() end end ImGui.TableNextColumn(); ImGui.Text("A1 Row 0") ImGui.TableNextColumn(); ImGui.Text("A0 Row 1") ImGui.TableNextColumn(); ImGui.Text("A1 Row 1") ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Row height") then IMGUI_DEMO_MARKER("Tables/Row height") HelpMarker( "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " .. "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" .. "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.") if ImGui.BeginTable("table_row_height", 1, 1920 --[[ImGuiTableFlags.Borders]]) then for row = 0, 8 - 1 do local min_row_height = math.floor(TEXT_BASE_HEIGHT * 0.30 * row + ImGui.GetStyle().CellPadding.y * 2.0) ImGui.TableNextRow(0 --[[ImGuiTableRowFlags.None]], min_row_height) ImGui.TableNextColumn() ImGui.Text("min_row_height = %.2f", min_row_height) end ImGui.EndTable() end HelpMarker( "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" .. "Please note that Tables Row Height is not the same thing as Current Line Height, " .. "as a table cell may contains multiple lines.") if ImGui.BeginTable("table_share_lineheight", 2, 1920 --[[ImGuiTableFlags.Borders]]) then ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.ColorButton("##1", ImVec4(0.13, 0.26, 0.40, 1.0), 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), 0 --[[ImGuiColorEditFlags.None]], ImVec2(40, 40)) ImGui.TableNextColumn() ImGui.SameLine(0.0, 0.0) -- Reuse line height from previous column ImGui.Text("Line 1, with SameLine(0,0)") ImGui.Text("Line 2") ImGui.EndTable() end HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table.") if ImGui.BeginTable("table_changing_cellpadding_y", 1, 1920 --[[ImGuiTableFlags.Borders]]) then local style = ImGui.GetStyle() for row = 0, 8 - 1 do if (row % 3) == 2 then ImGui.PushStyleVarY(17 --[[ImGuiStyleVar.CellPadding]], 20.0) end ImGui.TableNextRow(0 --[[ImGuiTableRowFlags.None]]) ImGui.TableNextColumn() ImGui.Text("CellPadding.y = %.2f", style.CellPadding.y) if (row % 3) == 2 then ImGui.PopStyleVar() end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Outer size") then IMGUI_DEMO_MARKER("Tables/Outer size") -- Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY -- Important to that note how the two flags have slightly different behaviors! ImGui.Text("Using NoHostExtendX and NoHostExtendY:") PushStyleCompact() local s = s.OuterSize _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, 65536 --[[ImGuiTableFlags.NoHostExtendX]]) ImGui.SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendY", s.flags, 131072 --[[ImGuiTableFlags.NoHostExtendY]]) ImGui.SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.") PopStyleCompact() local outer_size = ImVec2(0.0, TEXT_BASE_HEIGHT * 5.5) if ImGui.BeginTable("table1", 3, s.flags, outer_size) then for row = 0, 10 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableNextColumn() ImGui.Text("Cell %d,%d", column, row) end end ImGui.EndTable() end ImGui.SameLine() ImGui.Text("Hello!") ImGui.Spacing() ImGui.Text("Using explicit size:") if ImGui.BeginTable("table2", 3, bit32.bor(1920 --[[ImGuiTableFlags.Borders]], 64 --[[ImGuiTableFlags.RowBg]]), ImVec2(TEXT_BASE_WIDTH * 30, 0.0)) then for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do ImGui.TableNextColumn() ImGui.Text("Cell %d,%d", column, row) end end ImGui.EndTable() end ImGui.SameLine() if ImGui.BeginTable("table3", 3, bit32.bor(1920 --[[ImGuiTableFlags.Borders]], 64 --[[ImGuiTableFlags.RowBg]]), ImVec2(TEXT_BASE_WIDTH * 30, 0.0)) then local rows_height = TEXT_BASE_HEIGHT * 1.5 + ImGui.GetStyle().CellPadding.y * 2.0 for row = 0, 3 - 1 do ImGui.TableNextRow(0, rows_height) for column = 0, 3 - 1 do ImGui.TableNextColumn() ImGui.Text("Cell %d,%d", column, row) end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Background color") then IMGUI_DEMO_MARKER("Tables/Background color") local s = s.BackgroundColor PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Borders", s.flags, 1920 --[[ImGuiTableFlags.Borders]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, 64 --[[ImGuiTableFlags.RowBg]]) ImGui.SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.") s.row_bg_type = ImGui.Combo("row bg type", s.row_bg_type, "None\0Red\0Gradient\0") s.row_bg_target = ImGui.Combo("row bg target", s.row_bg_target, "RowBg0\0RowBg1\0"); ImGui.SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them.") s.cell_bg_type = ImGui.Combo("cell bg type", s.cell_bg_type, "None\0Blue\0"); ImGui.SameLine(); HelpMarker("We are colorizing cells to B1->C2 here.") assert(s.row_bg_type >= 0 and s.row_bg_type <= 2) assert(s.row_bg_target >= 0 and s.row_bg_target <= 1) assert(s.cell_bg_type >= 0 and s.cell_bg_type <= 1) PopStyleCompact() if ImGui.BeginTable("table1", 5, s.flags) then for row = 0, 6 - 1 do ImGui.TableNextRow() -- Demonstrate setting a row background color with 'ImGui.TableSetBgColor(ImGuiTableBgTarget.RowBgX, ...)' -- We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. if s.row_bg_type ~= 0 then local row_bg_color = ImGui.GetColorU32((s.row_bg_type == 1) and ImVec4(0.7, 0.3, 0.3, 0.65) or ImVec4(0.2 + row * 0.1, 0.2, 0.2, 0.65)) -- Flat or Gradient? ImGui.TableSetBgColor(1 --[[ImGuiTableBgTarget.RowBg0]] + s.row_bg_target, row_bg_color) end -- Fill cells for column = 0, 5 - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("%c%c", string.byte("A") + row, string.byte("0") + column) -- Change background of Cells B1->C2 -- Demonstrate setting a cell background color with 'ImGui.TableSetBgColor(ImGuiTableBgTarget.CellBg, ...)' -- (the CellBg color will be blended over the RowBg and ColumnBg colors) -- We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. if row >= 1 and row <= 2 and column >= 1 and column <= 2 and s.cell_bg_type == 1 then local cell_bg_color = ImGui.GetColorU32(ImVec4(0.3, 0.3, 0.7, 0.65)) ImGui.TableSetBgColor(3 --[[ImGuiTableBgTarget.CellBg]], cell_bg_color) end end end ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Tree view") then IMGUI_DEMO_MARKER("Tables/Tree view") local s = s.TreeView _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", s.tree_node_flags_base, 4096 --[[ImGuiTreeNodeFlags.SpanFullWidth]]) _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", s.tree_node_flags_base, 8192 --[[ImGuiTreeNodeFlags.SpanLabelWidth]]) _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", s.tree_node_flags_base, 16384 --[[ImGuiTreeNodeFlags.SpanAllColumns]]) _, s.tree_node_flags_base = ImGui.CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", s.tree_node_flags_base, 32768 --[[ImGuiTreeNodeFlags.LabelSpanAllColumns]]) ImGui.SameLine(); HelpMarker("Useful if you know that you aren't displaying contents in other columns") HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns.") if ImGui.BeginTable("3ways", 3, s.table_flags) then -- The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On ImGui.TableSetupColumn("Name", 128 --[[ImGuiTableColumnFlags.NoHide]]) ImGui.TableSetupColumn("Size", 16 --[[ImGuiTableColumnFlags.WidthFixed]], TEXT_BASE_WIDTH * 12.0) ImGui.TableSetupColumn("Type", 16 --[[ImGuiTableColumnFlags.WidthFixed]], TEXT_BASE_WIDTH * 18.0) ImGui.TableHeadersRow() -- Simple storage to output a dummy file-system. -- struct MyTreeNode { Name, Type, Size, ChildIdx, ChildCount } (see s.nodes) local MyTreeNode = s.MyTreeNode if MyTreeNode == nil then -- [Port] local struct with a static method, created once and kept in statics MyTreeNode = {} function MyTreeNode.DisplayNode(node, all_nodes) ImGui.TableNextRow() ImGui.TableNextColumn() local is_folder = (node.ChildCount > 0) local node_flags = s.tree_node_flags_base if node ~= all_nodes[1] then node_flags = bit32.band(node_flags, bit32.bnot(32768 --[[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, 32768 --[[ImGuiTreeNodeFlags.LabelSpanAllColumns]]) == 0 then ImGui.TableNextColumn() ImGui.TextDisabled("--") ImGui.TableNextColumn() ImGui.TextUnformatted(node.Type) end if open then for child_n = 0, node.ChildCount - 1 do MyTreeNode.DisplayNode(all_nodes[node.ChildIdx + child_n + 1], all_nodes) end ImGui.TreePop() end else ImGui.TreeNodeEx(node.Name, bit32.bor(node_flags, 256 --[[ImGuiTreeNodeFlags.Leaf]], 512 --[[ImGuiTreeNodeFlags.Bullet]], 8 --[[ImGuiTreeNodeFlags.NoTreePushOnOpen]])) ImGui.TableNextColumn() ImGui.Text("%d", node.Size) ImGui.TableNextColumn() ImGui.TextUnformatted(node.Type) end end s.MyTreeNode = MyTreeNode end local nodes = s.nodes MyTreeNode.DisplayNode(nodes[1], nodes) ImGui.EndTable() end ImGui.TreePop() end if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Item width") then IMGUI_DEMO_MARKER("Tables/Item width") HelpMarker( "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" .. "Note that on auto-resizing non-resizable fixed columns, querying the content width for " .. "e.g. right-alignment doesn't make sense.") if ImGui.BeginTable("table_item_width", 3, 1920 --[[ImGuiTableFlags.Borders]]) then ImGui.TableSetupColumn("small") ImGui.TableSetupColumn("half") ImGui.TableSetupColumn("right-align") ImGui.TableHeadersRow() for row = 0, 3 - 1 do ImGui.TableNextRow() if row == 0 then -- Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) ImGui.TableSetColumnIndex(0) ImGui.PushItemWidth(TEXT_BASE_WIDTH * 3.0) -- Small ImGui.TableSetColumnIndex(1) ImGui.PushItemWidth(-ImGui.GetContentRegionAvail().x * 0.5) ImGui.TableSetColumnIndex(2) ImGui.PushItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]) -- Right-aligned end -- Draw our contents local s = s.ItemWidth ImGui.PushID(row) ImGui.TableSetColumnIndex(0) s.dummy_f = ImGui.SliderFloat("float0", s.dummy_f, 0.0, 1.0) ImGui.TableSetColumnIndex(1) s.dummy_f = ImGui.SliderFloat("float1", s.dummy_f, 0.0, 1.0) ImGui.TableSetColumnIndex(2) s.dummy_f = ImGui.SliderFloat("##float2", s.dummy_f, 0.0, 1.0) -- No visible label since right-aligned ImGui.PopID() end ImGui.EndTable() end ImGui.TreePop() end -- Demonstrate using TableHeader() calls instead of TableHeadersRow() if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Custom headers") then IMGUI_DEMO_MARKER("Tables/Custom headers") local COLUMNS_COUNT = 3 if ImGui.BeginTable("table_custom_headers", COLUMNS_COUNT, bit32.bor(1920 --[[ImGuiTableFlags.Borders]], 2 --[[ImGuiTableFlags.Reorderable]], 4 --[[ImGuiTableFlags.Hideable]])) then ImGui.TableSetupColumn("Apricot") ImGui.TableSetupColumn("Banana") ImGui.TableSetupColumn("Cherry") -- Dummy entire-column selection storage -- FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. local column_selected = s.CustomHeaders.column_selected -- 1-based -- Instead of calling TableHeadersRow() we'll submit custom headers ourselves. -- (A different approach is also possible: -- - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call. -- - Call TableHeadersRow() normally. This will submit TableHeader() with no name. -- - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().) ImGui.TableNextRow(1 --[[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(11 --[[ImGuiStyleVar.FramePadding]], ImVec2(0, 0)) _, column_selected[column + 1] = ImGui.Checkbox("##checkall", column_selected[column + 1]) ImGui.PopStyleVar() ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) ImGui.TableHeader(column_name) ImGui.PopID() end -- Submit table contents for row = 0, 5 - 1 do ImGui.TableNextRow() for column = 0, 3 - 1 do local buf = string.format("Cell %d,%d", column, row) ImGui.TableSetColumnIndex(column) ImGui.Selectable(buf, column_selected[column + 1]) end end ImGui.EndTable() end ImGui.TreePop() end -- Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Angled headers") then IMGUI_DEMO_MARKER("Tables/Angled headers") local column_names = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" } -- 1-based local columns_count = #column_names local rows_count = 12 local s = s.AngledHeaders -- static bool bools[columns_count * rows_count] = {} -- Dummy storage selection storage local bools = s.bools -- 1-based if #bools == 0 then for n = 1, columns_count * rows_count do bools[n] = false end end _, s.table_flags = ImGui.CheckboxFlags("_ScrollX", s.table_flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) _, s.table_flags = ImGui.CheckboxFlags("_ScrollY", s.table_flags, 33554432 --[[ImGuiTableFlags.ScrollY]]) _, s.table_flags = ImGui.CheckboxFlags("_Resizable", s.table_flags, 1 --[[ImGuiTableFlags.Resizable]]) _, s.table_flags = ImGui.CheckboxFlags("_Sortable", s.table_flags, 8 --[[ImGuiTableFlags.Sortable]]) _, s.table_flags = ImGui.CheckboxFlags("_NoBordersInBody", s.table_flags, 2048 --[[ImGuiTableFlags.NoBordersInBody]]) _, s.table_flags = ImGui.CheckboxFlags("_HighlightHoveredColumn", s.table_flags, 268435456 --[[ImGuiTableFlags.HighlightHoveredColumn]]) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) s.frozen_cols = ImGui.SliderInt("Frozen columns", s.frozen_cols, 0, 2) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) s.frozen_rows = ImGui.SliderInt("Frozen rows", s.frozen_rows, 0, 2) _, s.column_flags = ImGui.CheckboxFlags("Disable header contributing to column width", s.column_flags, 8192 --[[ImGuiTableColumnFlags.NoHeaderWidth]]) if ImGui.TreeNode("Style settings") then ImGui.SameLine() HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience.") ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) ImGui.GetStyle().TableAngledHeadersAngle = ImGui.SliderAngle("style.TableAngledHeadersAngle", ImGui.GetStyle().TableAngledHeadersAngle, -50.0, 50.0) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) ImGui.SliderFloat2("style.TableAngledHeadersTextAlign", ImGui.GetStyle().TableAngledHeadersTextAlign, 0.0, 1.0, "%.2f") ImGui.TreePop() end if ImGui.BeginTable("table_angled_headers", columns_count, s.table_flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 12)) then ImGui.TableSetupColumn(column_names[1], bit32.bor(128 --[[ImGuiTableColumnFlags.NoHide]], 64 --[[ImGuiTableColumnFlags.NoReorder]])) for n = 1, columns_count - 1 do ImGui.TableSetupColumn(column_names[n + 1], s.column_flags) end ImGui.TableSetupScrollFreeze(s.frozen_cols, s.frozen_rows) ImGui.TableAngledHeadersRow() -- Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. ImGui.TableHeadersRow() -- Draw remaining headers and allow access to context-menu and other functions. for row = 0, rows_count - 1 do ImGui.PushID(row) ImGui.TableNextRow() ImGui.TableSetColumnIndex(0) ImGui.AlignTextToFramePadding() ImGui.Text("Track %d", row) for column = 1, columns_count - 1 do if ImGui.TableSetColumnIndex(column) then ImGui.PushID(column) _, bools[row * columns_count + column + 1] = ImGui.Checkbox("", bools[row * columns_count + column + 1]) ImGui.PopID() end end ImGui.PopID() end ImGui.EndTable() end ImGui.TreePop() end -- Demonstrate creating custom context menus inside columns, -- while playing it nice with context menus provided by TableHeadersRow()/TableHeader() if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Context menus") then IMGUI_DEMO_MARKER("Tables/Context menus") HelpMarker( "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" .. "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.") local s = s.ContextMenus PushStyleCompact() _, s.flags1 = ImGui.CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", s.flags1, 32 --[[ImGuiTableFlags.ContextMenuInBody]]) PopStyleCompact() -- Context Menus: first example -- [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. -- [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) local COLUMNS_COUNT = 3 if ImGui.BeginTable("table_context_menu", COLUMNS_COUNT, s.flags1) then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") -- [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. ImGui.TableHeadersRow() -- Submit dummy contents for row = 0, 4 - 1 do ImGui.TableNextRow() for column = 0, COLUMNS_COUNT - 1 do ImGui.TableSetColumnIndex(column) ImGui.Text("Cell %d,%d", column, row) end end ImGui.EndTable() end -- Context Menus: second example -- [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. -- [2.2] Right-click on the ".." to open a custom popup -- [2.3] Right-click in columns to open another custom popup HelpMarker( "Demonstrate mixing table context menu (over header), item context button (over button) " .. "and custom per-column context menu (over column body).") local flags2 = bit32.bor(1 --[[ImGuiTableFlags.Resizable]], 8192 --[[ImGuiTableFlags.SizingFixedFit]], 2 --[[ImGuiTableFlags.Reorderable]], 4 --[[ImGuiTableFlags.Hideable]], 1920 --[[ImGuiTableFlags.Borders]]) if ImGui.BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2) then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") -- [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. ImGui.TableHeadersRow() for row = 0, 4 - 1 do ImGui.TableNextRow() for column = 0, COLUMNS_COUNT - 1 do -- Submit dummy contents ImGui.TableSetColumnIndex(column) ImGui.Text("Cell %d,%d", column, row) ImGui.SameLine() -- [2.2] Right-click on the ".." to open a custom popup ImGui.PushID(row * COLUMNS_COUNT + column) ImGui.SmallButton("..") if ImGui.BeginPopupContextItem() then ImGui.Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row) if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end ImGui.PopID() end end -- [2.3] Right-click anywhere in columns to open another custom popup -- (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup -- to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) local hovered_column = -1 for column = 0, COLUMNS_COUNT + 1 - 1 do ImGui.PushID(column) if bit32.band(ImGui.TableGetColumnFlags(column), 134217728 --[[ImGuiTableColumnFlags.IsHovered]]) ~= 0 then hovered_column = column end if hovered_column == column and not ImGui.IsAnyItemHovered() and ImGui.IsMouseReleased(1) then ImGui.OpenPopup("MyPopup") end if ImGui.BeginPopup("MyPopup") then if column == COLUMNS_COUNT then ImGui.Text("This is a custom popup for unused space after the last column.") else ImGui.Text("This is a custom popup for Column %d", column) end if ImGui.Button("Close") then ImGui.CloseCurrentPopup() end ImGui.EndPopup() end ImGui.PopID() end ImGui.EndTable() ImGui.Text("Hovered column: %d", hovered_column) end ImGui.TreePop() end -- Demonstrate creating multiple tables with the same ID if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Synced instances") then IMGUI_DEMO_MARKER("Tables/Synced instances") HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc.") local s = s.SyncedInstances _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, 1 --[[ImGuiTableFlags.Resizable]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, 33554432 --[[ImGuiTableFlags.ScrollY]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SizingFixedFit", s.flags, 8192 --[[ImGuiTableFlags.SizingFixedFit]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, 268435456 --[[ImGuiTableFlags.HighlightHoveredColumn]]) for n = 0, 3 - 1 do local buf = string.format("Synced Table %d", n) local open = ImGui.CollapsingHeader(buf, 32 --[[ImGuiTreeNodeFlags.DefaultOpen]]) if open and ImGui.BeginTable("Table", 3, s.flags, ImVec2(0.0, ImGui.GetTextLineHeightWithSpacing() * 5)) then ImGui.TableSetupColumn("One") ImGui.TableSetupColumn("Two") ImGui.TableSetupColumn("Three") ImGui.TableHeadersRow() local cell_count = (n == 1) and 27 or 9 -- Make second table have a scrollbar to verify that additional decoration is not affecting column positions. for cell = 0, cell_count - 1 do ImGui.TableNextColumn() ImGui.Text("this cell %d", cell) end ImGui.EndTable() end end ImGui.TreePop() end -- Demonstrate using Sorting facilities -- This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. -- Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) local template_items_names = s.template_items_names -- 1-based if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Sorting") then IMGUI_DEMO_MARKER("Tables/Sorting") local s = s.Sorting -- Create item list local items = s.items if items.Size == 0 then items:resize(50) for n = 0, items.Size - 1 do local template_n = n % #template_items_names local item = MyItem(); items.Data[n + 1] = item -- [Port] resize(50, MyItem()) would share one table item.ID = n item.Name = template_items_names[template_n + 1] item.Quantity = (n * n - n) % 20 -- Assign default quantities end end -- Options PushStyleCompact() _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortMulti", s.flags, 67108864 --[[ImGuiTableFlags.SortMulti]]) ImGui.SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortTristate", s.flags, 134217728 --[[ImGuiTableFlags.SortTristate]]) ImGui.SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).") PopStyleCompact() if ImGui.BeginTable("table_sorting", 4, s.flags, ImVec2(0.0, TEXT_BASE_HEIGHT * 15), 0.0) then -- Declare columns -- We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. -- This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! -- Demonstrate using a mixture of flags among available sort-related flags: -- - ImGuiTableColumnFlags_DefaultSort -- - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending -- - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending ImGui.TableSetupColumn("ID", bit32.bor(4 --[[ImGuiTableColumnFlags.DefaultSort]], 16 --[[ImGuiTableColumnFlags.WidthFixed]]), 0.0, MyItemColumnID_ID) ImGui.TableSetupColumn("Name", 16 --[[ImGuiTableColumnFlags.WidthFixed]], 0.0, MyItemColumnID_Name) ImGui.TableSetupColumn("Action", bit32.bor(512 --[[ImGuiTableColumnFlags.NoSort]], 16 --[[ImGuiTableColumnFlags.WidthFixed]]), 0.0, MyItemColumnID_Action) ImGui.TableSetupColumn("Quantity", bit32.bor(32768 --[[ImGuiTableColumnFlags.PreferSortDescending]], 8 --[[ImGuiTableColumnFlags.WidthStretch]]), 0.0, MyItemColumnID_Quantity) ImGui.TableSetupScrollFreeze(0, 1) -- Make row always visible ImGui.TableHeadersRow() -- Sort our data if sort specs have been changed! local sort_specs = ImGui.TableGetSortSpecs() if sort_specs then if sort_specs.SpecsDirty then MyItem_SortWithSortSpecs(sort_specs, items.Data, items.Size) sort_specs.SpecsDirty = false end end -- Demonstrate using clipper for large vertical lists local clipper = ImGuiListClipper() clipper:Begin(items.Size) while clipper:Step() do for row_n = clipper.DisplayStart, clipper.DisplayEnd - 1 do -- Display a data item local item = items.Data[row_n + 1] ImGui.PushID(item.ID) ImGui.TableNextRow() ImGui.TableNextColumn() ImGui.Text("%04d", item.ID) ImGui.TableNextColumn() ImGui.TextUnformatted(item.Name) ImGui.TableNextColumn() ImGui.SmallButton("None") ImGui.TableNextColumn() ImGui.Text("%d", item.Quantity) ImGui.PopID() end end ImGui.EndTable() end ImGui.TreePop() end -- In this example we'll expose most table flags and settings. -- For specific flags and settings refer to the corresponding section for more detailed explanation. -- This section is mostly useful to experiment with combining certain flags or settings with each others. --ImGui.SetNextItemOpen(true, ImGuiCond.Once) -- [DEBUG] if open_action ~= -1 then ImGui.SetNextItemOpen(open_action ~= 0) end if ImGui.TreeNode("Advanced") then IMGUI_DEMO_MARKER("Tables/Advanced") local s = s.Advanced local CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow = 0, 1, 2, 3, 4, 5 -- enum ContentsType local contents_type_names = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" } if s.outer_size_value == nil then s.outer_size_value = ImVec2(0.0, TEXT_BASE_HEIGHT * 12) end -- static float row_min_height = 0.0f -- Auto -- static float inner_width_with_scroll = 0.0f -- Auto-extend --static ImGuiTextFilter filter --ImGui.SetNextItemOpen(true, ImGuiCond.Once) -- FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing if ImGui.TreeNode("Options") then -- Make the UI compact because there are so many fields PushStyleCompact() ImGui.PushItemWidth(TEXT_BASE_WIDTH * 28.0) if ImGui.TreeNodeEx("Features:", 32 --[[ImGuiTreeNodeFlags.DefaultOpen]]) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Resizable", s.flags, 1 --[[ImGuiTableFlags.Resizable]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Reorderable", s.flags, 2 --[[ImGuiTableFlags.Reorderable]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Hideable", s.flags, 4 --[[ImGuiTableFlags.Hideable]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_Sortable", s.flags, 8 --[[ImGuiTableFlags.Sortable]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoSavedSettings", s.flags, 16 --[[ImGuiTableFlags.NoSavedSettings]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", s.flags, 32 --[[ImGuiTableFlags.ContextMenuInBody]]) ImGui.TreePop() end if ImGui.TreeNodeEx("Decorations:", 32 --[[ImGuiTreeNodeFlags.DefaultOpen]]) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_RowBg", s.flags, 64 --[[ImGuiTableFlags.RowBg]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersV", s.flags, 1536 --[[ImGuiTableFlags.BordersV]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterV", s.flags, 1024 --[[ImGuiTableFlags.BordersOuterV]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerV", s.flags, 512 --[[ImGuiTableFlags.BordersInnerV]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersH", s.flags, 384 --[[ImGuiTableFlags.BordersH]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersOuterH", s.flags, 256 --[[ImGuiTableFlags.BordersOuterH]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_BordersInnerH", s.flags, 128 --[[ImGuiTableFlags.BordersInnerH]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBody", s.flags, 2048 --[[ImGuiTableFlags.NoBordersInBody]]); ImGui.SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", s.flags, 4096 --[[ImGuiTableFlags.NoBordersInBodyUntilResize]]); ImGui.SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)") ImGui.TreePop() end if ImGui.TreeNodeEx("Sizing:", 32 --[[ImGuiTreeNodeFlags.DefaultOpen]]) then s.flags = EditTableSizingFlags(s.flags) ImGui.SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendX", s.flags, 65536 --[[ImGuiTableFlags.NoHostExtendX]]) ImGui.SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoHostExtendY", s.flags, 131072 --[[ImGuiTableFlags.NoHostExtendY]]) ImGui.SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", s.flags, 262144 --[[ImGuiTableFlags.NoKeepColumnsVisible]]) ImGui.SameLine(); HelpMarker("Only available if ScrollX is disabled.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PreciseWidths", s.flags, 524288 --[[ImGuiTableFlags.PreciseWidths]]) ImGui.SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoClip", s.flags, 1048576 --[[ImGuiTableFlags.NoClip]]) ImGui.SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options.") ImGui.TreePop() end if ImGui.TreeNodeEx("Padding:", 32 --[[ImGuiTreeNodeFlags.DefaultOpen]]) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_PadOuterX", s.flags, 2097152 --[[ImGuiTableFlags.PadOuterX]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadOuterX", s.flags, 4194304 --[[ImGuiTableFlags.NoPadOuterX]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_NoPadInnerX", s.flags, 8388608 --[[ImGuiTableFlags.NoPadInnerX]]) ImGui.TreePop() end if ImGui.TreeNodeEx("Scrolling:", 32 --[[ImGuiTreeNodeFlags.DefaultOpen]]) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollX", s.flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) s.freeze_cols = ImGui.DragInt("freeze_cols", s.freeze_cols, 0.2, 0, 9, nil, 128 --[[ImGuiSliderFlags.NoInput]]) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_ScrollY", s.flags, 33554432 --[[ImGuiTableFlags.ScrollY]]) ImGui.SameLine() ImGui.SetNextItemWidth(ImGui.GetFrameHeight()) s.freeze_rows = ImGui.DragInt("freeze_rows", s.freeze_rows, 0.2, 0, 9, nil, 128 --[[ImGuiSliderFlags.NoInput]]) ImGui.TreePop() end if ImGui.TreeNodeEx("Sorting:", 32 --[[ImGuiTreeNodeFlags.DefaultOpen]]) then _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortMulti", s.flags, 67108864 --[[ImGuiTableFlags.SortMulti]]) ImGui.SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).") _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_SortTristate", s.flags, 134217728 --[[ImGuiTableFlags.SortTristate]]) ImGui.SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).") ImGui.TreePop() end if ImGui.TreeNodeEx("Headers:", 32 --[[ImGuiTreeNodeFlags.DefaultOpen]]) then _, s.show_headers = ImGui.Checkbox("show_headers", s.show_headers) _, s.flags = ImGui.CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", s.flags, 268435456 --[[ImGuiTableFlags.HighlightHoveredColumn]]) _, s.columns_base_flags = ImGui.CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", s.columns_base_flags, 262144 --[[ImGuiTableColumnFlags.AngledHeader]]) ImGui.SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo).") ImGui.TreePop() end if ImGui.TreeNodeEx("Other:", 32 --[[ImGuiTreeNodeFlags.DefaultOpen]]) then _, s.show_wrapped_text = ImGui.Checkbox("show_wrapped_text", s.show_wrapped_text) ImGui.DragFloat2("##OuterSize", s.outer_size_value) ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) _, s.outer_size_enabled = ImGui.Checkbox("outer_size", s.outer_size_enabled) ImGui.SameLine() HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" .. "- The table is output directly in the parent window.\n" .. "- OuterSize.x < 0.0f will right-align the table.\n" .. "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" .. "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).") -- From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. -- To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. s.inner_width_with_scroll = ImGui.DragFloat("inner_width (when ScrollX active)", s.inner_width_with_scroll, 1.0, 0.0, 3.4028234663853e+38 --[[FLT_MAX]]) s.row_min_height = ImGui.DragFloat("row_min_height", s.row_min_height, 1.0, 0.0, 3.4028234663853e+38 --[[FLT_MAX]]) ImGui.SameLine(); HelpMarker("Specify height of the Selectable item.") s.items_count = ImGui.DragInt("items_count", s.items_count, 0.1, 0, 9999) s.contents_type = ImGui.Combo("items_type (first column)", s.contents_type, contents_type_names, #contents_type_names) --filter.Draw("filter") ImGui.TreePop() end ImGui.PopItemWidth() PopStyleCompact() ImGui.Spacing() ImGui.TreePop() end -- Update item list if we changed the number of items local items = s.items local selection = s.selection if items.Size ~= s.items_count then items:resize(s.items_count) for n = 0, s.items_count - 1 do local template_n = n % #template_items_names local item = items.Data[n + 1] if item == nil then item = MyItem(); items.Data[n + 1] = item end -- [Port] resize(n, MyItem()) would share one table item.ID = n item.Name = template_items_names[template_n + 1] item.Quantity = (template_n == 3) and 10 or (template_n == 4) and 20 or 0 -- Assign default quantities end end local parent_draw_list = ImGui.GetWindowDrawList() local parent_draw_list_draw_cmd_count = parent_draw_list.CmdBuffer.Size local table_scroll_cur, table_scroll_max -- For debug display local table_draw_list = nil -- " -- Submit table local flags = s.flags local columns_base_flags = s.columns_base_flags local inner_width_to_use = (bit32.band(flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) ~= 0) and s.inner_width_with_scroll or 0.0 if ImGui.BeginTable("table_advanced", 6, flags, s.outer_size_enabled and s.outer_size_value or ImVec2(0, 0), inner_width_to_use) then -- Declare columns -- We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. -- This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! ImGui.TableSetupColumn("ID", bit32.bor(columns_base_flags, 4 --[[ImGuiTableColumnFlags.DefaultSort]], 16 --[[ImGuiTableColumnFlags.WidthFixed]], 128 --[[ImGuiTableColumnFlags.NoHide]]), 0.0, MyItemColumnID_ID) ImGui.TableSetupColumn("Name", bit32.bor(columns_base_flags, 16 --[[ImGuiTableColumnFlags.WidthFixed]]), 0.0, MyItemColumnID_Name) ImGui.TableSetupColumn("Action", bit32.bor(columns_base_flags, 512 --[[ImGuiTableColumnFlags.NoSort]], 16 --[[ImGuiTableColumnFlags.WidthFixed]]), 0.0, MyItemColumnID_Action) ImGui.TableSetupColumn("Quantity", bit32.bor(columns_base_flags, 32768 --[[ImGuiTableColumnFlags.PreferSortDescending]]), 0.0, MyItemColumnID_Quantity) ImGui.TableSetupColumn("Description", bit32.bor(columns_base_flags, (bit32.band(flags, 65536 --[[ImGuiTableFlags.NoHostExtendX]]) ~= 0) and 0 or 8 --[[ImGuiTableColumnFlags.WidthStretch]]), 0.0, MyItemColumnID_Description) ImGui.TableSetupColumn("Hidden", bit32.bor(columns_base_flags, 2 --[[ImGuiTableColumnFlags.DefaultHide]], 512 --[[ImGuiTableColumnFlags.NoSort]])) ImGui.TableSetupScrollFreeze(s.freeze_cols, s.freeze_rows) -- Sort our data if sort specs have been changed! local sort_specs = ImGui.TableGetSortSpecs() if sort_specs and sort_specs.SpecsDirty then s.items_need_sort = true end if sort_specs and s.items_need_sort and items.Size > 1 then MyItem_SortWithSortSpecs(sort_specs, items.Data, items.Size) sort_specs.SpecsDirty = false end s.items_need_sort = false -- Take note of whether we are currently sorting based on the Quantity field, -- we will use this to trigger sorting when we know the data of this column has been modified. local sorts_specs_using_quantity = bit32.band(ImGui.TableGetColumnFlags(3), 67108864 --[[ImGuiTableColumnFlags.IsSorted]]) ~= 0 -- Show headers if s.show_headers and bit32.band(columns_base_flags, 262144 --[[ImGuiTableColumnFlags.AngledHeader]]) ~= 0 then ImGui.TableAngledHeadersRow() end if s.show_headers then ImGui.TableHeadersRow() end -- Show data -- FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? -- Demonstrate using clipper for large vertical lists local clipper = ImGuiListClipper() clipper:Begin(items.Size) while clipper:Step() do for row_n = clipper.DisplayStart, clipper.DisplayEnd - 1 do local item = items.Data[row_n + 1] --if not filter:PassFilter(item.Name) then -- continue local item_is_selected = selection:contains(item.ID) ImGui.PushID(item.ID) ImGui.TableNextRow(0 --[[ImGuiTableRowFlags.None]], s.row_min_height) -- For the demo purpose we can select among different type of items submitted in the first column ImGui.TableSetColumnIndex(0) local label = string.format("%04d", item.ID) local contents_type = s.contents_type if contents_type == CT_Text then ImGui.TextUnformatted(label) elseif contents_type == CT_Button then ImGui.Button(label) elseif contents_type == CT_SmallButton then ImGui.SmallButton(label) elseif contents_type == CT_FillButton then ImGui.Button(label, ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], 0.0)) elseif contents_type == CT_Selectable or contents_type == CT_SelectableSpanRow then local selectable_flags = (contents_type == CT_SelectableSpanRow) and bit32.bor(2 --[[ImGuiSelectableFlags.SpanAllColumns]], 16 --[[ImGuiSelectableFlags.AllowOverlap]]) or 0 --[[ImGuiSelectableFlags.None]] if ImGui.Selectable(label, item_is_selected, selectable_flags, ImVec2(0, s.row_min_height)) then if ImGui.GetIO().KeyCtrl then if item_is_selected then selection:find_erase_unsorted(item.ID) else selection:push_back(item.ID) end else selection:clear() selection:push_back(item.ID) end end end if ImGui.TableSetColumnIndex(1) then ImGui.TextUnformatted(item.Name) end -- Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, -- and we are currently sorting on the column showing the Quantity. -- To avoid triggering a sort while holding the button, we only trigger it when the button has been released. -- You will probably need some extra logic if you want to automatically sort when a specific entry changes. if ImGui.TableSetColumnIndex(2) then if ImGui.SmallButton("Chop") then item.Quantity = item.Quantity + 1 end if sorts_specs_using_quantity and ImGui.IsItemDeactivated() then s.items_need_sort = true end ImGui.SameLine() if ImGui.SmallButton("Eat") then item.Quantity = item.Quantity - 1 end if sorts_specs_using_quantity and ImGui.IsItemDeactivated() then s.items_need_sort = true end end if ImGui.TableSetColumnIndex(3) then ImGui.Text("%d", item.Quantity) end ImGui.TableSetColumnIndex(4) if s.show_wrapped_text then ImGui.TextWrapped("Lorem ipsum dolor sit amet") else ImGui.Text("Lorem ipsum dolor sit amet") end if ImGui.TableSetColumnIndex(5) then ImGui.Text("1234") end ImGui.PopID() end end -- Store some info to display debug details below table_scroll_cur = ImVec2(ImGui.GetScrollX(), ImGui.GetScrollY()) table_scroll_max = ImVec2(ImGui.GetScrollMaxX(), ImGui.GetScrollMaxY()) table_draw_list = ImGui.GetWindowDrawList() ImGui.EndTable() end _, s.show_debug_details = ImGui.Checkbox("Debug details", s.show_debug_details) if s.show_debug_details and table_draw_list then ImGui.SameLine(0.0, 0.0) local table_draw_list_draw_cmd_count = table_draw_list.CmdBuffer.Size if table_draw_list == parent_draw_list then ImGui.Text(": DrawCmd: +%d (in same window)", table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count) else ImGui.Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y) end end ImGui.TreePop() end ImGui.PopID() DemoWindowColumns() if s.disable_indent then ImGui.PopStyleVar() end end S.DemoWindowColumns = { selected = -1, h_borders = true, v_borders = true, columns_count = 4, foo = 1.0, bar = 1.0, } function DemoWindowColumns() local s = S.DemoWindowColumns local open = ImGui.TreeNode("Legacy Columns API") ImGui.SameLine() HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!") if not open then return end -- Basic columns if ImGui.TreeNode("Basic") then IMGUI_DEMO_MARKER("Columns (legacy API)/Basic") ImGui.Text("Without border:") ImGui.Columns(3, "mycolumns3", false) -- 3-ways, no border ImGui.Separator() for n = 0, 13 do local label = string.format("Item %d", n) if ImGui.Selectable(label) then end --if (ImGui.Button(label, ImVec2(-FLT_MIN,0.0))) {} ImGui.NextColumn() end ImGui.Columns(1) ImGui.Separator() ImGui.Text("With border:") ImGui.Columns(4, "mycolumns") -- 4-ways, with border ImGui.Separator() ImGui.Text("ID"); ImGui.NextColumn() ImGui.Text("Name"); ImGui.NextColumn() ImGui.Text("Path"); ImGui.NextColumn() ImGui.Text("Hovered"); ImGui.NextColumn() ImGui.Separator() local names = { "One", "Two", "Three" } local paths = { "/path/one", "/path/two", "/path/three" } for i = 0, 2 do local label = string.format("%04d", i) if ImGui.Selectable(label, s.selected == i, 2 --[[ImGuiSelectableFlags.SpanAllColumns]]) then s.selected = i end local hovered = ImGui.IsItemHovered() ImGui.NextColumn() ImGui.Text(names[i + 1]); ImGui.NextColumn() ImGui.Text(paths[i + 1]); ImGui.NextColumn() ImGui.Text("%d", hovered and 1 or 0); ImGui.NextColumn() end ImGui.Columns(1) ImGui.Separator() ImGui.TreePop() end if ImGui.TreeNode("Borders") then IMGUI_DEMO_MARKER("Columns (legacy API)/Borders") -- NB: Future columns API should allow automatic horizontal borders. local lines_count = 3 ImGui.SetNextItemWidth(ImGui.GetFontSize() * 8) s.columns_count = ImGui.DragInt("##columns_count", s.columns_count, 0.1, 2, 10, "%d columns") if s.columns_count < 2 then s.columns_count = 2 end ImGui.SameLine() _, s.h_borders = ImGui.Checkbox("horizontal", s.h_borders) ImGui.SameLine() _, s.v_borders = ImGui.Checkbox("vertical", s.v_borders) ImGui.Columns(s.columns_count, nil, s.v_borders) for i = 0, s.columns_count * lines_count - 1 do if s.h_borders and ImGui.GetColumnIndex() == 0 then ImGui.Separator() end ImGui.PushID(i) local c = string.char(string.byte("a") + i) ImGui.Text("%s%s%s", c, c, c) ImGui.Text("Width %.2f", ImGui.GetColumnWidth()) ImGui.Text("Avail %.2f", ImGui.GetContentRegionAvail().x) ImGui.Text("Offset %.2f", ImGui.GetColumnOffset()) ImGui.Text("Long text that is likely to clip") ImGui.Button("Button", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], 0.0)) ImGui.PopID() ImGui.NextColumn() end ImGui.Columns(1) if s.h_borders then ImGui.Separator() end ImGui.TreePop() end -- Create multiple items in a same cell before switching to next column if ImGui.TreeNode("Mixed items") then IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items") ImGui.Columns(3, "mixed") ImGui.Separator() ImGui.Text("Hello") ImGui.Button("Banana") ImGui.NextColumn() ImGui.Text("ImGui") ImGui.Button("Apple") s.foo = ImGui.InputFloat("red", s.foo, 0.05, 0, "%.3f") ImGui.Text("An extra line here.") ImGui.NextColumn() ImGui.Text("Sailor") ImGui.Button("Corniflower") s.bar = ImGui.InputFloat("blue", s.bar, 0.05, 0, "%.3f") ImGui.NextColumn() if ImGui.CollapsingHeader("Category A") then ImGui.Text("Blah blah blah") end ImGui.NextColumn() if ImGui.CollapsingHeader("Category B") then ImGui.Text("Blah blah blah") end ImGui.NextColumn() if ImGui.CollapsingHeader("Category C") then ImGui.Text("Blah blah blah") end ImGui.NextColumn() ImGui.Columns(1) ImGui.Separator() ImGui.TreePop() end -- Word wrapping if ImGui.TreeNode("Word-wrapping") then IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping") ImGui.Columns(2, "word-wrapping") ImGui.Separator() ImGui.TextWrapped("The quick brown fox jumps over the lazy dog.") ImGui.TextWrapped("Hello Left") ImGui.NextColumn() ImGui.TextWrapped("The quick brown fox jumps over the lazy dog.") ImGui.TextWrapped("Hello Right") ImGui.Columns(1) ImGui.Separator() ImGui.TreePop() end if ImGui.TreeNode("Horizontal Scrolling") then IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling") ImGui.SetNextWindowContentSize(ImVec2(1500.0, 0.0)) local child_size = ImVec2(0, ImGui.GetFontSize() * 20.0) ImGui.BeginChild("##ScrollingRegion", child_size, 0 --[[ImGuiChildFlags.None]], 2048 --[[ImGuiWindowFlags.HorizontalScrollbar]]) ImGui.Columns(10) -- Also demonstrate using clipper for large vertical lists local ITEMS_COUNT = 2000 local clipper = ImGuiListClipper() clipper:Begin(ITEMS_COUNT) while clipper:Step() do for i = clipper.DisplayStart, clipper.DisplayEnd - 1 do for j = 0, 9 do ImGui.Text("Line %d Column %d...", i, j) ImGui.NextColumn() end end end ImGui.Columns(1) ImGui.EndChild() ImGui.TreePop() end if ImGui.TreeNode("Tree") then IMGUI_DEMO_MARKER("Columns (legacy API)/Tree") ImGui.Columns(2, "tree", true) for x = 0, 2 do local open1 = ImGui.TreeNode(x, "Node%d", x) ImGui.NextColumn() ImGui.Text("Node contents") ImGui.NextColumn() if open1 then for y = 0, 2 do local open2 = ImGui.TreeNode(y, "Node%d.%d", x, y) ImGui.NextColumn() ImGui.Text("Node contents") if open2 then ImGui.Text("Even more contents") if ImGui.TreeNode("Tree in column") then ImGui.Text("The quick brown fox jumps over the lazy dog") ImGui.TreePop() end end ImGui.NextColumn() if open2 then ImGui.TreePop() end end ImGui.TreePop() end end ImGui.Columns(1) ImGui.TreePop() end ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] DemoWindowInputs() ------------------------------------------------------------------------------- S.DemoWindowInputs = { funcs = { IsLegacyNativeDupe = function(key) return false end }, -- struct funcs (hoisted to avoid a per-frame closure) -- [Port] capture_override_mouse = -1, capture_override_keyboard = -1, route_options = ImGuiInputFlags.Repeat, route_type = ImGuiInputFlags.RouteFocused, f = 0.5, tabbing_buf = ImGui.NewTextBuffer("hello", 32), focus_buf = ImGui.NewTextBuffer("click on a button to set focus", 128), f3 = { 0.0, 0.0, 0.0 }, } S.DemoWindowInputs.mouse_cursors_names = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "Wait", "Progress", "NotAllowed" } function DemoWindowInputs() local s = S.DemoWindowInputs if ImGui.CollapsingHeader("Inputs & Focus") then local io = ImGui.GetIO() -- Display inputs submitted to ImGuiIO ImGui.SetNextItemOpen(true, 2 --[[ImGuiCond.Once]]) local inputs_opened = ImGui.TreeNode("Inputs") ImGui.SameLine() HelpMarker( "This is a simplified view. See more detailed input state:\n" .. "- in 'Tools->Metrics/Debugger->Inputs'.\n" .. "- in 'Tools->Debug Log->IO'.") if inputs_opened then IMGUI_DEMO_MARKER("Inputs & Focus/Inputs") if ImGui.IsMousePosValid() then ImGui.Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y) else ImGui.Text("Mouse pos: ") end ImGui.Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y) ImGui.Text("Mouse down:") for i = 0, 2 do if ImGui.IsMouseDown(i) then ImGui.SameLine(); ImGui.Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]) end end -- IM_COUNTOF(io.MouseDown) == 3, 0-based ImGui.Text("Mouse wheel: %.1f", io.MouseWheel) ImGui.Text("Mouse clicked count:") for i = 0, 2 do if io.MouseClickedCount[i] > 0 then ImGui.SameLine(); ImGui.Text("b%d: %d", i, io.MouseClickedCount[i]) end end -- We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows -- displaying the data for old/new backends. -- User code should never have to go through such hoops! -- You can generally iterate between ImGuiKey.NamedKey_BEGIN and ImGuiKey.NamedKey_END. local funcs = s.funcs local start_key = 512 --[[ImGuiKey.NamedKey_BEGIN]] ImGui.Text("Keys down:") for key = start_key, 667 --[[ImGuiKey.NamedKey_END]] - 1 do repeat if funcs.IsLegacyNativeDupe(key) or not ImGui.IsKeyDown(key) then break end ImGui.SameLine(); if key < 512 --[[ImGuiKey.NamedKey_BEGIN]] then ImGui.Text("\"%s\"", ImGui.GetKeyName(key)) else ImGui.Text("\"%s\" %d", ImGui.GetKeyName(key), key) end until true end ImGui.Text("Keys mods: %s%s%s%s", io.KeyCtrl and "CTRL " or "", io.KeyShift and "SHIFT " or "", io.KeyAlt and "ALT " or "", io.KeySuper and "SUPER " or "") ImGui.Text("Chars queue:") for i = 0, io.InputQueueCharacters.Size - 1 do local c = io.InputQueueCharacters.Data[i + 1]; ImGui.SameLine(); ImGui.Text("\'%s\' (0x%04X)", (c > 32 and c <= 255) and string.char(c) or '?', c) end -- FIXME: We should convert 'c' to UTF-8 here but the functions are not public. ImGui.TreePop() end -- Display ImGuiIO output flags ImGui.SetNextItemOpen(true, 2 --[[ImGuiCond.Once]]) local outputs_opened = ImGui.TreeNode("Outputs") ImGui.SameLine() HelpMarker( "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " .. "to instruct your application of how to route inputs. Typically, when a value is true, it means " .. "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" .. "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " .. "and underlying application should ignore mouse inputs (in practice there are many and more subtle " .. "rules leading to how those flags are set).") if outputs_opened then IMGUI_DEMO_MARKER("Inputs & Focus/Outputs") ImGui.Text("io.WantCaptureMouse: %d", io.WantCaptureMouse and 1 or 0) ImGui.Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose and 1 or 0) ImGui.Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard and 1 or 0) ImGui.Text("io.WantTextInput: %d", io.WantTextInput and 1 or 0) ImGui.Text("io.WantSetMousePos: %d", io.WantSetMousePos and 1 or 0) ImGui.Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive and 1 or 0, io.NavVisible and 1 or 0) IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override") if ImGui.TreeNode("WantCapture override") then HelpMarker( "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" .. "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering " .. "and true when clicking.") local capture_override_desc = { "None", "Set to false", "Set to true" } ImGui.SetNextItemWidth(ImGui.GetFontSize() * 15) s.capture_override_mouse = ImGui.SliderInt("SetNextFrameWantCaptureMouse() on hover", s.capture_override_mouse, -1, 1, capture_override_desc[s.capture_override_mouse + 2], 1536 --[[ImGuiSliderFlags.AlwaysClamp]]) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 15) s.capture_override_keyboard = ImGui.SliderInt("SetNextFrameWantCaptureKeyboard() on hover", s.capture_override_keyboard, -1, 1, capture_override_desc[s.capture_override_keyboard + 2], 1536 --[[ImGuiSliderFlags.AlwaysClamp]]) ImGui.ColorButton("##panel", ImVec4(0.7, 0.1, 0.7, 1.0), bit32.bor(64 --[[ImGuiColorEditFlags.NoTooltip]], 512 --[[ImGuiColorEditFlags.NoDragDrop]]), ImVec2(128.0, 96.0)) -- Dummy item if ImGui.IsItemHovered() and s.capture_override_mouse ~= -1 then ImGui.SetNextFrameWantCaptureMouse(s.capture_override_mouse == 1) end if ImGui.IsItemHovered() and s.capture_override_keyboard ~= -1 then ImGui.SetNextFrameWantCaptureKeyboard(s.capture_override_keyboard == 1) end ImGui.TreePop() end ImGui.TreePop() end -- Demonstrate using Shortcut() and Routing Policies. -- The general flow is: -- - Code interested in a chord (e.g. "Ctrl+A") declares their intent. -- - Multiple locations may be interested in same chord! Routing helps find a winner. -- - Every frame, we resolve all claims and assign one owner if the modifiers are matching. -- - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route. -- - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags. -- - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags.RouteFocused. -- TL;DR: Most uses will simply be: -- - Shortcut(ImGuiMod_Ctrl | ImGuiKey.A); -- Use ImGuiInputFlags.RouteFocused policy. if ImGui.TreeNode("Shortcuts") then IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts") _, s.route_options = ImGui.CheckboxFlags("ImGuiInputFlags_Repeat", s.route_options, 1 --[[ImGuiInputFlags.Repeat]]) _, s.route_type = ImGui.RadioButton("ImGuiInputFlags_RouteActive", s.route_type, 1024 --[[ImGuiInputFlags.RouteActive]]) _, s.route_type = ImGui.RadioButton("ImGuiInputFlags_RouteFocused (default)", s.route_type, 2048 --[[ImGuiInputFlags.RouteFocused]]) ImGui.Indent() ImGui.BeginDisabled(s.route_type ~= 2048 --[[ImGuiInputFlags.RouteFocused]]) _, s.route_options = ImGui.CheckboxFlags("ImGuiInputFlags_RouteOverActive##0", s.route_options, 32768 --[[ImGuiInputFlags.RouteOverActive]]) ImGui.EndDisabled() ImGui.Unindent() _, s.route_type = ImGui.RadioButton("ImGuiInputFlags_RouteGlobal", s.route_type, 4096 --[[ImGuiInputFlags.RouteGlobal]]) ImGui.Indent() ImGui.BeginDisabled(s.route_type ~= 4096 --[[ImGuiInputFlags.RouteGlobal]]) _, s.route_options = ImGui.CheckboxFlags("ImGuiInputFlags_RouteOverFocused", s.route_options, 16384 --[[ImGuiInputFlags.RouteOverFocused]]) _, s.route_options = ImGui.CheckboxFlags("ImGuiInputFlags_RouteOverActive", s.route_options, 32768 --[[ImGuiInputFlags.RouteOverActive]]) _, s.route_options = ImGui.CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", s.route_options, 65536 --[[ImGuiInputFlags.RouteUnlessBgFocused]]) ImGui.EndDisabled() ImGui.Unindent() _, s.route_type = ImGui.RadioButton("ImGuiInputFlags_RouteAlways", s.route_type, 8192 --[[ImGuiInputFlags.RouteAlways]]) local flags = bit32.bor(s.route_type, s.route_options) -- Merged flags if s.route_type ~= 4096 --[[ImGuiInputFlags.RouteGlobal]] then flags = bit32.band(flags, bit32.bnot(bit32.bor(16384 --[[ImGuiInputFlags.RouteOverFocused]], 32768 --[[ImGuiInputFlags.RouteOverActive]], 65536 --[[ImGuiInputFlags.RouteUnlessBgFocused]]))) end ImGui.SeparatorText("Using SetNextItemShortcut()") ImGui.Text("Ctrl+S") ImGui.SetNextItemShortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 564 --[[ImGuiKey.S]]), bit32.bor(flags, 262144 --[[ImGuiInputFlags.Tooltip]])) ImGui.Button("Save") ImGui.Text("Alt+F") ImGui.SetNextItemShortcut(bit32.bor(16384 --[[ImGuiMod_Alt]], 551 --[[ImGuiKey.F]]), bit32.bor(flags, 262144 --[[ImGuiInputFlags.Tooltip]])) s.f = ImGui.SliderFloat("Factor", s.f, 0.0, 1.0) ImGui.SeparatorText("Using Shortcut()") local line_height = ImGui.GetTextLineHeightWithSpacing() local key_chord = bit32.bor(4096 --[[ImGuiMod_Ctrl]], 546 --[[ImGuiKey.A]]) ImGui.Text("Ctrl+A") ImGui.Text("IsWindowFocused: %d, Shortcut: %s", ImGui.IsWindowFocused() and 1 or 0, ImGui.Shortcut(key_chord, flags) and "PRESSED" or "...") ImGui.PushStyleColor(3 --[[ImGuiCol.ChildBg]], ImVec4(1.0, 0.0, 1.0, 0.1)) ImGui.BeginChild("WindowA", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], line_height * 14), true) ImGui.Text("Press Ctrl+A and see who receives it!") ImGui.Separator() -- 1: Window polling for Ctrl+A ImGui.Text("(in WindowA)") ImGui.Text("IsWindowFocused: %d, Shortcut: %s", ImGui.IsWindowFocused() and 1 or 0, ImGui.Shortcut(key_chord, flags) and "PRESSED" or "...") -- 2: InputText also polling for Ctrl+A: it always uses _RouteFocused internally (gets priority when active) -- (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h) --char str[16] = "Press Ctrl+A"; --ImGui.Spacing(); --ImGui.InputText("InputTextB", str, IM_COUNTOF(str), ImGuiInputTextFlags.ReadOnly); --ImGuiID item_id = ImGui.GetItemID(); --ImGui.SameLine(); HelpMarker("Internal widgets always use _RouteFocused"); --ImGui.Text("IsWindowFocused: %d, Shortcut: %s", ImGui.IsWindowFocused(), ImGui.Shortcut(key_chord, flags, item_id) ? "PRESSED" : "..."); -- 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA ImGui.BeginChild("ChildD", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], line_height * 4), true) ImGui.Text("(in ChildD: not using same Shortcut)") ImGui.Text("IsWindowFocused: %d", ImGui.IsWindowFocused() and 1 or 0) ImGui.EndChild() -- 4: Child window polling for Ctrl+A. It is deeper than WindowA and gets priority when focused. ImGui.BeginChild("ChildE", ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], line_height * 4), true) ImGui.Text("(in ChildE: using same Shortcut)") ImGui.Text("IsWindowFocused: %d, Shortcut: %s", ImGui.IsWindowFocused() and 1 or 0, ImGui.Shortcut(key_chord, flags) and "PRESSED" or "...") ImGui.EndChild() -- 5: In a popup if ImGui.Button("Open Popup") then ImGui.OpenPopup("PopupF") end if ImGui.BeginPopup("PopupF") then ImGui.Text("(in PopupF)") ImGui.Text("IsWindowFocused: %d, Shortcut: %s", ImGui.IsWindowFocused() and 1 or 0, ImGui.Shortcut(key_chord, flags) and "PRESSED" or "...") -- (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h) --ImGui.InputText("InputTextG", str, IM_COUNTOF(str), ImGuiInputTextFlags.ReadOnly); --ImGui.Text("IsWindowFocused: %d, Shortcut: %s", ImGui.IsWindowFocused(), ImGui.Shortcut(key_chord, flags, ImGui.GetItemID()) ? "PRESSED" : "..."); ImGui.EndPopup() end ImGui.EndChild() ImGui.PopStyleColor() ImGui.TreePop() end -- Display mouse cursors if ImGui.TreeNode("Mouse Cursors") then IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors") local mouse_cursors_names = s.mouse_cursors_names -- 1-based assert(#mouse_cursors_names == 11 --[[ImGuiMouseCursor.COUNT]]) local current = ImGui.GetMouseCursor() local cursor_name = "N/A" if (current >= 0 --[[ImGuiMouseCursor.Arrow]]) and (current < 11 --[[ImGuiMouseCursor.COUNT]]) then cursor_name = mouse_cursors_names[current + 1] end ImGui.Text("Current mouse cursor = %d: %s", current, cursor_name) ImGui.BeginDisabled(true) _, io.BackendFlags = ImGui.CheckboxFlags("io.BackendFlags: HasMouseCursors", io.BackendFlags, 2 --[[ImGuiBackendFlags.HasMouseCursors]]) ImGui.EndDisabled() ImGui.Text("Hover to see mouse cursors:") ImGui.SameLine(); HelpMarker( "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " .. "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " .. "otherwise your backend needs to handle it.") for i = 0, 11 --[[ImGuiMouseCursor.COUNT]] - 1 do local label = string.format("Mouse cursor %d: %s", i, mouse_cursors_names[i + 1]) ImGui.Bullet(); ImGui.Selectable(label, false) if ImGui.IsItemHovered() then ImGui.SetMouseCursor(i) end end ImGui.TreePop() end if ImGui.TreeNode("Tabbing") then IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing") ImGui.Text("Use Tab/Shift+Tab to cycle through keyboard editable fields.") local buf = s.tabbing_buf ImGui.InputText("1", buf, 32) ImGui.InputText("2", buf, 32) ImGui.InputText("3", buf, 32) ImGui.PushItemFlag(1 --[[ImGuiItemFlags.NoTabStop]], true) ImGui.InputText("4 (tab skip)", buf, 32) ImGui.SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab.") ImGui.PopItemFlag() ImGui.InputText("5", buf, 32) ImGui.TreePop() end if ImGui.TreeNode("Focus from code") then IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code") local focus_1 = ImGui.Button("Focus on 1"); ImGui.SameLine() local focus_2 = ImGui.Button("Focus on 2"); ImGui.SameLine() local focus_3 = ImGui.Button("Focus on 3") local has_focus = 0 local buf = s.focus_buf if focus_1 then ImGui.SetKeyboardFocusHere() end ImGui.InputText("1", buf, 128) if ImGui.IsItemActive() then has_focus = 1 end if focus_2 then ImGui.SetKeyboardFocusHere() end ImGui.InputText("2", buf, 128) if ImGui.IsItemActive() then has_focus = 2 end ImGui.PushItemFlag(1 --[[ImGuiItemFlags.NoTabStop]], true) if focus_3 then ImGui.SetKeyboardFocusHere() end ImGui.InputText("3 (tab skip)", buf, 128) if ImGui.IsItemActive() then has_focus = 3 end ImGui.SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab.") ImGui.PopItemFlag() if has_focus ~= 0 then ImGui.Text("Item with focus: %d", has_focus) else ImGui.Text("Item with focus: ") end -- Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item local f3 = s.f3 local focus_ahead = -1 if ImGui.Button("Focus on X") then focus_ahead = 0 end ImGui.SameLine() if ImGui.Button("Focus on Y") then focus_ahead = 1 end ImGui.SameLine() if ImGui.Button("Focus on Z") then focus_ahead = 2 end if focus_ahead ~= -1 then ImGui.SetKeyboardFocusHere(focus_ahead) end ImGui.SliderFloat3("Float3", f3, 0.0, 1.0) ImGui.TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code.") ImGui.TreePop() end if ImGui.TreeNode("Dragging") then IMGUI_DEMO_MARKER("Inputs & Focus/Dragging") ImGui.TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.") for button = 0, 2 do ImGui.Text("IsMouseDragging(%d):", button) ImGui.Text(" w/ default threshold: %d,", ImGui.IsMouseDragging(button) and 1 or 0) ImGui.Text(" w/ zero threshold: %d,", ImGui.IsMouseDragging(button, 0.0) and 1 or 0) ImGui.Text(" w/ large threshold: %d,", ImGui.IsMouseDragging(button, 20.0) and 1 or 0) end ImGui.Button("Drag Me") if ImGui.IsItemActive() then ImGui.GetForegroundDrawList():AddLine(io.MouseClickedPos[0], io.MousePos, ImGui.GetColorU32(22 --[[ImGuiCol.Button]]), 4.0) -- Draw a line between the button and the mouse cursor end -- Drag operations gets "unlocked" when the mouse has moved past a certain threshold -- (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher -- threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). local value_raw = ImGui.GetMouseDragDelta(0, 0.0) local value_with_lock_threshold = ImGui.GetMouseDragDelta(0) local mouse_delta = io.MouseDelta ImGui.Text("GetMouseDragDelta(0):") ImGui.Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y) ImGui.Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y) ImGui.Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y) ImGui.TreePop() end end end ------------------------------------------------------------------------------- -- [SECTION] About Window / ShowAboutWindow() -- Access from Dear ImGui Demo -> Tools -> About ------------------------------------------------------------------------------- S.ShowAboutWindow = { show_config_info = false, } function ImGui.ShowAboutWindow(p_open) local s = S.ShowAboutWindow local _, visible p_open, visible = ImGui.Begin("About Dear ImGui", p_open, 64 --[[ImGuiWindowFlags.AlwaysAutoResize]]) if not visible then ImGui.End() return p_open end IMGUI_DEMO_MARKER("Tools/About Dear ImGui") ImGui.Text("Dear ImGui %s (%d)", IMGUI_VERSION, 19298 --[[IMGUI_VERSION_NUM]]) ImGui.TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui") ImGui.SameLine() ImGui.TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md") ImGui.SameLine() ImGui.TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki") ImGui.SameLine() ImGui.TextLinkOpenURL("Extensions", "https://github.com/ocornut/imgui/wiki/Useful-Extensions") ImGui.SameLine() ImGui.TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases") ImGui.SameLine() ImGui.TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding") ImGui.Separator() ImGui.Text("(c) 2014-2026 Omar Cornut") ImGui.Text("Developed by Omar Cornut and all Dear ImGui contributors.") ImGui.Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.") ImGui.Text("If your company uses this, please consider funding the project.") _, s.show_config_info = ImGui.Checkbox("Config/Build Information", s.show_config_info) if s.show_config_info then local io = ImGui.GetIO() local style = ImGui.GetStyle() local copy_to_clipboard = ImGui.Button("Copy to clipboard") local child_size = ImVec2(0, ImGui.GetTextLineHeightWithSpacing() * 18) ImGui.BeginChild(ImGui.GetID("cfg_infos"), child_size, 128 --[[ImGuiChildFlags.FrameStyle]]) if copy_to_clipboard then ImGui.LogToClipboard() ImGui.LogText("// (Copy from the next line. Keep the ``` markers for formatting.)\n") ImGui.LogText("```cpp\n") -- Back quotes will make text appears without formatting when pasting on GitHub end ImGui.Text("Dear ImGui %s (%d)", IMGUI_VERSION, 19298 --[[IMGUI_VERSION_NUM]]) ImGui.Separator() -- [Port] no sizeof()/__cplusplus/compiler/OS #defines in Lua: report the Lua runtime instead ImGui.Text("runtime: %s", tostring(_VERSION)) ImGui.Text("define: IMGUI_HAS_VIEWPORT") ImGui.Text("define: IMGUI_HAS_DOCK") -- Heuristic to detect no-op IM_ASSERT() macros -- - This is designed so people opening bug reports would convey and notice that they have disabled asserts for Dear ImGui code. -- - 16 is > strlen("((void)(_EXPR))") which we suggested in our imconfig.h template as a possible way to disable. local assert_runs_expression = 0 assert((function() assert_runs_expression = assert_runs_expression + 1; return assert_runs_expression end)()) -- [Port] no ++ in expressions local assert_expand_len = 17 -- [Port] IM_ASSERT is a function, not a macro: nothing to stringify, it cannot be expanded to a no-op local assert_maybe_disabled = (assert_runs_expression == 0 or assert_expand_len <= 16) ImGui.Text("IM_ASSERT: runs expression: %s. expand size: %s%s", (assert_runs_expression ~= 0) and "OK" or "KO", (assert_expand_len > 16) and "OK" or "KO", assert_maybe_disabled and " (MAYBE DISABLED?!)" or "") if assert_maybe_disabled then ImGui.SameLine() HelpMarker("IM_ASSERT() calls assert() by default. Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes!") end ImGui.Separator() ImGui.Text("io.BackendPlatformName: %s", io.BackendPlatformName or "NULL") ImGui.Text("io.BackendRendererName: %s", io.BackendRendererName or "NULL") ImGui.Text("io.ConfigFlags: 0x%08X", io.ConfigFlags) if bit32.band(io.ConfigFlags, 1 --[[ImGuiConfigFlags.NavEnableKeyboard]]) ~= 0 then ImGui.Text(" NavEnableKeyboard") end if bit32.band(io.ConfigFlags, 2 --[[ImGuiConfigFlags.NavEnableGamepad]]) ~= 0 then ImGui.Text(" NavEnableGamepad") end if bit32.band(io.ConfigFlags, 16 --[[ImGuiConfigFlags.NoMouse]]) ~= 0 then ImGui.Text(" NoMouse") end if bit32.band(io.ConfigFlags, 32 --[[ImGuiConfigFlags.NoMouseCursorChange]]) ~= 0 then ImGui.Text(" NoMouseCursorChange") end if bit32.band(io.ConfigFlags, 64 --[[ImGuiConfigFlags.NoKeyboard]]) ~= 0 then ImGui.Text(" NoKeyboard") end if bit32.band(io.ConfigFlags, 128 --[[ImGuiConfigFlags.DockingEnable]]) ~= 0 then ImGui.Text(" DockingEnable") end if bit32.band(io.ConfigFlags, 1024 --[[ImGuiConfigFlags.ViewportsEnable]]) ~= 0 then ImGui.Text(" ViewportsEnable") end if io.MouseDrawCursor then ImGui.Text("io.MouseDrawCursor") end if io.ConfigDpiScaleFonts then ImGui.Text("io.ConfigDpiScaleFonts") end if io.ConfigDpiScaleViewports then ImGui.Text("io.ConfigDpiScaleViewports") end if io.ConfigViewportsNoAutoMerge then ImGui.Text("io.ConfigViewportsNoAutoMerge") end if io.ConfigViewportsNoTaskBarIcon then ImGui.Text("io.ConfigViewportsNoTaskBarIcon") end if io.ConfigViewportsNoDecoration then ImGui.Text("io.ConfigViewportsNoDecoration") end if io.ConfigViewportsNoDefaultParent then ImGui.Text("io.ConfigViewportsNoDefaultParent") end if io.ConfigDockingNoSplit then ImGui.Text("io.ConfigDockingNoSplit") end if io.ConfigDockingNoDockingOver then ImGui.Text("io.ConfigDockingNoDockingOver") end if io.ConfigDockingWithShift then ImGui.Text("io.ConfigDockingWithShift") end if io.ConfigDockingAlwaysTabBar then ImGui.Text("io.ConfigDockingAlwaysTabBar") end if io.ConfigDockingTransparentPayload then ImGui.Text("io.ConfigDockingTransparentPayload") end if io.ConfigMacOSXBehaviors then ImGui.Text("io.ConfigMacOSXBehaviors") end if io.ConfigNavMoveSetMousePos then ImGui.Text("io.ConfigNavMoveSetMousePos") end if io.ConfigNavCaptureKeyboard then ImGui.Text("io.ConfigNavCaptureKeyboard") end if io.ConfigInputTextCursorBlink then ImGui.Text("io.ConfigInputTextCursorBlink") end if io.ConfigWindowsResizeFromEdges then ImGui.Text("io.ConfigWindowsResizeFromEdges") end if io.ConfigWindowsMoveFromTitleBarOnly then ImGui.Text("io.ConfigWindowsMoveFromTitleBarOnly") end if io.ConfigMemoryCompactTimer >= 0.0 then ImGui.Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer) end ImGui.Text("io.BackendFlags: 0x%08X", io.BackendFlags) if bit32.band(io.BackendFlags, 1 --[[ImGuiBackendFlags.HasGamepad]]) ~= 0 then ImGui.Text(" HasGamepad") end if bit32.band(io.BackendFlags, 2 --[[ImGuiBackendFlags.HasMouseCursors]]) ~= 0 then ImGui.Text(" HasMouseCursors") end if bit32.band(io.BackendFlags, 4 --[[ImGuiBackendFlags.HasSetMousePos]]) ~= 0 then ImGui.Text(" HasSetMousePos") end if bit32.band(io.BackendFlags, 2048 --[[ImGuiBackendFlags.PlatformHasViewports]]) ~= 0 then ImGui.Text(" PlatformHasViewports") end if bit32.band(io.BackendFlags, 4096 --[[ImGuiBackendFlags.HasMouseHoveredViewport]]) ~= 0 then ImGui.Text(" HasMouseHoveredViewport") end if bit32.band(io.BackendFlags, 8192 --[[ImGuiBackendFlags.HasParentViewport]]) ~= 0 then ImGui.Text(" HasParentViewport") end if bit32.band(io.BackendFlags, 8 --[[ImGuiBackendFlags.RendererHasVtxOffset]]) ~= 0 then ImGui.Text(" RendererHasVtxOffset") end if bit32.band(io.BackendFlags, 16 --[[ImGuiBackendFlags.RendererHasTextures]]) ~= 0 then ImGui.Text(" RendererHasTextures") end if bit32.band(io.BackendFlags, 1024 --[[ImGuiBackendFlags.RendererHasViewports]]) ~= 0 then ImGui.Text(" RendererHasViewports") end ImGui.Separator() ImGui.Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts.Fonts.Size, io.Fonts.Flags, io.Fonts.TexData.Width, io.Fonts.TexData.Height) ImGui.Text("io.Fonts->FontLoaderName: %s", io.Fonts.FontLoaderName or "NULL") ImGui.Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y) ImGui.Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y) ImGui.Separator() ImGui.Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y) ImGui.Text("style.WindowBorderSize: %.2f", style.WindowBorderSize) ImGui.Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y) ImGui.Text("style.FrameRounding: %.2f", style.FrameRounding) ImGui.Text("style.FrameBorderSize: %.2f", style.FrameBorderSize) ImGui.Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y) ImGui.Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y) if copy_to_clipboard then ImGui.LogText("\n```\n") ImGui.LogFinish() end ImGui.EndChild() end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Style Editor / ShowStyleEditor() ------------------------------------------------------------------------------- -- - ShowStyleSelector() -- - ShowStyleEditor() ------------------------------------------------------------------------------- -- [Port] C++ copies ImGuiStyle by value (`dst = src`). Copy fields in place so ImVec2/ImVec4 objects of `dst` keep -- their identity (the live style's vectors may be referenced elsewhere) and are never aliased with `src`. function ImGuiStyle_Copy(dst, src) for k, v in pairs(src) do if k == "Colors" then local dst_colors = dst.Colors for i, col in pairs(v) do if dst_colors[i] then ImVec4_Copy(dst_colors[i], col) else dst_colors[i] = ImVec4(col.x, col.y, col.z, col.w) end end elseif type(v) == "table" then -- ImVec2 if dst[k] then ImVec2_Copy(dst[k], v) else dst[k] = ImVec2(v.x, v.y) end else dst[k] = v end end return dst end S.ShowStyleSelector = { style_idx = -1, } -- Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. function ImGui.ShowStyleSelector(label) -- FIXME: This is a bit tricky to get right as style are functions, they don't register a name nor the fact that one is active. -- So we keep track of last active one among our limited selection. local s = S.ShowStyleSelector local style_names = { "Dark", "Light", "Classic" } local ret = false if ImGui.BeginCombo(label, (s.style_idx >= 0 and s.style_idx < #style_names) and style_names[s.style_idx + 1] or "") then for n = 0, #style_names - 1 do if ImGui.Selectable(style_names[n + 1], s.style_idx == n, 64 --[[ImGuiSelectableFlags.SelectOnNav]]) then s.style_idx = n ret = true if s.style_idx == 0 then ImGui.StyleColorsDark() elseif s.style_idx == 1 then ImGui.StyleColorsLight() elseif s.style_idx == 2 then ImGui.StyleColorsClassic() end elseif s.style_idx == n then ImGui.SetItemDefaultFocus() end end ImGui.EndCombo() end return ret end function GetTreeLinesFlagsName(flags) if flags == 262144 --[[ImGuiTreeNodeFlags.DrawLinesNone]] then return "DrawLinesNone" end if flags == 524288 --[[ImGuiTreeNodeFlags.DrawLinesFull]] then return "DrawLinesFull" end if flags == 1048576 --[[ImGuiTreeNodeFlags.DrawLinesToNodes]] then return "DrawLinesToNodes" end return "" end S.ShowStyleEditor = { ref_saved_style = nil, -- static ImGuiStyle ref_saved_style; (created lazily) init = true, output_dest = 0, output_only_modified = true, alpha_flags = 0, filter = nil, -- static ImGuiTextFilter filter; (created lazily) } -- We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code. -- [Port] Lua has no `using namespace`: calls keep the ImGui. prefix function ImGui.ShowStyleEditor(ref) local s = S.ShowStyleEditor local _, changed IMGUI_DEMO_MARKER("Tools/Style Editor") -- You can pass in a reference ImGuiStyle structure to compare to, revert to and save to -- (without a reference style pointer, we will use one compared locally as a reference) local style = ImGui.GetStyle() if s.ref_saved_style == nil then s.ref_saved_style = ImGuiStyle() end -- Default to using internal storage as reference if s.init and ref == nil then ImGuiStyle_Copy(s.ref_saved_style, style) end s.init = false if ref == nil then ref = s.ref_saved_style end -- The logic behind dynamically changing 'max_border_size' is to not encourage people to increase border size too much: it'll likely reveal lots of subtle rendering artifacts and this isn't a priority right now. -- Note that _MainScale is currently internal PLEASE DO NOT USE IN YOUR CODE. local default_border_size = math.floor(style._MainScale) local max_border_size = ImMax(default_border_size, 2.0) ImGui.PushItemWidth(ImGui.GetWindowWidth() * 0.50) do -- General ImGui.SeparatorText("General") if bit32.band(ImGui.GetIO().BackendFlags, 16 --[[ImGuiBackendFlags.RendererHasTextures]]) == 0 then ImGui.BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!") ImGui.BulletText("For instructions, see:") ImGui.SameLine() ImGui.TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md") end if ImGui.ShowStyleSelector("Colors##Selector") then ImGuiStyle_Copy(s.ref_saved_style, style) end ImGui.ShowFontSelector("Fonts##Selector") style.FontSizeBase, changed = ImGui.DragFloat("FontSizeBase", style.FontSizeBase, 0.20, 5.0, 100.0, "%.0f") if changed then style._NextFrameFontSizeBase = style.FontSizeBase -- FIXME: Temporary hack until we finish remaining work. end ImGui.SameLine(0.0, 0.0); ImGui.Text(" (out %.2f)", ImGui.GetFontSize()) style.FontScaleMain = ImGui.DragFloat("FontScaleMain", style.FontScaleMain, 0.02, 0.5, 4.0) ImGui.BeginDisabled(ImGui.GetIO().ConfigDpiScaleFonts) style.FontScaleDpi = ImGui.DragFloat("FontScaleDpi", style.FontScaleDpi, 0.02, 0.5, 4.0) ImGui.SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten.") ImGui.EndDisabled() -- Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) style.FrameRounding, changed = ImGui.SliderFloat("FrameRounding", style.FrameRounding, 0.0, 12.0, "%.0f") if changed then style.GrabRounding = style.FrameRounding -- Make GrabRounding always the same value as FrameRounding end do local pressed, border = ImGui.Checkbox("WindowBorder", style.WindowBorderSize > 0.0); if pressed then if border then style.WindowBorderSize = default_border_size else style.WindowBorderSize = 0.0 end end end ImGui.SameLine() do local pressed, border = ImGui.Checkbox("FrameBorder", style.FrameBorderSize > 0.0); if pressed then if border then style.FrameBorderSize = default_border_size else style.FrameBorderSize = 0.0 end end end ImGui.SameLine() do local pressed, border = ImGui.Checkbox("PopupBorder", style.PopupBorderSize > 0.0); if pressed then if border then style.PopupBorderSize = default_border_size else style.PopupBorderSize = 0.0 end end end end -- Save/Revert button if ImGui.Button("Save Ref") then ImGuiStyle_Copy(ref, ImGuiStyle_Copy(s.ref_saved_style, style)) end ImGui.SameLine() if ImGui.Button("Revert Ref") then ImGuiStyle_Copy(style, ref) end ImGui.SameLine() HelpMarker( "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " .. "Use \"Export\" below to save them somewhere.") ImGui.SeparatorText("Details") if ImGui.BeginTabBar("##tabs", 0 --[[ImGuiTabBarFlags.None]]) then if ImGui.BeginTabItem("Sizes") then ImGui.SeparatorText("Main") ImGui.SliderFloat2("WindowPadding", style.WindowPadding, 0.0, 20.0, "%.0f") ImGui.SliderFloat2("FramePadding", style.FramePadding, 0.0, 20.0, "%.0f") ImGui.SliderFloat2("ItemSpacing", style.ItemSpacing, 0.0, 20.0, "%.0f") ImGui.SliderFloat2("ItemInnerSpacing", style.ItemInnerSpacing, 0.0, 20.0, "%.0f") ImGui.SliderFloat2("TouchExtraPadding", style.TouchExtraPadding, 0.0, 10.0, "%.0f") style.IndentSpacing = ImGui.SliderFloat("IndentSpacing", style.IndentSpacing, 0.0, 30.0, "%.0f") style.GrabMinSize = ImGui.SliderFloat("GrabMinSize", style.GrabMinSize, 1.0, 20.0, "%.0f") ImGui.SeparatorText("Borders") style.WindowBorderSize = ImGui.SliderFloat("WindowBorderSize", style.WindowBorderSize, 0.0, max_border_size, "%.0f") style.ChildBorderSize = ImGui.SliderFloat("ChildBorderSize", style.ChildBorderSize, 0.0, max_border_size, "%.0f") style.PopupBorderSize = ImGui.SliderFloat("PopupBorderSize", style.PopupBorderSize, 0.0, max_border_size, "%.0f") style.FrameBorderSize = ImGui.SliderFloat("FrameBorderSize", style.FrameBorderSize, 0.0, max_border_size, "%.0f") ImGui.SeparatorText("Rounding") style.WindowRounding = ImGui.SliderFloat("WindowRounding", style.WindowRounding, 0.0, 12.0, "%.0f") style.ChildRounding = ImGui.SliderFloat("ChildRounding", style.ChildRounding, 0.0, 12.0, "%.0f") style.FrameRounding = ImGui.SliderFloat("FrameRounding", style.FrameRounding, 0.0, 12.0, "%.0f") style.PopupRounding = ImGui.SliderFloat("PopupRounding", style.PopupRounding, 0.0, 12.0, "%.0f") style.GrabRounding = ImGui.SliderFloat("GrabRounding", style.GrabRounding, 0.0, 12.0, "%.0f") style.MenuItemRounding = ImGui.SliderFloat("MenuItemRounding", style.MenuItemRounding, 0.0, 12.0, "%.0f") -- NB: SelectableRounding is intentionally NOT made visible here. We don't want to encourage people using that. ImGui.SeparatorText("Scrollbar") style.ScrollbarSize = ImGui.SliderFloat("ScrollbarSize", style.ScrollbarSize, 1.0, 20.0, "%.0f") style.ScrollbarRounding = ImGui.SliderFloat("ScrollbarRounding", style.ScrollbarRounding, 0.0, 12.0, "%.0f") style.ScrollbarPadding = ImGui.SliderFloat("ScrollbarPadding", style.ScrollbarPadding, 0.0, 10.0, "%.0f") ImGui.SeparatorText("Tabs") style.TabBorderSize = ImGui.SliderFloat("TabBorderSize", style.TabBorderSize, 0.0, max_border_size, "%.0f") style.TabBarBorderSize = ImGui.SliderFloat("TabBarBorderSize", style.TabBarBorderSize, 0.0, max_border_size, "%.0f") style.TabBarOverlineSize = ImGui.SliderFloat("TabBarOverlineSize", style.TabBarOverlineSize, 0.0, ImMax(3.0, max_border_size), "%.0f") ImGui.SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set.") style.TabMinWidthBase = ImGui.DragFloat("TabMinWidthBase", style.TabMinWidthBase, 0.5, 1.0, 500.0, "%.0f") style.TabMinWidthShrink = ImGui.DragFloat("TabMinWidthShrink", style.TabMinWidthShrink, 0.5, 1.0, 500.0, "%0.f") style.TabCloseButtonMinWidthSelected = ImGui.DragFloat("TabCloseButtonMinWidthSelected", style.TabCloseButtonMinWidthSelected, 0.5, -1.0, 100.0, (style.TabCloseButtonMinWidthSelected < 0.0) and "%.0f (Always)" or "%.0f") style.TabCloseButtonMinWidthUnselected = ImGui.DragFloat("TabCloseButtonMinWidthUnselected", style.TabCloseButtonMinWidthUnselected, 0.5, -1.0, 100.0, (style.TabCloseButtonMinWidthUnselected < 0.0) and "%.0f (Always)" or "%.0f") style.TabRounding = ImGui.SliderFloat("TabRounding", style.TabRounding, 0.0, 12.0, "%.0f") ImGui.SeparatorText("Tables") ImGui.SliderFloat2("CellPadding", style.CellPadding, 0.0, 20.0, "%.0f") style.TableAngledHeadersAngle = ImGui.SliderAngle("TableAngledHeadersAngle", style.TableAngledHeadersAngle, -50.0, 50.0) ImGui.SliderFloat2("TableAngledHeadersTextAlign", style.TableAngledHeadersTextAlign, 0.0, 1.0, "%.2f") ImGui.SeparatorText("Trees") local combo_open = ImGui.BeginCombo("TreeLinesFlags", GetTreeLinesFlagsName(style.TreeLinesFlags)) ImGui.SameLine() HelpMarker("[Experimental] Tree lines may not work in all situations (e.g. using a clipper) and may incurs slight traversal overhead.\n\nImGuiTreeNodeFlags_DrawLinesFull is faster than ImGuiTreeNodeFlags_DrawLinesToNode.") if combo_open then local options = { 262144 --[[ImGuiTreeNodeFlags.DrawLinesNone]], 524288 --[[ImGuiTreeNodeFlags.DrawLinesFull]], 1048576 --[[ImGuiTreeNodeFlags.DrawLinesToNodes]] } for _, option in ipairs(options) do if ImGui.Selectable(GetTreeLinesFlagsName(option), style.TreeLinesFlags == option) then style.TreeLinesFlags = option end end ImGui.EndCombo() end style.TreeLinesSize = ImGui.SliderFloat("TreeLinesSize", style.TreeLinesSize, 0.0, max_border_size, "%.0f") style.TreeLinesRounding = ImGui.SliderFloat("TreeLinesRounding", style.TreeLinesRounding, 0.0, 12.0, "%.0f") ImGui.SeparatorText("Windows") ImGui.SliderFloat2("WindowTitleAlign", style.WindowTitleAlign, 0.0, 1.0, "%.2f") style.WindowBorderHoverPadding = ImGui.SliderFloat("WindowBorderHoverPadding", style.WindowBorderHoverPadding, 1.0, 20.0, "%.0f") local window_menu_button_position = style.WindowMenuButtonPosition + 1 window_menu_button_position, changed = ImGui.Combo("WindowMenuButtonPosition", window_menu_button_position, "None\0Left\0Right\0") if changed then style.WindowMenuButtonPosition = window_menu_button_position - 1 end ImGui.SeparatorText("Widgets") style.ColorMarkerSize = ImGui.SliderFloat("ColorMarkerSize", style.ColorMarkerSize, 0.0, 8.0, "%.0f") style.ColorButtonPosition = ImGui.Combo("ColorButtonPosition", style.ColorButtonPosition, "Left\0Right\0") ImGui.SliderFloat2("ButtonTextAlign", style.ButtonTextAlign, 0.0, 1.0, "%.2f") ImGui.SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.") ImGui.SliderFloat2("SelectableTextAlign", style.SelectableTextAlign, 0.0, 1.0, "%.2f") ImGui.SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content.") style.SeparatorSize = ImGui.SliderFloat("SeparatorSize", style.SeparatorSize, 0.0, 10.0, "%.0f") style.SeparatorTextBorderSize = ImGui.SliderFloat("SeparatorTextBorderSize", style.SeparatorTextBorderSize, 0.0, 10.0, "%.0f") ImGui.SliderFloat2("SeparatorTextAlign", style.SeparatorTextAlign, 0.0, 1.0, "%.2f") ImGui.SliderFloat2("SeparatorTextPadding", style.SeparatorTextPadding, 0.0, 40.0, "%.0f") style.LogSliderDeadzone = ImGui.SliderFloat("LogSliderDeadzone", style.LogSliderDeadzone, 0.0, 12.0, "%.0f") style.ImageRounding = ImGui.SliderFloat("ImageRounding", style.ImageRounding, 0.0, 12.0, "%.0f") style.ImageBorderSize = ImGui.SliderFloat("ImageBorderSize", style.ImageBorderSize, 0.0, max_border_size, "%.0f") ImGui.SeparatorText("Docking") --SetCursorPosX(GetCursorPosX() + CalcItemWidth() - GetFrameHeight()); _, style.DockingNodeHasCloseButton = ImGui.Checkbox("DockingNodeHasCloseButton", style.DockingNodeHasCloseButton) style.DockingSeparatorSize = ImGui.SliderFloat("DockingSeparatorSize", style.DockingSeparatorSize, 0.0, 12.0, "%.0f") ImGui.SeparatorText("Tooltips") for n = 0, 1 do if ImGui.TreeNodeEx(n == 0 and "HoverFlagsForTooltipMouse" or "HoverFlagsForTooltipNav") then local p = (n == 0) and "HoverFlagsForTooltipMouse" or "HoverFlagsForTooltipNav" -- [Port] pointer -> field name _, style[p] = ImGui.CheckboxFlags("ImGuiHoveredFlags_DelayNone", style[p], 16384 --[[ImGuiHoveredFlags.DelayNone]]) _, style[p] = ImGui.CheckboxFlags("ImGuiHoveredFlags_DelayShort", style[p], 32768 --[[ImGuiHoveredFlags.DelayShort]]) _, style[p] = ImGui.CheckboxFlags("ImGuiHoveredFlags_DelayNormal", style[p], 65536 --[[ImGuiHoveredFlags.DelayNormal]]) _, style[p] = ImGui.CheckboxFlags("ImGuiHoveredFlags_Stationary", style[p], 8192 --[[ImGuiHoveredFlags.Stationary]]) _, style[p] = ImGui.CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", style[p], 131072 --[[ImGuiHoveredFlags.NoSharedDelay]]) ImGui.TreePop() end end ImGui.SeparatorText("Misc") ImGui.SliderFloat2("DisplayWindowPadding", style.DisplayWindowPadding, 0.0, 30.0, "%.0f"); ImGui.SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.") ImGui.SliderFloat2("DisplaySafeAreaPadding", style.DisplaySafeAreaPadding, 0.0, 30.0, "%.0f"); ImGui.SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).") ImGui.EndTabItem() end if ImGui.BeginTabItem("Colors") then if ImGui.Button("Export") then if s.output_dest == 0 then ImGui.LogToClipboard() else ImGui.LogToTTY() end ImGui.LogText("ImVec4* colors = GetStyle().Colors;" .. "\n") -- [Port] IM_NEWLINE == "\n" for i = 0, 63 --[[ImGuiCol.COUNT]] - 1 do local col = style.Colors[i] local name = ImGui.GetStyleColorName(i) if not s.output_only_modified or col ~= ref.Colors[i] then -- [Port] memcmp -> ImVec4 __eq ImGui.LogText("colors[ImGuiCol_%s]%s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" .. "\n", name, string.rep(" ", 23 - #name), col.x, col.y, col.z, col.w) -- [Port] "%*s" -> string.rep end end ImGui.LogFinish() end ImGui.SameLine(); ImGui.SetNextItemWidth(ImGui.GetFontSize() * 10); s.output_dest = ImGui.Combo("##output_type", s.output_dest, "To Clipboard\0To TTY\0") ImGui.SameLine(); _, s.output_only_modified = ImGui.Checkbox("Only Modified Colors", s.output_only_modified) -- [Port] RadioButton(label, bool active) overload is RadioButtonEx() in the port if ImGui.RadioButtonEx("Opaque", s.alpha_flags == 4096 --[[ImGuiColorEditFlags.AlphaOpaque]]) then s.alpha_flags = 4096 --[[ImGuiColorEditFlags.AlphaOpaque]] end ImGui.SameLine() if ImGui.RadioButtonEx("Alpha", s.alpha_flags == 0 --[[ImGuiColorEditFlags.None]]) then s.alpha_flags = 0 --[[ImGuiColorEditFlags.None]] end ImGui.SameLine() if ImGui.RadioButtonEx("Both", s.alpha_flags == 16384 --[[ImGuiColorEditFlags.AlphaPreviewHalf]]) then s.alpha_flags = 16384 --[[ImGuiColorEditFlags.AlphaPreviewHalf]] end ImGui.SameLine() HelpMarker( "In the color list:\n" .. "Left-click on color square to open color picker,\n" .. "Right-click to open edit options menu.") if s.filter == nil then s.filter = ImGuiTextFilter() end ImGui.SetNextItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]) s.filter:DrawWithHint("##FilterColors", "Filter Colors (incl -excl)") ImGui.SetNextWindowSizeConstraints(ImVec2(0.0, ImGui.GetTextLineHeightWithSpacing() * 10), ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]])) ImGui.BeginChild("##colors", ImVec2(0, 0), bit32.bor(1 --[[ImGuiChildFlags.Borders]], 256 --[[ImGuiChildFlags.NavFlattened]]), bit32.bor(16384 --[[ImGuiWindowFlags.AlwaysVerticalScrollbar]], 32768 --[[ImGuiWindowFlags.AlwaysHorizontalScrollbar]])) ImGui.PushItemWidth(ImGui.GetFontSize() * -12) for i = 0, 63 --[[ImGuiCol.COUNT]] - 1 do repeat local name = ImGui.GetStyleColorName(i) if not s.filter:PassFilter(name) then break -- continue end ImGui.PushID(i) if ImGui.Button("?") then if ImGui.DebugFlashStyleColor then ImGui.DebugFlashStyleColor(i) end -- [Port] DebugFlashStyleColor() is not in the library yet end ImGui.SetItemTooltip("Flash given color to identify places where it is used.") ImGui.SameLine() ImGui.ColorEdit4("##color", style.Colors[i], bit32.bor(262144 --[[ImGuiColorEditFlags.AlphaBar]], s.alpha_flags)) if style.Colors[i] ~= ref.Colors[i] then -- [Port] memcmp -> ImVec4 __eq -- Tips: in a real user application, you may want to merge and use an icon font into the main font, -- so instead of "Save"/"Revert" you'd use icons! -- Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! ImGui.SameLine(0.0, style.ItemInnerSpacing.x); if ImGui.Button("Save") then ImVec4_Copy(ref.Colors[i], style.Colors[i]) end ImGui.SameLine(0.0, style.ItemInnerSpacing.x); if ImGui.Button("Revert") then ImVec4_Copy(style.Colors[i], ref.Colors[i]) end end ImGui.SameLine(0.0, style.ItemInnerSpacing.x) ImGui.TextUnformatted(name) ImGui.PopID() until true end ImGui.PopItemWidth() ImGui.EndChild() ImGui.EndTabItem() end if ImGui.BeginTabItem("Fonts") then local io = ImGui.GetIO() local atlas = io.Fonts ImGui.ShowFontAtlas(atlas) -- Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. -- (we enforce hard clamping manually as by default DragFloat/SliderFloat allows Ctrl+Click text to get out of bounds). --[[ SeparatorText("Legacy Scaling"); const float MIN_SCALE = 0.3f; const float MAX_SCALE = 2.0f; HelpMarker( "Those are old settings provided for convenience.\n" "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" "Using those settings here will give you poor quality results."); PushItemWidth(GetFontSize() * 8); DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything //static float window_scale = 1.0f; //if (DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window // SetWindowFontScale(window_scale); PopItemWidth(); ]] ImGui.EndTabItem() end if ImGui.BeginTabItem("Rendering") then _, style.AntiAliasedLines = ImGui.Checkbox("Anti-aliased lines", style.AntiAliasedLines) ImGui.SameLine() HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.") ImGui.BeginDisabled(style.AntiAliasedLines == false) _, style.AntiAliasedLineEnds = ImGui.Checkbox("Anti-aliased line ends", style.AntiAliasedLineEnds) ImGui.EndDisabled() ImGui.BeginDisabled() _, style.AntiAliasedLinesUseTex = ImGui.Checkbox("Anti-aliased lines use texture", style.AntiAliasedLinesUseTex) ImGui.SameLine() HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).") ImGui.EndDisabled() _, style.AntiAliasedFill = ImGui.Checkbox("Anti-aliased fill", style.AntiAliasedFill) local io = ImGui.GetIO() _, io.ConfigDebugDrawListDefaultsToStrokeLegacy = ImGui.Checkbox("Debug: DrawList Defaults to _StrokeLegacy", io.ConfigDebugDrawListDefaultsToStrokeLegacy) ImGui.PushItemWidth(ImGui.GetFontSize() * 8) -- [Port] the library still stores the older style.CurveTessellationTol (== MaxError * MaxError) instead of style.CurveTessellationMaxError local curve_tessellation_max_error curve_tessellation_max_error, changed = ImGui.DragFloat("Curve Tessellation Max Error", math.sqrt(style.CurveTessellationTol), 0.02, 0.10, 10.0, "%.2f") if curve_tessellation_max_error < 0.10 then curve_tessellation_max_error = 0.10 changed = true end if changed then style.CurveTessellationTol = curve_tessellation_max_error * curve_tessellation_max_error end -- [Port] only write back on change (sqrt/square round-trip is not exact) -- When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. style.CircleTessellationMaxError = ImGui.DragFloat("Circle Tessellation Max Error", style.CircleTessellationMaxError, 0.005, 0.10, 5.0, "%.2f", 1536 --[[ImGuiSliderFlags.AlwaysClamp]]) local show_samples = ImGui.IsItemActive() if show_samples then ImGui.SetNextWindowPos(ImGui.GetCursorScreenPos()) end if show_samples and ImGui.BeginTooltip() then ImGui.TextUnformatted("(R = radius, N = approx number of segments)") ImGui.Spacing() local draw_list = ImGui.GetWindowDrawList() local min_widget_width = ImGui.CalcTextSize("R: MMM\nN: MMM").x for n = 0, 7 do local RAD_MIN = 5.0 local RAD_MAX = 70.0 local rad = RAD_MIN + (RAD_MAX - RAD_MIN) * n / (8.0 - 1.0) ImGui.BeginGroup() -- N is not always exact here due to how PathArcTo() function work internally ImGui.Text("R: %.f\nN: %d", rad, draw_list:_CalcCircleAutoSegmentCount(rad)) local canvas_width = ImMax(min_widget_width, rad * 2.0) local offset_x = math.floor(canvas_width * 0.5) local offset_y = math.floor(RAD_MAX) local p1 = ImGui.GetCursorScreenPos() draw_list:AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui.GetColorU32(0 --[[ImGuiCol.Text]])) ImGui.Dummy(ImVec2(canvas_width, RAD_MAX * 2)) --[[ const ImVec2 p2 = GetCursorScreenPos(); draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, GetColorU32(ImGuiCol_Text)); Dummy(ImVec2(canvas_width, RAD_MAX * 2)); ]] ImGui.EndGroup() ImGui.SameLine() end ImGui.EndTooltip() end ImGui.SameLine() HelpMarker("When drawing circle primitives with \"num_segments == 0\" tessellation will be calculated automatically.") style.Alpha = ImGui.DragFloat("Global Alpha", style.Alpha, 0.005, 0.20, 1.0, "%.2f") -- Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. style.DisabledAlpha = ImGui.DragFloat("Disabled Alpha", style.DisabledAlpha, 0.005, 0.0, 1.0, "%.2f"); ImGui.SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha).") ImGui.PopItemWidth() ImGui.EndTabItem() end ImGui.EndTabBar() end ImGui.PopItemWidth() end ------------------------------------------------------------------------------- -- [SECTION] User Guide / ShowUserGuide() ------------------------------------------------------------------------------- -- We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code. function ImGui.ShowUserGuide() local io = ImGui.GetIO() ImGui.BulletText("Double-click on title bar to collapse window.") ImGui.BulletText( "Click and drag on lower corner or border to resize window.\n" .. "(double-click to auto fit window to its contents)") ImGui.BulletText("Ctrl+Click on a slider or drag box to input value as text.") ImGui.BulletText("Tab/Shift+Tab to cycle through keyboard editable fields.") ImGui.BulletText("Ctrl+Tab/Ctrl+Shift+Tab to focus windows.") if io.FontAllowUserScaling then ImGui.BulletText("Ctrl+Mouse Wheel to zoom window contents.") end ImGui.BulletText("While inputting text:\n") ImGui.Indent() ImGui.BulletText("Ctrl+Left/Right to word jump.") ImGui.BulletText("Ctrl+A or double-click to select all.") ImGui.BulletText("Ctrl+X/C/V to use clipboard cut/copy/paste.") ImGui.BulletText("Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.") ImGui.BulletText("Escape to revert.") ImGui.Unindent() ImGui.BulletText("With Keyboard controls enabled:") ImGui.Indent() ImGui.BulletText("Arrow keys or Home/End/PageUp/PageDown to navigate.") ImGui.BulletText("Space to activate a widget.") ImGui.BulletText("Return to input text into a widget.") ImGui.BulletText("Escape to deactivate a widget, close popup,\nexit a child window or the menu layer, clear focus.") ImGui.BulletText("Alt to jump to the menu layer of a window.") ImGui.BulletText("Menu or Shift+F10 to open a context menu.") ImGui.Unindent() ImGui.BulletText("With Gamepad controls enabled:") ImGui.Indent() ImGui.BulletText("D-Pad: Navigate / Tweak / Resize (in Windowing mode).") ImGui.BulletText("%s Face button: Activate / Open / Toggle. Hold: activate with text input.", io.ConfigNavSwapGamepadButtons and "East" or "South") ImGui.BulletText("%s Face button: Cancel / Close / Exit.", io.ConfigNavSwapGamepadButtons and "South" or "East") ImGui.BulletText("West Face button: Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows).") ImGui.BulletText("North Face button: Open Context Menu.") ImGui.BulletText("L1/R1: Tweak Slower/Faster, Focus Previous/Next (in Windowing Mode).") ImGui.Unindent() end ------------------------------------------------------------------------------- -- [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() ------------------------------------------------------------------------------- -- - ShowExampleAppMainMenuBar() -- - ShowExampleMenuFile() ------------------------------------------------------------------------------- -- Demonstrate creating a "main" fullscreen menu bar and populating it. -- Note the difference between BeginMainMenuBar() and BeginMenuBar(): -- - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags.MenuBar flag!) -- - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. function ShowExampleAppMainMenuBar() if ImGui.BeginMainMenuBar() then if ImGui.BeginMenu("File") then IMGUI_DEMO_MARKER("Menu/File") ShowExampleMenuFile() ImGui.EndMenu() end if ImGui.BeginMenu("Edit") then IMGUI_DEMO_MARKER("Menu/Edit") if ImGui.MenuItem("Undo", "Ctrl+Z") then end if ImGui.MenuItem("Redo", "Ctrl+Y", false, false) then end -- Disabled item ImGui.Separator() if ImGui.MenuItem("Cut", "Ctrl+X") then end if ImGui.MenuItem("Copy", "Ctrl+C") then end if ImGui.MenuItem("Paste", "Ctrl+V") then end ImGui.EndMenu() end ImGui.EndMainMenuBar() end end -- Note that shortcuts are currently provided for display only -- (future version will add explicit flags to BeginMenu() to request processing shortcuts) S.ShowExampleMenuFile = { enabled = true, f = 0.5, n = 0, b = true, } function ShowExampleMenuFile() local s = S.ShowExampleMenuFile IMGUI_DEMO_MARKER("Examples/Menu") ImGui.MenuItem("(demo menu)", nil, false, false) if ImGui.MenuItem("New") then end if ImGui.MenuItem("Open", "Ctrl+O") then end if ImGui.BeginMenu("Open Recent") then ImGui.MenuItem("fish_hat.c") ImGui.MenuItem("fish_hat.inl") ImGui.MenuItem("fish_hat.h") if ImGui.BeginMenu("More..") then ImGui.MenuItem("Hello") ImGui.MenuItem("Sailor") if ImGui.BeginMenu("Recurse..") then ShowExampleMenuFile() ImGui.EndMenu() end ImGui.EndMenu() end ImGui.EndMenu() end if ImGui.MenuItem("Save", "Ctrl+S") then end if ImGui.MenuItem("Save As..") then end ImGui.Separator() if ImGui.BeginMenu("Options") then IMGUI_DEMO_MARKER("Examples/Menu/Options") _, s.enabled = ImGui.MenuItem("Enabled", "", s.enabled) ImGui.BeginChild("child", ImVec2(0, ImGui.GetTextLineHeightWithSpacing() * 5.0), 1 --[[ImGuiChildFlags.Borders]]) for i = 0, 10 - 1 do ImGui.Text("Scrolling Text %d", i) end ImGui.EndChild() s.f = ImGui.SliderFloat("Value", s.f, 0.0, 1.0) s.f = ImGui.InputFloat("Input", s.f, 0.1) s.n = ImGui.Combo("Combo", s.n, "Yes\0No\0Maybe\0\0") ImGui.EndMenu() end if ImGui.BeginMenu("Colors") then IMGUI_DEMO_MARKER("Examples/Menu/Colors") local sz = ImGui.GetTextLineHeight() for i = 0, 63 --[[ImGuiCol.COUNT]] - 1 do local name = ImGui.GetStyleColorName(i) local p = ImGui.GetCursorScreenPos() ImGui.GetWindowDrawList():AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui.GetColorU32(i)) ImGui.Dummy(ImVec2(sz, sz)) ImGui.SameLine() ImGui.MenuItem(name) end ImGui.EndMenu() end -- Here we demonstrate appending again to the "Options" menu (which we already created above) -- Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. -- In a real code-base using it would make senses to use this feature from very different code locations. if ImGui.BeginMenu("Options") then -- <-- Append! IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu") _, s.b = ImGui.Checkbox("SomeOption", s.b) ImGui.EndMenu() end if ImGui.BeginMenu("Disabled", false) then -- Disabled assert(false) end if ImGui.MenuItem("Checked", nil, true) then end ImGui.Separator() if ImGui.MenuItem("Quit", "Alt+F4") then end end ------------------------------------------------------------------------------- -- [SECTION] Example App: Debug Console / ShowExampleAppConsole() ------------------------------------------------------------------------------- -- Demonstrate creating a simple console window, with scrolling, filtering, completion and history. -- For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. ExampleAppConsoleMT = {} ExampleAppConsoleMT.__index = ExampleAppConsoleMT function ExampleAppConsole() local self = setmetatable({}, ExampleAppConsoleMT) self.InputBuf = nil -- char InputBuf[256] self.Items = ImVector() -- ImVector self.Commands = ImVector() -- ImVector self.History = ImVector() -- ImVector self.HistoryPos = 0 -- -1: new line, 0..History.Size-1 browsing history. self.Filter = ImGuiTextFilter() self.AutoScroll = false self.ScrollToBottom = false self:ClearLog() self.InputBuf = ImGui.NewTextBuffer("", 256) -- memset(InputBuf, 0, sizeof(InputBuf)) self.HistoryPos = -1 -- "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. self.Commands:push_back("HELP") self.Commands:push_back("HISTORY") self.Commands:push_back("CLEAR") self.Commands:push_back("CLASSIFY") self.AutoScroll = true self.ScrollToBottom = false self:AddLog("Welcome to Dear ImGui!") return self end -- [Port] ~ExampleAppConsole(): nothing to free (GC) -- Portable helpers do local function toupper(c) if c >= 97 and c <= 122 then return c - 32 end return c end -- [Port] C toupper() on bytes function ExampleAppConsoleMT.Stricmp(s1, s2) local i = 1; local d; while true do local c1 = string.byte(s1, i) or 0; d = toupper(string.byte(s2, i) or 0) - toupper(c1); if d ~= 0 or c1 == 0 then break end; i = i + 1 end; return d end function ExampleAppConsoleMT.Strnicmp(s1, s2, n) local i = 1; local d = 0; while n > 0 do local c1 = string.byte(s1, i) or 0; d = toupper(string.byte(s2, i) or 0) - toupper(c1); if d ~= 0 or c1 == 0 then break end; i = i + 1; n = n - 1 end; return d end function ExampleAppConsoleMT.Strdup(s) assert(s); return s end -- [Port] Lua strings are immutable values function ExampleAppConsoleMT.Strtrimblanks(s) local str_end = 0; while s[str_end + 1] ~= nil and s[str_end + 1] ~= 0 do str_end = str_end + 1 end; while str_end > 0 and s[str_end] == 32 do str_end = str_end - 1 end; s[str_end + 1] = 0 end ExampleAppConsoleMT.toupper = toupper -- [Port] used by TextEditCallback() end function ExampleAppConsoleMT:ClearLog() -- [Port] ImGui::MemFree(Items[i]) not needed (GC) self.Items:clear() end function ExampleAppConsoleMT:AddLog(fmt, ...) -- FIXME-OPT local buf = string.format(fmt, ...) buf = string.sub(buf, 1, 1024 - 1) -- [Port] vsnprintf() into char buf[1024] self.Items:push_back(ExampleAppConsoleMT.Strdup(buf)) end function ExampleAppConsoleMT:Draw(title, p_open) ImGui.SetNextWindowSize(ImVec2(520, 600), 4 --[[ImGuiCond.FirstUseEver]]) local visible p_open, visible = ImGui.Begin(title, p_open) if not visible then ImGui.End() return p_open end IMGUI_DEMO_MARKER("Examples/Console") -- As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. -- So e.g. IsItemHovered() will return true when hovering the title bar. -- Here we create a context menu only available from the title bar. if ImGui.BeginPopupContextItem() then if ImGui.MenuItem("Close Console") then p_open = false end ImGui.EndPopup() end ImGui.TextWrapped( "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " .. "implementation may want to store entries along with extra data such as timestamp, emitter, etc.") ImGui.TextWrapped("Enter 'HELP' for help.") -- TODO: display items starting from the bottom if ImGui.SmallButton("Add Debug Text") then self:AddLog("%d some text", self.Items.Size); self:AddLog("some more text"); self:AddLog("display very important message here!") end ImGui.SameLine() if ImGui.SmallButton("Add Debug Error") then self:AddLog("[error] something went wrong") end ImGui.SameLine() if ImGui.SmallButton("Clear") then self:ClearLog() end ImGui.SameLine() local copy_to_clipboard = ImGui.SmallButton("Copy") --static float t = 0.0f; if (ImGui.GetTime() - t > 0.02f) { t = ImGui.GetTime(); AddLog("Spam %f", t); } ImGui.Separator() -- Options menu if ImGui.BeginPopup("Options") then _, self.AutoScroll = ImGui.Checkbox("Auto-scroll", self.AutoScroll) ImGui.EndPopup() end -- Options, Filter ImGui.SetNextItemShortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 560 --[[ImGuiKey.O]]), 262144 --[[ImGuiInputFlags.Tooltip]]) if ImGui.Button("Options") then ImGui.OpenPopup("Options") end ImGui.SameLine() ImGui.SetNextItemShortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 551 --[[ImGuiKey.F]]), 262144 --[[ImGuiInputFlags.Tooltip]]) ImGui.SetNextItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]) self.Filter:DrawWithHint("##Filter", "Filter (incl -excl)") ImGui.Separator() -- Reserve enough left-over height for 1 separator + 1 input text local style = ImGui.GetStyle() local footer_height_to_reserve = style.SeparatorSize + style.ItemSpacing.y + ImGui.GetFrameHeightWithSpacing() if ImGui.BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), 256 --[[ImGuiChildFlags.NavFlattened]], 2048 --[[ImGuiWindowFlags.HorizontalScrollbar]]) then if ImGui.BeginPopupContextWindow() then if ImGui.Selectable("Clear") then self:ClearLog() end ImGui.EndPopup() end -- Display every line as a separate entry so we can change their color or add custom widgets. -- If you only want raw text you can use ImGui.TextUnformatted(log.begin(), log.end()); -- NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping -- to only process visible items. The clipper will automatically measure the height of your first item and then -- "seek" to display only items in the visible area. -- To use the clipper we can replace your standard loop: -- for (int i = 0; i < Items.Size; i++) -- With: -- ImGuiListClipper clipper; -- clipper.Begin(Items.Size); -- while (clipper.Step()) -- for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) -- - That your items are evenly spaced (same height) -- - That you have cheap random access to your elements (you can access them given their index, -- without processing all the ones before) -- You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. -- We would need random-access on the post-filtered list. -- A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices -- or offsets of items that passed the filtering test, recomputing this array when user changes the filter, -- and appending newly elements as they are inserted. This is left as a task to the user until we can manage -- to improve this example code! -- If your items are of variable height: -- - Split them into same height items would be simpler and facilitate random-seeking into your list. -- - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. ImGui.PushStyleVar(14 --[[ImGuiStyleVar.ItemSpacing]], ImVec2(4, 1)) -- Tighten spacing if copy_to_clipboard then ImGui.LogToClipboard() end for _, item in self.Items:iter() do repeat if not self.Filter:PassFilter(item) then break -- continue end -- Normally you would store more information in your item than just a string. -- (e.g. make Items[] an array of structure, store color/type etc.) local color local has_color = false if string.find(item, "[error]", 1, true) then color = ImVec4(1.0, 0.4, 0.4, 1.0); has_color = true elseif string.sub(item, 1, 2) == "# " then color = ImVec4(1.0, 0.8, 0.6, 1.0); has_color = true end if has_color then ImGui.PushStyleColor(0 --[[ImGuiCol.Text]], color) end ImGui.TextUnformatted(item) if has_color then ImGui.PopStyleColor() end until true end if copy_to_clipboard then ImGui.LogFinish() end -- Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. -- Using a scrollbar or mouse-wheel will take away from the bottom edge. if self.ScrollToBottom or (self.AutoScroll and ImGui.GetScrollY() >= ImGui.GetScrollMaxY()) then ImGui.SetScrollHereY(1.0) end self.ScrollToBottom = false ImGui.PopStyleVar() end ImGui.EndChild() ImGui.Separator() -- Command-line local reclaim_focus = false local input_text_flags = bit32.bor(64 --[[ImGuiInputTextFlags.EnterReturnsTrue]], 128 --[[ImGuiInputTextFlags.EscapeClearsAll]], 262144 --[[ImGuiInputTextFlags.CallbackCompletion]], 524288 --[[ImGuiInputTextFlags.CallbackHistory]]) if ImGui.InputText("Input", self.InputBuf, 256, input_text_flags, ExampleAppConsoleMT.TextEditCallbackStub, self) then local s = self.InputBuf ExampleAppConsoleMT.Strtrimblanks(s) if s[1] ~= 0 then self:ExecCommand(ImGui.TextBufferToString(s)) end s[1] = 0 reclaim_focus = true end -- Auto-focus on window apparition ImGui.SetItemDefaultFocus() if reclaim_focus then ImGui.SetKeyboardFocusHere(-1) -- Auto focus previous widget end ImGui.End() return p_open end function ExampleAppConsoleMT:ExecCommand(command_line) local Stricmp = ExampleAppConsoleMT.Stricmp self:AddLog("# %s\n", command_line) -- Insert into history. First find match and delete it so it can be pushed to the back. -- This isn't trying to be smart or optimal. self.HistoryPos = -1 for i = self.History.Size - 1, 0, -1 do if Stricmp(self.History.Data[i + 1], command_line) == 0 then self.History:erase(i + 1) break end end self.History:push_back(ExampleAppConsoleMT.Strdup(command_line)) -- Process command if Stricmp(command_line, "CLEAR") == 0 then self:ClearLog() elseif Stricmp(command_line, "HELP") == 0 then self:AddLog("Commands:") for i = 0, self.Commands.Size - 1 do self:AddLog("- %s", self.Commands.Data[i + 1]) end elseif Stricmp(command_line, "HISTORY") == 0 then local first = self.History.Size - 10 for i = (first > 0) and first or 0, self.History.Size - 1 do self:AddLog("%3d: %s\n", i, self.History.Data[i + 1]) end else self:AddLog("Unknown command: '%s'\n", command_line) end -- On command input, we scroll to bottom even if AutoScroll==false self.ScrollToBottom = true end -- In C++11 you'd be better off using lambdas for this sort of forwarding callbacks function ExampleAppConsoleMT.TextEditCallbackStub(data) local console = data.UserData return console:TextEditCallback(data) end -- [Port] data.Buf is a 1-based byte table; positions (CursorPos, word_start, word_end) are 0-based offsets like upstream. function ExampleAppConsoleMT:TextEditCallback(data) local toupper = ExampleAppConsoleMT.toupper --AddLog("cursor: %d, selection: %d-%d", data.CursorPos, data.SelectionStart, data.SelectionEnd) if data.EventFlag == 262144 --[[ImGuiInputTextFlags.CallbackCompletion]] then -- Example of TEXT COMPLETION -- Locate beginning of current word local word_end = data.CursorPos local word_start = word_end while word_start > 0 do local c = data.Buf[word_start] -- word_start[-1] if c == 32 or c == 9 or c == 44 or c == 59 then -- ' ', '\t', ',', ';' break end word_start = word_start - 1 end local word = string.char(table.unpack(data.Buf, word_start + 1, word_end)) -- [Port] word_start..word_end as a string -- Build a list of candidates local candidates = ImVector() for i = 0, self.Commands.Size - 1 do if ExampleAppConsoleMT.Strnicmp(self.Commands.Data[i + 1], word, word_end - word_start) == 0 then candidates:push_back(self.Commands.Data[i + 1]) end end if candidates.Size == 0 then -- No match self:AddLog("No match for \"%s\"!\n", word) -- [Port] "%.*s" -> "%s" elseif candidates.Size == 1 then -- Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. data:DeleteChars(word_start, word_end - word_start) data:InsertChars(data.CursorPos, candidates.Data[1]) data:InsertChars(data.CursorPos, " ") else -- Multiple matches. Complete as much as we can.. -- So inputting "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. local match_len = word_end - word_start while true do local c = 0 local all_candidates_matches = true local i = 0 while i < candidates.Size and all_candidates_matches do if i == 0 then c = toupper(string.byte(candidates.Data[i + 1], match_len + 1) or 0) elseif c == 0 or c ~= toupper(string.byte(candidates.Data[i + 1], match_len + 1) or 0) then all_candidates_matches = false end i = i + 1 end if not all_candidates_matches then break end match_len = match_len + 1 end if match_len > 0 then data:DeleteChars(word_start, word_end - word_start) data:InsertChars(data.CursorPos, string.sub(candidates.Data[1], 1, match_len)) -- [Port] InsertChars() has no text_end parameter end -- List matches self:AddLog("Possible matches:\n") for i = 0, candidates.Size - 1 do self:AddLog("- %s\n", candidates.Data[i + 1]) end end elseif data.EventFlag == 524288 --[[ImGuiInputTextFlags.CallbackHistory]] then -- Example of HISTORY local prev_history_pos = self.HistoryPos if data.EventKey == 515 --[[ImGuiKey.UpArrow]] then if self.HistoryPos == -1 then self.HistoryPos = self.History.Size - 1 elseif self.HistoryPos > 0 then self.HistoryPos = self.HistoryPos - 1 end elseif data.EventKey == 516 --[[ImGuiKey.DownArrow]] then if self.HistoryPos ~= -1 then self.HistoryPos = self.HistoryPos + 1 if self.HistoryPos >= self.History.Size then self.HistoryPos = -1 end end end -- A better implementation would preserve the data on the current input line along with cursor position. if prev_history_pos ~= self.HistoryPos then local history_str = "" if self.HistoryPos >= 0 then history_str = self.History.Data[self.HistoryPos + 1] end data:DeleteChars(0, data.BufTextLen) data:InsertChars(0, history_str) end end return 0 end S.ShowExampleAppConsole = { console = nil, -- ExampleAppConsole, created on first use } function ShowExampleAppConsole(p_open) local s = S.ShowExampleAppConsole if s.console == nil then s.console = ExampleAppConsole() end return s.console:Draw("Example: Console", p_open) end ------------------------------------------------------------------------------- -- [SECTION] Example App: Image Viewer / ShowExampleAppImageViewer() ------------------------------------------------------------------------------- S.ShowExampleAppImageViewer = { image_viewer = nil, -- ExampleImageViewerData, created on first use } function ShowExampleAppImageViewer(p_open) local s = S.ShowExampleAppImageViewer local atlas = ImGui.GetIO().Fonts local tex_ref = atlas.TexRef -- We don't have access to other textures in this demo! local tex_w = atlas.TexData.Width local tex_h = atlas.TexData.Height local visible p_open, visible = ImGui.Begin("Example: Image Viewer", p_open) if visible then if s.image_viewer == nil then s.image_viewer = ExampleImageViewerData() end ExampleImageViewer_DrawOptions(s.image_viewer) local canvas_size = ImGui.GetContentRegionAvail() local canvas_min_size if ImGui.IsWindowAppearing() then canvas_min_size = ImVec2(3.0 * tex_w, 4.0 * tex_h) else canvas_min_size = ImVec2(1.0, 1.0) end canvas_size = ImVec2(ImMax(canvas_size.x, canvas_min_size.x), ImMax(canvas_size.y, canvas_min_size.y)) ExampleImageViewer_DrawCanvas(s.image_viewer, canvas_size, tex_ref, tex_w, tex_h) end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Debug Log / ShowExampleAppLog() ------------------------------------------------------------------------------- -- Usage: -- static ExampleAppLog my_log; -- my_log.AddLog("Hello %d world\n", 123); -- my_log.Draw("title"); ExampleAppLogMT = {} ExampleAppLogMT.__index = ExampleAppLogMT function ExampleAppLog() local self = setmetatable({}, ExampleAppLogMT) self.Buf = ImGuiTextBuffer() self.Filter = ImGuiTextFilter() self.LineOffsets = ImVector() -- Index to lines offset. We maintain this with AddLog() calls. self.AutoScroll = false -- Keep scrolling if already at the bottom. self.AutoScroll = true self:Clear() return self end function ExampleAppLogMT:Clear() self.Buf:clear() self.LineOffsets:clear() self.LineOffsets:push_back(0) end function ExampleAppLogMT:AddLog(fmt, ...) local old_size = self.Buf:size() self.Buf:appendf(fmt, ...) local buf = self.Buf:c_str() -- [Port] Buf[] byte access local new_size = #buf while old_size < new_size do if string.byte(buf, old_size + 1) == 10 then -- '\n' self.LineOffsets:push_back(old_size + 1) end old_size = old_size + 1 end end -- [Port] line offsets are 0-based like upstream; a line is string.sub(buf, line_start + 1, line_end) (TextUnformatted()/PassFilter() have no text_begin) function ExampleAppLogMT:Draw(title, p_open) local visible p_open, visible = ImGui.Begin(title, p_open) if not visible then ImGui.End() return p_open end -- Options menu if ImGui.BeginPopup("Options") then _, self.AutoScroll = ImGui.Checkbox("Auto-scroll", self.AutoScroll) ImGui.EndPopup() end -- Main window if ImGui.Button("Options") then ImGui.OpenPopup("Options") end ImGui.SameLine() local clear = ImGui.Button("Clear") ImGui.SameLine() local copy = ImGui.Button("Copy") ImGui.SameLine() ImGui.SetNextItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]) self.Filter:DrawWithHint("##Filter", "Filter (incl -excl)") ImGui.Separator() if ImGui.BeginChild("scrolling", ImVec2(0, 0), 0 --[[ImGuiChildFlags.None]], 2048 --[[ImGuiWindowFlags.HorizontalScrollbar]]) then if clear then self:Clear() end if copy then ImGui.LogToClipboard() end ImGui.PushStyleVar(14 --[[ImGuiStyleVar.ItemSpacing]], ImVec2(0, 0)) local buf = self.Buf:c_str() local buf_end = #buf local LineOffsets = self.LineOffsets if self.Filter:IsActive() then -- In this example we don't use the clipper when Filter is enabled. -- This is because we don't have random access to the result of our filter. -- A real application processing logs with ten of thousands of entries may want to store the result of -- search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). for line_no = 0, LineOffsets.Size - 1 do local line_start = LineOffsets.Data[line_no + 1] local line_end if line_no + 1 < LineOffsets.Size then line_end = LineOffsets.Data[line_no + 2] - 1 else line_end = buf_end end local line = string.sub(buf, line_start + 1, line_end) if self.Filter:PassFilter(line) then ImGui.TextUnformatted(line) end end else -- The simplest and easy way to display the entire buffer: -- ImGui.TextUnformatted(buf_begin, buf_end); -- And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward -- to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are -- within the visible area. -- If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them -- on your side is recommended. Using ImGuiListClipper requires -- - A) random access into your data -- - B) items all being the same height, -- both of which we can handle since we have an array pointing to the beginning of each line of text. -- When using the filter (in the block of code above) we don't have random access into the data to display -- anymore, which is why we don't use the clipper. Storing or skimming through the search result would make -- it possible (and would be recommended if you want to search through tens of thousands of entries). local clipper = ImGuiListClipper() clipper:Begin(LineOffsets.Size) while clipper:Step() do for line_no = clipper.DisplayStart, clipper.DisplayEnd - 1 do local line_start = LineOffsets.Data[line_no + 1] local line_end if line_no + 1 < LineOffsets.Size then line_end = LineOffsets.Data[line_no + 2] - 1 else line_end = buf_end end ImGui.TextUnformatted(string.sub(buf, line_start + 1, line_end)) end end clipper:End() end ImGui.PopStyleVar() -- Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. -- Using a scrollbar or mouse-wheel will take away from the bottom edge. if self.AutoScroll and ImGui.GetScrollY() >= ImGui.GetScrollMaxY() then ImGui.SetScrollHereY(1.0) end end ImGui.EndChild() ImGui.End() return p_open end -- Demonstrate creating a simple log window with basic filtering. S.ShowExampleAppLog = { log = nil, -- ExampleAppLog, created on first use counter = 0, } function ShowExampleAppLog(p_open) local s = S.ShowExampleAppLog if s.log == nil then s.log = ExampleAppLog() end -- For the demo: add a debug button _BEFORE_ the normal log window contents -- We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. -- Most of the contents of the window will be added by the log.Draw() call. ImGui.SetNextWindowSize(ImVec2(500, 400), 4 --[[ImGuiCond.FirstUseEver]]) p_open = ImGui.Begin("Example: Log", p_open) IMGUI_DEMO_MARKER("Examples/Log") if ImGui.SmallButton("[Debug] Add 5 entries") then local categories = { "info", "warn", "error" } local words = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" } for n = 0, 5 - 1 do local category = categories[s.counter % #categories + 1] local word = words[s.counter % #words + 1] s.log:AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", ImGui.GetFrameCount(), category, ImGui.GetTime(), word) s.counter = s.counter + 1 end end ImGui.End() -- Actually call in the regular Log helper (which will Begin() into the same window as we just did) return s.log:Draw("Example: Log", p_open) end ------------------------------------------------------------------------------- -- [SECTION] Example App: Simple Layout / ShowExampleAppLayout() ------------------------------------------------------------------------------- -- Demonstrate create a window with multiple child windows. S.ShowExampleAppLayout = { selected = 0, } function ShowExampleAppLayout(p_open) local s = S.ShowExampleAppLayout ImGui.SetNextWindowSize(ImVec2(500, 440), 4 --[[ImGuiCond.FirstUseEver]]) local visible p_open, visible = ImGui.Begin("Example: Simple layout", p_open, 1024 --[[ImGuiWindowFlags.MenuBar]]) if visible then IMGUI_DEMO_MARKER("Examples/Simple layout") if ImGui.BeginMenuBar() then if ImGui.BeginMenu("File") then if ImGui.MenuItem("Close", "Ctrl+W") then p_open = false end ImGui.EndMenu() end ImGui.EndMenuBar() end -- Left do ImGui.BeginChild("left pane", ImVec2(150, 0), bit32.bor(1 --[[ImGuiChildFlags.Borders]], 4 --[[ImGuiChildFlags.ResizeX]])) for i = 0, 100 - 1 do local label = string.format("MyObject %d", i) if ImGui.Selectable(label, s.selected == i, 64 --[[ImGuiSelectableFlags.SelectOnNav]]) then s.selected = i end end ImGui.EndChild() end ImGui.SameLine() -- Right do ImGui.BeginGroup() ImGui.BeginChild("item view", ImVec2(0, -ImGui.GetFrameHeightWithSpacing())) -- Leave room for 1 line below us ImGui.Text("MyObject: %d", s.selected) ImGui.Separator() if ImGui.BeginTabBar("##Tabs", 0 --[[ImGuiTabBarFlags.None]]) then if ImGui.BeginTabItem("Description") then ImGui.TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ") ImGui.EndTabItem() end if ImGui.BeginTabItem("Details") then ImGui.Text("ID: 0123456789") ImGui.EndTabItem() end ImGui.EndTabBar() end ImGui.EndChild() if ImGui.Button("Revert") then end ImGui.SameLine() if ImGui.Button("Save") then end ImGui.EndGroup() end end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() ------------------------------------------------------------------------------- -- Some of the interactions are a bit lack-luster: -- - We would want pressing validating or leaving the filter to somehow restore focus. -- - We may want more advanced filtering (child nodes) and clipper support: both will need extra work. -- - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties. ------------------------------------------------------------------------------- ExampleAppPropertyEditorMT = {} ExampleAppPropertyEditorMT.__index = ExampleAppPropertyEditorMT function ExampleAppPropertyEditor() local self = setmetatable({}, ExampleAppPropertyEditorMT) self.Filter = ImGuiTextFilter() self.SelectedNode = nil self.UseClipper = false self.StringBufs = setmetatable({}, { __mode = "k" }) -- [Port] node -> 28-byte edit buffer for ImGuiDataType.String fields (node.Name is a Lua string) return self end function ExampleAppPropertyEditorMT:Draw(root_node) IMGUI_DEMO_MARKER("Examples/Property editor") -- Left side: draw tree -- - Currently using a table to benefit from RowBg feature -- - Our tree node are all of equal height, facilitating the use of a clipper. if ImGui.BeginChild("##tree", ImVec2(300, 0), bit32.bor(4 --[[ImGuiChildFlags.ResizeX]], 1 --[[ImGuiChildFlags.Borders]], 256 --[[ImGuiChildFlags.NavFlattened]])) then ImGui.PushItemFlag(4 --[[ImGuiItemFlags.NoNavDefaultFocus]], true) _, self.UseClipper = ImGui.Checkbox("Use Clipper", self.UseClipper) ImGui.SameLine() ImGui.Text("(%d root nodes)", #root_node.Childs) ImGui.SetNextItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]) ImGui.SetNextItemShortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 551 --[[ImGuiKey.F]]), 262144 --[[ImGuiInputFlags.Tooltip]]) if ImGui.InputTextWithHint("##Filter", "incl -excl", self.Filter.InputBuf, 256, 128 --[[ImGuiInputTextFlags.EscapeClearsAll]]) then self.Filter:Build() end ImGui.PopItemFlag() if ImGui.BeginTable("##list", 1, 64 --[[ImGuiTableFlags.RowBg]]) then if self.UseClipper then self:DrawClippedTree(root_node) else self:DrawTree(root_node) end ImGui.EndTable() end end ImGui.EndChild() -- Right side: draw properties ImGui.SameLine() ImGui.BeginGroup() -- Lock X position local node = self.SelectedNode if node then ImGui.Text("%s", node.Name) ImGui.TextDisabled("UID: 0x%08X", node.UID) ImGui.Separator() if ImGui.BeginTable("##properties", 2, bit32.bor(1 --[[ImGuiTableFlags.Resizable]], 33554432 --[[ImGuiTableFlags.ScrollY]])) then -- Push object ID after we entered the table, so table is shared for all objects ImGui.PushID(node.UID) ImGui.TableSetupColumn("", 16 --[[ImGuiTableColumnFlags.WidthFixed]]) ImGui.TableSetupColumn("", 8 --[[ImGuiTableColumnFlags.WidthStretch]], 2.0) -- Default twice larger if node.HasData then -- In a typical application, the structure description would be derived from a data-driven system. -- - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. -- - Limits and some details are hard-coded to simplify the demo. for _, field_desc in ipairs(ExampleTreeNodeMemberInfos) do ImGui.TableNextRow() ImGui.PushID(field_desc.Name) ImGui.TableNextColumn() ImGui.AlignTextToFramePadding() ImGui.TextUnformatted(field_desc.Name) ImGui.TableNextColumn() local field_ptr = field_desc.Offset -- [Port] Offset is the field name inside ExampleTreeNode if field_desc.DataType == 8 --[[ImGuiDataType.Bool]] then assert(field_desc.DataCount == 1) _, node[field_ptr] = ImGui.Checkbox("##Editor", node[field_ptr]) elseif field_desc.DataType == 4 --[[ImGuiDataType.S32]] then local v_min, v_max = (-2147483648) --[[INT_MIN]], 2147483647 --[[INT_MAX]] ImGui.SetNextItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]) if field_desc.DataCount == 1 then -- [Port] scalar fields are plain Lua values: DragScalar() returns the new value node[field_ptr] = ImGui.DragScalar("##Editor", field_desc.DataType, node[field_ptr], 1.0, v_min, v_max) else ImGui.DragScalarN("##Editor", field_desc.DataType, node[field_ptr], field_desc.DataCount, 1.0, v_min, v_max) end elseif field_desc.DataType == 6 --[[ImGuiDataType.Float]] then local v_min, v_max = 0.0, 1.0 ImGui.SetNextItemWidth(-1.1754943508223e-38 --[[FLT_MIN]]) ImGui.SliderScalarN("##Editor", field_desc.DataType, node[field_ptr], field_desc.DataCount, v_min, v_max) elseif field_desc.DataType == 9 --[[ImGuiDataType.String]] then local buf = self.StringBufs[node] -- [Port] edit the Lua string through a 28-byte buffer if buf == nil then buf = ImGui.NewTextBuffer(node[field_ptr], 28); self.StringBufs[node] = buf end if ImGui.InputText("##Editor", buf, 28) then node[field_ptr] = ImGui.TextBufferToString(buf) end end ImGui.PopID() end end ImGui.PopID() ImGui.EndTable() end end ImGui.EndGroup() end -- Custom search filter -- - Here we apply on root node only. -- - This does a case insensitive stristr which is pretty heavy. In a real large-scale app you would likely store a filtered list which in turns would be trivial to linearize. function ExampleAppPropertyEditorMT:IsNodePassingFilter(node) return node.Parent.Parent ~= nil or self.Filter:PassFilter(node.Name) end -- Basic version, recursive. This is how you would generally draw a tree. -- - Simple but going to be noticeably costly if you have a large amount of nodes as DrawTreeNode() is called for all of them. -- - On my desktop PC (2020), for 10K nodes in an optimized build this takes ~1.2 ms -- - Unlike arrays or grids which are very easy to clip, trees are currently more difficult to clip. function ExampleAppPropertyEditorMT:DrawTree(node) for _, child in ipairs(node.Childs) do if self:IsNodePassingFilter(child) and self:DrawTreeNode(child) then self:DrawTree(child) ImGui.TreePop() end end end -- More advanced version. Use a alternative clipping technique: fast-forwarding through non-visible chunks. -- - On my desktop PC (2020), for 10K nodes in an optimized build this takes ~0.1 ms -- (in ExampleTree_CreateDemoTree(), change 'int ROOT_ITEMS_COUNT = 10000' to try with this amount of root nodes). -- - 1. Use clipper with indeterminate count (items_count = INT_MAX): we need to call SeekCursorForItem() at the end once we know the count. -- - 2. Use SetNextItemStorageID() to specify ID used for open/close storage, making it easy to call TreeNodeGetOpen() on any arbitrary node. -- - 3. Linearize tree during traversal: our tree data structure makes it easy to access sibling and parents. -- - Unlike clipping for a regular array or grid which may be done using random access limited to visible areas, -- this technique requires traversing most accessible nodes. This could be made more optimal with extra work, -- but this is a decent simplicity<>speed trade-off. -- See https://github.com/ocornut/imgui/issues/3823 for discussions about this. function ExampleAppPropertyEditorMT:DrawClippedTree(root_node) local node = root_node.Childs[1] -- First node local clipper = ImGuiListClipper() clipper:Begin(2147483647 --[[INT_MAX]]) while clipper:Step() do while clipper.UserIndex < clipper.DisplayEnd and node ~= nil do node = self:DrawClippedTreeNodeAndAdvanceToNext(clipper, node) end end -- Keep going to count nodes and submit final count so we have a reliable scrollbar. -- - One could consider caching this value and only refreshing it occasionally e.g. window is focused and an action occurs. -- - Incorrect but cheap approximation would be to use 'clipper_current_idx = IM_MAX(clipper_current_idx, root_node.Childs.Size)' instead. -- - If either of those is implemented, the general cost will approach zero when scrolling is at the top of the tree. while node ~= nil do node = self:DrawClippedTreeNodeAndAdvanceToNext(clipper, node) end --clipper.UserIndex = IM_MAX(clipper.UserIndex, root_node.Childs.Size); // <-- Cheap approximation instead of while() loop above. clipper:SeekCursorForItem(clipper.UserIndex) end function ExampleAppPropertyEditorMT:DrawClippedTreeNodeAndAdvanceToNext(clipper, node) if self:IsNodePassingFilter(node) then -- Draw node if within visible range local is_open = false if clipper.UserIndex >= clipper.DisplayStart and clipper.UserIndex < clipper.DisplayEnd then is_open = self:DrawTreeNode(node) else is_open = (#node.Childs > 0 and ImGui.TreeNodeGetOpen(node.UID)) if is_open then ImGui.TreePush(node.Name) end end clipper.UserIndex = clipper.UserIndex + 1 -- Next node: recurse into childs if is_open then return node.Childs[1] end end -- Next node: next sibling, otherwise move back to parent while node ~= nil do if node.IndexInParent + 1 < #node.Parent.Childs then return node.Parent.Childs[node.IndexInParent + 1 + 1] -- [Port] Childs is 1-based, IndexInParent 0-based end node = node.Parent if node.Parent == nil then break end ImGui.TreePop() end return nil end -- To support node with same name we incorporate node.UID into the item ID. -- (this would more naturally be done using PushID(node.UID) + TreeNodeEx(node.Name, tree_flags), -- but it would require in DrawClippedTreeNodeAndAdvanceToNext() to add PushID() before TreePush(), and PopID() after TreePop(), -- so instead we use TreeNodeEx(node.UID, tree_flags, "%s", node.Name) here) function ExampleAppPropertyEditorMT:DrawTreeNode(node) ImGui.TableNextRow() ImGui.TableNextColumn() local tree_flags = 0 --[[ImGuiTreeNodeFlags.None]] tree_flags = bit32.bor(tree_flags, 128 --[[ImGuiTreeNodeFlags.OpenOnArrow]], 64 --[[ImGuiTreeNodeFlags.OpenOnDoubleClick]]) -- Standard opening mode as we are likely to want to add selection afterwards tree_flags = bit32.bor(tree_flags, 131072 --[[ImGuiTreeNodeFlags.NavLeftJumpsToParent]]) -- Left arrow support tree_flags = bit32.bor(tree_flags, 4096 --[[ImGuiTreeNodeFlags.SpanFullWidth]]) -- Span full width for easier mouse reach tree_flags = bit32.bor(tree_flags, 1048576 --[[ImGuiTreeNodeFlags.DrawLinesToNodes]]) -- Always draw hierarchy outlines if node == self.SelectedNode then tree_flags = bit32.bor(tree_flags, 1 --[[ImGuiTreeNodeFlags.Selected]]) -- Draw selection highlight end if #node.Childs == 0 then tree_flags = bit32.bor(tree_flags, 256 --[[ImGuiTreeNodeFlags.Leaf]], 512 --[[ImGuiTreeNodeFlags.Bullet]], 8 --[[ImGuiTreeNodeFlags.NoTreePushOnOpen]]) -- Use _NoTreePushOnOpen + set is_open=false to avoid unnecessarily push/pop on leaves. end if node.DataMyBool == false then ImGui.PushStyleColor(0 --[[ImGuiCol.Text]], ImGui.GetStyle().Colors[1 --[[ImGuiCol.TextDisabled]]]) end ImGui.SetNextItemStorageID(node.UID) -- Use node.UID as storage id local is_open = ImGui.TreeNodeEx(node.UID, tree_flags, "%s", node.Name) if #node.Childs == 0 then is_open = false end if node.DataMyBool == false then ImGui.PopStyleColor() end if ImGui.IsItemFocused() then self.SelectedNode = node end return is_open end -- Demonstrate creating a simple property editor. S.ShowExampleAppPropertyEditor = { property_editor = nil, -- ExampleAppPropertyEditor, created on first use demo_data = nil, -- [Port] fallback when called without demo_data } function ShowExampleAppPropertyEditor(p_open, demo_data) local s = S.ShowExampleAppPropertyEditor ImGui.SetNextWindowSize(ImVec2(430, 450), 4 --[[ImGuiCond.FirstUseEver]]) local visible p_open, visible = ImGui.Begin("Example: Property editor", p_open) if not visible then ImGui.End() return p_open end IMGUI_DEMO_MARKER("Examples/Property Editor") if s.property_editor == nil then s.property_editor = ExampleAppPropertyEditor() end if demo_data == nil then -- [Port] tolerate callers without demo_data (test harness) if s.demo_data == nil then s.demo_data = {} end demo_data = s.demo_data end if demo_data.DemoTree == nil then demo_data.DemoTree = ExampleTree_CreateDemoTree() end s.property_editor:Draw(demo_data.DemoTree) ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Long Text / ShowExampleAppLongText() ------------------------------------------------------------------------------- -- Demonstrate/test rendering huge amount of text, and the incidence of clipping. S.ShowExampleAppLongText = { test_type = 0, log = ImGuiTextBuffer(), lines = 0, } function ShowExampleAppLongText(p_open) local s = S.ShowExampleAppLongText ImGui.SetNextWindowSize(ImVec2(520, 600), 4 --[[ImGuiCond.FirstUseEver]]) local visible p_open, visible = ImGui.Begin("Example: Long text display", p_open) if not visible then ImGui.End() return p_open end IMGUI_DEMO_MARKER("Examples/Long text display") ImGui.Text("Printing unusually long amount of text.") s.test_type = ImGui.Combo("Test type", s.test_type, "Single call to TextUnformatted()\0" .. "Multiple calls to Text(), clipped\0" .. "Multiple calls to Text(), not clipped (slow)\0") ImGui.Text("Buffer contents: %d lines, %d bytes", s.lines, s.log:size()) if ImGui.Button("Clear") then s.log:clear(); s.lines = 0 end ImGui.SameLine() if ImGui.Button("Add 1000 lines") then for i = 0, 1000 - 1 do s.log:appendf("%i The quick brown fox jumps over the lazy dog\n", s.lines + i) end s.lines = s.lines + 1000 end ImGui.BeginChild("Log") if s.test_type == 0 then -- Single call to TextUnformatted() with a big buffer ImGui.TextUnformatted(s.log:c_str()) -- [Port] ImGuiTextBuffer is a chunk list: c_str() instead of begin()/end() elseif s.test_type == 1 then -- Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. ImGui.PushStyleVar(14 --[[ImGuiStyleVar.ItemSpacing]], ImVec2(0, 0)) local clipper = ImGuiListClipper() clipper:Begin(s.lines) while clipper:Step() do for i = clipper.DisplayStart, clipper.DisplayEnd - 1 do ImGui.Text("%i The quick brown fox jumps over the lazy dog", i) end end ImGui.PopStyleVar() elseif s.test_type == 2 then -- Multiple calls to Text(), not clipped (slow) ImGui.PushStyleVar(14 --[[ImGuiStyleVar.ItemSpacing]], ImVec2(0, 0)) for i = 0, s.lines - 1 do ImGui.Text("%i The quick brown fox jumps over the lazy dog", i) end ImGui.PopStyleVar() end ImGui.EndChild() ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() ------------------------------------------------------------------------------- -- Demonstrate creating a window which gets auto-resized according to its content. S.ShowExampleAppAutoResize = { lines = 10, } function ShowExampleAppAutoResize(p_open) local s = S.ShowExampleAppAutoResize local visible p_open, visible = ImGui.Begin("Example: Auto-resizing window", p_open, 64 --[[ImGuiWindowFlags.AlwaysAutoResize]]) if not visible then ImGui.End() return p_open end IMGUI_DEMO_MARKER("Examples/Auto-resizing window") ImGui.TextUnformatted( "Window will resize every-frame to the size of its content.\n" .. "Note that you probably don't want to query the window size to\n" .. "output your content because that would create a feedback loop.") s.lines = ImGui.SliderInt("Number of lines", s.lines, 1, 20) for i = 0, s.lines - 1 do ImGui.Text("%sThis is line %d", string.rep(" ", i * 4), i) -- Pad with space to extend size horizontally -- [Port] "%*s" -> string.rep end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() ------------------------------------------------------------------------------- -- Demonstrate creating a window with custom resize constraints. -- Note that size constraints currently don't work on a docked window (when in 'docking' branch) CustomConstraints = {} -- Helper functions to demonstrate programmatic constraints -- FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. -- FIXME: None of the three demos works consistently when resizing from borders. function CustomConstraints.AspectRatio(data) local aspect_ratio = data.UserData -- [Port] UserData is the number itself (no float*) data.DesiredSize.y = math.floor(data.DesiredSize.x / aspect_ratio) end function CustomConstraints.Square(data) local m = ImMax(data.DesiredSize.x, data.DesiredSize.y) -- [Port] IM_MAX -> ImMax data.DesiredSize.x = m; data.DesiredSize.y = m end function CustomConstraints.Step(data) local step = data.UserData data.DesiredSize = ImVec2(math.floor(data.DesiredSize.x / step + 0.5) * step, math.floor(data.DesiredSize.y / step + 0.5) * step) end S.ShowExampleAppConstrainedResize = { -- Options auto_resize = false, window_padding = true, type = 6, -- Aspect Ratio display_lines = 10, } function ShowExampleAppConstrainedResize(p_open) local s = S.ShowExampleAppConstrainedResize local test_desc = { "Between 100x100 and 500x500", "At least 100x100", "Resize vertical + lock current width", "Resize horizontal + lock current height", "Width Between 400 and 500", "Height at least 400", "Custom: Aspect Ratio 16:9", "Custom: Always Square", "Custom: Fixed Steps (100)", } -- Submit constraint local aspect_ratio = 16.0 / 9.0 local fixed_step = 100.0 if s.type == 0 then ImGui.SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)) end -- Between 100x100 and 500x500 if s.type == 1 then ImGui.SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]])) end -- Width > 100, Height > 100 if s.type == 2 then ImGui.SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, 3.4028234663853e+38 --[[FLT_MAX]])) end -- Resize vertical + lock current width if s.type == 3 then ImGui.SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(3.4028234663853e+38 --[[FLT_MAX]], -1)) end -- Resize horizontal + lock current height if s.type == 4 then ImGui.SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)) end -- Width Between and 400 and 500 if s.type == 5 then ImGui.SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 3.4028234663853e+38 --[[FLT_MAX]])) end -- Height at least 400 if s.type == 6 then ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]), CustomConstraints.AspectRatio, aspect_ratio) end -- Aspect ratio if s.type == 7 then ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]), CustomConstraints.Square) end -- Always Square if s.type == 8 then ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]), CustomConstraints.Step, fixed_step) end -- Fixed Step -- Submit window if not s.window_padding then ImGui.PushStyleVar(2 --[[ImGuiStyleVar.WindowPadding]], ImVec2(0.0, 0.0)) end local window_flags = s.auto_resize and 64 --[[ImGuiWindowFlags.AlwaysAutoResize]] or 0 local window_open p_open, window_open = ImGui.Begin("Example: Constrained Resize", p_open, window_flags) if not s.window_padding then ImGui.PopStyleVar() end IMGUI_DEMO_MARKER("Examples/Constrained Resizing window") if window_open then if ImGui.GetIO().KeyShift then -- Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture) local avail_size = ImGui.GetContentRegionAvail() local pos = ImGui.GetCursorScreenPos() ImGui.ColorButton("viewport", ImVec4(0.5, 0.2, 0.5, 1.0), bit32.bor(64 --[[ImGuiColorEditFlags.NoTooltip]], 512 --[[ImGuiColorEditFlags.NoDragDrop]]), avail_size) ImGui.SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10)) ImGui.Text("%.2f x %.2f", avail_size.x, avail_size.y) else ImGui.Text("(Hold Shift to display a dummy viewport)") if ImGui.IsWindowDocked() then ImGui.Text("Warning: Sizing Constraints won't work if the window is docked!") end if ImGui.Button("Set 200x200") then ImGui.SetWindowSize(ImVec2(200, 200)) end ImGui.SameLine() if ImGui.Button("Set 500x500") then ImGui.SetWindowSize(ImVec2(500, 500)) end ImGui.SameLine() if ImGui.Button("Set 800x200") then ImGui.SetWindowSize(ImVec2(800, 200)) end ImGui.SetNextItemWidth(ImGui.GetFontSize() * 20) s.type = ImGui.Combo("Constraint", s.type, test_desc, #test_desc) ImGui.SetNextItemWidth(ImGui.GetFontSize() * 20) s.display_lines = ImGui.DragInt("Lines", s.display_lines, 0.2, 1, 100) _, s.auto_resize = ImGui.Checkbox("Auto-resize", s.auto_resize) _, s.window_padding = ImGui.Checkbox("Window padding", s.window_padding) for i = 0, s.display_lines - 1 do ImGui.Text("%sHello, sailor! Making this line long enough for the example.", string.rep(" ", i * 4)) -- [Port] "%*s" -> string.rep end end end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() ------------------------------------------------------------------------------- -- Demonstrate creating a simple static window with no decoration -- + a context-menu to choose which corner of the screen to use. S.ShowExampleAppSimpleOverlay = { location = 0, } function ShowExampleAppSimpleOverlay(p_open) local s = S.ShowExampleAppSimpleOverlay local io = ImGui.GetIO() local window_flags = bit32.bor(43 --[[ImGuiWindowFlags.NoDecoration]], 524288 --[[ImGuiWindowFlags.NoDocking]], 64 --[[ImGuiWindowFlags.AlwaysAutoResize]], 256 --[[ImGuiWindowFlags.NoSavedSettings]], 4096 --[[ImGuiWindowFlags.NoFocusOnAppearing]], 196608 --[[ImGuiWindowFlags.NoNav]]) if s.location >= 0 then local PAD = 10.0 local viewport = ImGui.GetMainViewport() local work_pos = viewport.WorkPos -- Use work area to avoid menu-bar/task-bar, if any! local work_size = viewport.WorkSize local window_pos, window_pos_pivot = ImVec2(), ImVec2() window_pos.x = (bit32.band(s.location, 1) ~= 0) and (work_pos.x + work_size.x - PAD) or (work_pos.x + PAD) window_pos.y = (bit32.band(s.location, 2) ~= 0) and (work_pos.y + work_size.y - PAD) or (work_pos.y + PAD) window_pos_pivot.x = (bit32.band(s.location, 1) ~= 0) and 1.0 or 0.0 window_pos_pivot.y = (bit32.band(s.location, 2) ~= 0) and 1.0 or 0.0 ImGui.SetNextWindowPos(window_pos, 1 --[[ImGuiCond.Always]], window_pos_pivot) ImGui.SetNextWindowViewport(viewport.ID) window_flags = bit32.bor(window_flags, 4 --[[ImGuiWindowFlags.NoMove]]) elseif s.location == -2 then -- Center window ImGui.SetNextWindowPos(ImGui.GetMainViewport():GetCenter(), 1 --[[ImGuiCond.Always]], ImVec2(0.5, 0.5)) window_flags = bit32.bor(window_flags, 4 --[[ImGuiWindowFlags.NoMove]]) end ImGui.SetNextWindowBgAlpha(0.35) -- Transparent background local visible p_open, visible = ImGui.Begin("Example: Simple overlay", p_open, window_flags) if visible then IMGUI_DEMO_MARKER("Examples/Simple overlay") -- Scroll up to the beginning of this function to see overlay flags ImGui.Text("Simple overlay\n" .. "(right-click to change position)") ImGui.Separator() if ImGui.IsMousePosValid() then ImGui.Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y) else ImGui.Text("Mouse Position: ") end if ImGui.BeginPopupContextWindow() then if ImGui.MenuItem("Custom", nil, s.location == -1) then s.location = -1 end if ImGui.MenuItem("Center", nil, s.location == -2) then s.location = -2 end if ImGui.MenuItem("Top-left", nil, s.location == 0) then s.location = 0 end if ImGui.MenuItem("Top-right", nil, s.location == 1) then s.location = 1 end if ImGui.MenuItem("Bottom-left", nil, s.location == 2) then s.location = 2 end if ImGui.MenuItem("Bottom-right", nil, s.location == 3) then s.location = 3 end if p_open ~= nil and ImGui.MenuItem("Close") then p_open = false end ImGui.EndPopup() end end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() ------------------------------------------------------------------------------- -- Demonstrate creating a window covering the entire screen/viewport S.ShowExampleAppFullscreen = { use_work_area = true, flags = bit32.bor(ImGuiWindowFlags.NoDecoration, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoSavedSettings), } function ShowExampleAppFullscreen(p_open) local s = S.ShowExampleAppFullscreen -- We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) -- Based on your use case you may want one or the other. local viewport = ImGui.GetMainViewport() ImGui.SetNextWindowPos(s.use_work_area and viewport.WorkPos or viewport.Pos) ImGui.SetNextWindowSize(s.use_work_area and viewport.WorkSize or viewport.Size) local visible p_open, visible = ImGui.Begin("Example: Fullscreen window", p_open, s.flags) if visible then IMGUI_DEMO_MARKER("Examples/Fullscreen window") _, s.use_work_area = ImGui.Checkbox("Use work area instead of main area", s.use_work_area) ImGui.SameLine() HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference.") _, s.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoBackground", s.flags, 128 --[[ImGuiWindowFlags.NoBackground]]) _, s.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoDecoration", s.flags, 43 --[[ImGuiWindowFlags.NoDecoration]]) ImGui.Indent() _, s.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoTitleBar", s.flags, 1 --[[ImGuiWindowFlags.NoTitleBar]]) _, s.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoCollapse", s.flags, 32 --[[ImGuiWindowFlags.NoCollapse]]) _, s.flags = ImGui.CheckboxFlags("ImGuiWindowFlags_NoScrollbar", s.flags, 8 --[[ImGuiWindowFlags.NoScrollbar]]) ImGui.Unindent() if p_open ~= nil and ImGui.Button("Close this window") then p_open = false end end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() ------------------------------------------------------------------------------- -- Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation. -- This applies to all regular items as well. -- Read FAQ section "How can I have multiple widgets with the same label?" for details. function ShowExampleAppWindowTitles(p_open) local viewport = ImGui.GetMainViewport() local base_pos = viewport.Pos -- By default, Windows are uniquely identified by their title. -- You can use the "##" and "###" markers to manipulate the display/ID. -- Using "##" to display same title but have unique identifier. ImGui.SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), 4 --[[ImGuiCond.FirstUseEver]]) ImGui.Begin("Same title as another window##1") IMGUI_DEMO_MARKER("Examples/Manipulating window titles##1") ImGui.Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.") ImGui.End() ImGui.SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), 4 --[[ImGuiCond.FirstUseEver]]) ImGui.Begin("Same title as another window##2") IMGUI_DEMO_MARKER("Examples/Manipulating window titles##2") ImGui.Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.") ImGui.End() -- Using "###" to display a changing title but keep a static identifier "AnimatedTitle" local spin_i = bit32.band(math.floor(ImGui.GetTime() / 0.25), 3) + 1 local buf = string.format("Animated title %s %d###AnimatedTitle", string.sub("|/-\\", spin_i, spin_i), ImGui.GetFrameCount()) ImGui.SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), 4 --[[ImGuiCond.FirstUseEver]]) ImGui.Begin(buf) IMGUI_DEMO_MARKER("Examples/Manipulating window titles##3") ImGui.Text("This window has a changing title.") ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() ------------------------------------------------------------------------------- -- See our Wiki guides: -- - ImDrawList Vector Rendering Reference: https://github.com/ocornut/imgui/wiki/Draw-List -- - Pixel Perfect Anti-aliased Rendering: https://github.com/ocornut/imgui/wiki/Pixel-Perfect-Rendering -- - How Anti-aliased Polyline Rendering is Implemented: https://github.com/ocornut/imgui/wiki/Polyline-Rendering -- Demonstrate using the low-level ImDrawList to draw custom shapes. S.ShowExampleAppCustomRendering = { -- Primitives sz = 42.0, base_rounding = 8.0, base_thickness = 3.0, animate_rounding = false, animate_thickness = false, ngon_segments = 6, circle_segments_override = false, circle_segments_override_v = 12, curve_segments_override = false, curve_segments_override_v = 8, colf_stroke = ImVec4(1.000, 0.384, 0.169, 1.000), colf_fill = ImVec4(0.416, 0.378, 0.420, 1.000), -- Canvas points = ImVector(), scrolling = ImVec2(0.0, 0.0), opt_enable_grid = true, opt_enable_context_menu = true, adding_line = false, -- BG/FG draw lists draw_bg = true, draw_fg = true, } function ShowExampleAppCustomRendering(p_open) local s = S.ShowExampleAppCustomRendering local visible p_open, visible = ImGui.Begin("Example: Custom rendering", p_open) if not visible then ImGui.End() return p_open end IMGUI_DEMO_MARKER("Examples/Custom rendering") -- Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of -- overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your -- types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not -- exposed outside (to avoid messing with your types) In this example we are not using the maths operators! if ImGui.BeginTabBar("##TabBar") then if ImGui.BeginTabItem("Primitives") then IMGUI_DEMO_MARKER("Examples/Custom rendering/Primitives") ImGui.PushItemWidth(-ImGui.GetFontSize() * 15) ImGui.PushItemFlag(384 --[[ImGuiItemFlags.LiveEditOnInput]], true) local draw_list = ImGui.GetWindowDrawList() -- Draw gradients -- (note that those are currently exacerbating our sRGB/Linear issues) -- Calling ImGui.GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. -- [Port] GetColorU32(u32, nil, true): the ImU32 overload is selected explicitly ImGui.Text("Gradients") local gradient_size = ImVec2(ImGui.CalcItemWidth(), ImGui.GetFrameHeight()) do ImGui.InvisibleButton("##gradient1", gradient_size) local col_a = ImGui.GetColorU32(IM_COL32(0, 0, 0, 255), nil, true) local col_b = ImGui.GetColorU32(IM_COL32(255, 255, 255, 255), nil, true) draw_list:AddRectFilledMultiColor(ImGui.GetItemRectMin(), ImGui.GetItemRectMax(), col_a, col_b, col_b, col_a) end do ImGui.InvisibleButton("##gradient2", gradient_size) local col_a = ImGui.GetColorU32(IM_COL32(0, 255, 0, 255), nil, true) local col_b = ImGui.GetColorU32(IM_COL32(255, 0, 0, 255), nil, true) draw_list:AddRectFilledMultiColor(ImGui.GetItemRectMin(), ImGui.GetItemRectMax(), col_a, col_b, col_b, col_a) end -- Draw a bunch of primitives ImGui.Text("All primitives") s.sz = ImGui.DragFloat("Size", s.sz, 0.2, 0.2, 100.0, "%.0f") local rounding_anim_period = 3.0 local rounding_wave = 1.0 - math.abs(math.fmod(ImGui.GetTime(), rounding_anim_period) * (2.0 / rounding_anim_period) - 1.0) local rounding = s.animate_rounding and math.floor(rounding_wave * s.base_rounding * 10.0) / 10.0 or s.base_rounding -- Sub-integer rounding works but has discontinuities in small values, so best disable we s.base_rounding = ImGui.DragFloat("Rounding", s.base_rounding, 0.02, 0.0, 32.0, "%.1f"); ImGui.SameLine() _, s.animate_rounding = ImGui.Checkbox("Animate##rounding", s.animate_rounding); ImGui.SameLine() ImGui.Text("%.2f", rounding) local thickness_anim_period = 5.0 local thickness_wave = 1.0 - math.abs(math.fmod(ImGui.GetTime(), thickness_anim_period) * (2.0 / thickness_anim_period) - 1.0) local thickness = s.animate_thickness and thickness_wave * s.base_thickness or s.base_thickness s.base_thickness = ImGui.DragFloat("Thickness", s.base_thickness, 0.02, 0.0, 32.0, "%.02f"); ImGui.SameLine() _, s.animate_thickness = ImGui.Checkbox("Animate##thickness", s.animate_thickness); ImGui.SameLine() ImGui.Text("%.2f", thickness) local changed s.ngon_segments = ImGui.SliderInt("N-gon sides", s.ngon_segments, 3, 12) _, s.circle_segments_override = ImGui.Checkbox("##CircleSegmentOverride", s.circle_segments_override) ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) s.circle_segments_override_v, changed = ImGui.SliderInt("Circle segments override", s.circle_segments_override_v, 3, 30) s.circle_segments_override = s.circle_segments_override or changed _, s.curve_segments_override = ImGui.Checkbox("##CurvesSegmentOverride", s.curve_segments_override) ImGui.SameLine(0.0, ImGui.GetStyle().ItemInnerSpacing.x) s.curve_segments_override_v, changed = ImGui.SliderInt("Curves segments override", s.curve_segments_override_v, 3, 30) s.curve_segments_override = s.curve_segments_override or changed ImGui.ColorEdit4("Stroke Color", s.colf_stroke) ImGui.ColorEdit4("Fill Color", s.colf_fill) -- [Port] ImDrawFlags_StrokeInside/StrokeCenter/StrokeCenterBiased/StrokeOutside/StrokeLegacy, AAFill/AALines/AALineEnds, -- [Port] JoinMiter/CapSquare, AllowInPushScope_ and ImDrawList::PushDrawFlag()/PopDrawFlag() don't exist in this port -- [Port] (1.92 stroker): prim_stroke_flags/prim_other_flags/scope_flags and their widgets are not ported, flags = None. ImGui.SeparatorText("Per primitive flags (AddXXX functions)") ImGui.TextDisabled("(not supported by this port)") -- [Port] --ImGui.CheckboxFlags("UseTexForRoundCorners", &prim_other_flags, ImDrawFlags_UseTexForRoundCorners); ImGui.SeparatorText("Current ImDrawList flags (e.g. PushDrawFlag function)") ImGui.PushID("ScopeFlags") ImGui.TextDisabled("(not supported by this port)") -- [Port] --ImGui.CheckboxFlags("UseTexForRoundCorners", &scope_flags, ImDrawFlags_UseTexForRoundCorners); ImGui.PopID() ImGui.Spacing() -- [Port] draw_list->PushDrawFlag(ImDrawFlags_AllowInPushScope_, false); // Reset all existing (very unusual: done for this demo) -- [Port] draw_list->PushDrawFlag(scope_flags, true); local flags = 0 --[[ImDrawFlags.None]] -- [Port] prim_stroke_flags | prim_other_flags -- [Port] In this port AddNgon/AddCircle/AddEllipse/AddTriangle/AddLine*/AddBezier*/PathFillConvex take no flags argument (dropped below). local sz = s.sz local start_pos = ImGui.GetCursorScreenPos() local pi = 3.141592 local step = sz + 10.0 local corners_tl_br = bit32.bor(16 --[[ImDrawFlags.RoundCornersTopLeft]], 128 --[[ImDrawFlags.RoundCornersBottomRight]]) -- [Port] 1.92 names (upstream ImDrawFlags_RoundTopLeft/RoundBottomRight) local half_sz = sz * 0.5 local circle_segments = s.circle_segments_override and s.circle_segments_override_v or 0 local curve_segments = s.curve_segments_override and s.curve_segments_override_v or 0 local cp3 = { ImVec2(0.0, sz * 0.6), ImVec2(sz * 0.5, -sz * 0.4), ImVec2(sz, sz) } -- Control points for curves local cp4 = { ImVec2(0.0, 0.0), ImVec2(sz * 1.3, sz * 0.3), ImVec2(sz - sz * 1.3, sz - sz * 0.3), ImVec2(sz, sz) } local concave_shape = { ImVec2(0.0, 0.0), ImVec2(0.3, 0.0), ImVec2(0.3, 0.7), ImVec2(0.7, 0.7), ImVec2(0.7, 0.0), ImVec2(1.0, 0.0), ImVec2(1.0, 1.0), ImVec2(0.0, 1.0) } -- |_| looking shape. Normalized. local zigzag_shape = { ImVec2(0.0, 0.0), ImVec2(0.9, 0.0), ImVec2(1.0, 0.1), ImVec2(1.0, 0.9), ImVec2(0.9, 1.0), ImVec2(0.3, 1.0), ImVec2(0.3, 0.4), ImVec2(0.9, 0.4) } local rotating_square = {} -- 1-based for side = 0, 4 - 1 do local t = ImGui.GetTime() * 0.1 + side * pi * 0.5 rotating_square[side + 1] = ImVec2(math.cos(t) * half_sz, math.sin(t) * half_sz) end local x = start_pos.x local y = start_pos.y for row = 0, 4 - 1 do x = start_pos.x local draw_fill = (row == 2 or row == 3) local draw_strokes = (row == 0 or row == 1 or row == 3) if draw_fill then -- FILLED SHAPES local col = ImColor(s.colf_fill):U32() draw_list:AddNgonFilled(ImVec2(x + half_sz, y + half_sz), half_sz, col, s.ngon_segments); x = x + step -- N-gon draw_list:AddCircleFilled(ImVec2(x + half_sz, y + half_sz), half_sz, col, circle_segments); x = x + step -- Circle draw_list:AddEllipseFilled(ImVec2(x + half_sz, y + half_sz), ImVec2(half_sz, sz * 0.3), col, -0.3, circle_segments); x = x + step -- Ellipse draw_list:AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0, flags); x = x + step -- Square draw_list:AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, flags); x = x + step -- Square with all rounded corners draw_list:AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, bit32.bor(flags, corners_tl_br)); x = x + step -- Square with two rounded corners draw_list:AddTriangleFilled(ImVec2(x + sz * 0.5, y), ImVec2(x + sz, y + sz), ImVec2(x, y + sz), col); x = x + step -- Triangle draw_list:AddTriangleFilled(ImVec2(x + sz * 0.2, y), ImVec2(x + sz * 0.4, y + sz), ImVec2(x, y + sz), col); x = x + step - math.floor(sz * 0.6) -- Thin triangle -- Concave shape: U for _, p in ipairs(concave_shape) do draw_list:PathLineTo(ImVec2(x + math.floor(sz * p.x), y + math.floor(sz * p.y))) end draw_list:PathFillConcave(col) x = x + step -- Concave shape: Zig-Zag with sharp angles (see difference with/without JoinMiter) for _, p in ipairs(zigzag_shape) do draw_list:PathLineTo(ImVec2(x + math.floor(sz * p.x), y + math.floor(sz * p.y))) end draw_list:PathFillConcave(col) x = x + step -- Horizontal/Vertical lines -- (here for consistency with the strokes section. AddRectFilled() is roughly close to AddLineH(), AddLineV() draw_list:AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x = x + step draw_list:AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x = x + step - math.floor(half_sz) if not (draw_fill and draw_strokes) then -- -V560 local block_sz, off = 1, 0 while block_sz < 16 and off + block_sz <= sz do draw_list:AddRectFilled(ImVec2(x, y + off), ImVec2(x + block_sz, y + off + block_sz), col) off = off + block_sz + 1; block_sz = block_sz + 1 end end x = x + step - math.floor(half_sz) -- Rotating square for n = 0, 4 - 1 do draw_list:PathLineTo(ImVec2(x + half_sz + rotating_square[n + 1].x, y + half_sz + rotating_square[n + 1].y)) end draw_list:PathFillConvex(col) -- [Port] no flags argument x = x + step -- Path draw_list:PathArcTo(ImVec2(x + half_sz, y + half_sz), half_sz, pi * -0.5, pi * 1.1) draw_list:PathFillConvex(col) x = x + step -- Quadratic Bezier Curve (3 control points) draw_list:PathLineTo(ImVec2(x + cp3[1].x, y + cp3[1].y)) draw_list:PathBezierQuadraticCurveTo(ImVec2(x + cp3[2].x, y + cp3[2].y), ImVec2(x + cp3[3].x, y + cp3[3].y), curve_segments) draw_list:PathFillConvex(col) x = x + step if not (draw_fill and draw_strokes) then -- -V560 draw_list:AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)) x = x + step end end if draw_fill and draw_strokes then x = start_pos.x end if draw_strokes then -- STROKES -- First row uses a thickness of 1.0f, second row uses the configurable thickness local col = ImColor(s.colf_stroke):U32() local th = (row == 0) and 1.0 or thickness draw_list:AddNgon(ImVec2(x + half_sz, y + half_sz), half_sz, col, s.ngon_segments, th); x = x + step -- N-gon draw_list:AddCircle(ImVec2(x + half_sz, y + half_sz), half_sz, col, circle_segments, th); x = x + step -- Circle draw_list:AddEllipse(ImVec2(x + half_sz, y + half_sz), ImVec2(half_sz, sz * 0.3), col, -0.3, circle_segments, th); x = x + step -- Ellipse draw_list:AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0, th, flags); x = x + step -- Square draw_list:AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, th, flags); x = x + step -- Square with all rounded corners draw_list:AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, th, bit32.bor(flags, corners_tl_br)); x = x + step -- Square with two rounded corners draw_list:AddTriangle(ImVec2(x + sz * 0.5, y), ImVec2(x + sz, y + sz), ImVec2(x, y + sz), col, th); x = x + step -- Triangle draw_list:AddTriangle(ImVec2(x + sz * 0.2, y), ImVec2(x + sz * 0.4, y + sz), ImVec2(x, y + sz), col, th); x = x + step - math.floor(sz * 0.6) -- Thin triangle -- Concave shape: U for _, p in ipairs(concave_shape) do draw_list:PathLineTo(ImVec2(x + math.floor(sz * p.x), y + math.floor(sz * p.y))) end draw_list:PathStroke(col, th, bit32.bor(flags, 512 --[[ImDrawFlags.Closed]])) x = x + step -- Concave shape: Zig-Zag with sharp angles (see difference with/without JoinMiter) for _, p in ipairs(zigzag_shape) do draw_list:PathLineTo(ImVec2(x + math.floor(sz * p.x), y + math.floor(sz * p.y))) end draw_list:PathStroke(col, th, bit32.bor(flags, 512 --[[ImDrawFlags.Closed]])) x = x + step -- Horizontal/Vertical/Diagonal lines local off = math.floor(sz * 0.4) draw_list:AddLineH(x, x + sz, y, col, th) draw_list:AddLine(ImVec2(x, y + off), ImVec2(x + sz, y + off), col, th) x = x + step draw_list:AddLineV(x, y, y + sz, col, th) draw_list:AddLine(ImVec2(x + off, y + sz), ImVec2(x + off, y), col, th) x = x + step - math.floor(half_sz) if not (draw_fill and draw_strokes) then -- -V560 draw_list:AddLine(ImVec2(x, y), ImVec2(x + half_sz, y + sz), col, th) draw_list:AddLine(ImVec2(x, y + sz), ImVec2(x + half_sz, y), col, th) end x = x + step - math.floor(half_sz) -- Rotating square for n = 0, 4 - 1 do draw_list:PathLineTo(ImVec2(x + half_sz + rotating_square[n + 1].x, y + half_sz + rotating_square[n + 1].y)) end draw_list:PathStroke(col, th, bit32.bor(flags, 512 --[[ImDrawFlags.Closed]])) --for (int n = 0; n < 4; n++) // ...made of individual line -- draw_list->AddLine({ x + half_sz + rotating_square[n].x, y + half_sz + rotating_square[n].y }, { x + half_sz + rotating_square[(n + 1) & 3].x, y + half_sz + rotating_square[(n + 1) & 3].y }, col, th, flags); x = x + step -- Path draw_list:PathArcTo(ImVec2(x + half_sz, y + half_sz), half_sz, pi * -0.5, pi * 1.1) draw_list:PathStroke(col, th, flags) x = x + step -- Quadratic Bezier Curve (3 control points) draw_list:AddBezierQuadratic(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), ImVec2(x + cp3[3].x, y + cp3[3].y), col, th, curve_segments) x = x + step -- Cubic Bezier Curve (4 control points) if not (draw_fill and draw_strokes) then -- -V560 draw_list:AddBezierCubic(ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), ImVec2(x + cp4[4].x, y + cp4[4].y), col, th, curve_segments) x = x + step end end y = y + step end ImGui.Dummy(ImVec2(step * 15.5, step * 4.0)) -- [Port] draw_list->PopDrawFlag(); x2 ImGui.Text("ImDrawList Vector Rendering Reference:") ImGui.TextLinkOpenURL("https://github.com/ocornut/imgui/wiki/Draw-List") ImGui.PopItemFlag() ImGui.PopItemWidth() ImGui.EndTabItem() end if ImGui.BeginTabItem("Canvas") then IMGUI_DEMO_MARKER("Examples/Custom rendering/Canvas") local points = s.points local scrolling = s.scrolling _, s.opt_enable_grid = ImGui.Checkbox("Enable grid", s.opt_enable_grid) _, s.opt_enable_context_menu = ImGui.Checkbox("Enable context menu", s.opt_enable_context_menu) ImGui.Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu.") -- Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. -- Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. -- To use a child window instead we could use, e.g: -- ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, ImVec2(0, 0)) -- Disable padding -- ImGui.PushStyleColor(ImGuiCol.ChildBg, IM_COL32(50, 50, 50, 255)) -- Set a background color -- ImGui.BeginChild("canvas", ImVec2(0.0, 0.0), ImGuiChildFlags.Borders, ImGuiWindowFlags.NoMove) -- ImGui.PopStyleColor() -- ImGui.PopStyleVar() -- [...] -- ImGui.EndChild() -- Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() local canvas_p0 = ImGui.GetCursorScreenPos() -- ImDrawList API uses screen coordinates! local canvas_sz = ImGui.GetContentRegionAvail() -- Resize canvas to what's available if canvas_sz.x < 50.0 then canvas_sz.x = 50.0 end if canvas_sz.y < 50.0 then canvas_sz.y = 50.0 end local canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y) -- Draw border and background color local io = ImGui.GetIO() local draw_list = ImGui.GetWindowDrawList() draw_list:AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)) draw_list:AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)) -- This will catch our interactions ImGui.InvisibleButton("canvas", canvas_sz, bit32.bor(1 --[[ImGuiButtonFlags.MouseButtonLeft]], 2 --[[ImGuiButtonFlags.MouseButtonRight]])) local is_hovered = ImGui.IsItemHovered() -- Hovered local is_active = ImGui.IsItemActive() -- Held local origin = ImVec2(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y) -- Lock scrolled origin local mouse_pos_in_canvas = ImVec2(io.MousePos.x - origin.x, io.MousePos.y - origin.y) -- Add first and second point if is_hovered and not s.adding_line and ImGui.IsMouseClicked(0 --[[ImGuiMouseButton.Left]]) then points:push_back(ImVec2(mouse_pos_in_canvas.x, mouse_pos_in_canvas.y)) -- [Port] copies: ImVector stores references points:push_back(ImVec2(mouse_pos_in_canvas.x, mouse_pos_in_canvas.y)) s.adding_line = true end if s.adding_line then ImVec2_Copy(points:back(), mouse_pos_in_canvas) if not ImGui.IsMouseDown(0 --[[ImGuiMouseButton.Left]]) then s.adding_line = false end end -- Pan (we use a zero mouse threshold when there's no context menu) -- You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. local mouse_threshold_for_pan = s.opt_enable_context_menu and -1.0 or 0.0 if is_active and ImGui.IsMouseDragging(1 --[[ImGuiMouseButton.Right]], mouse_threshold_for_pan) then scrolling.x = scrolling.x + io.MouseDelta.x scrolling.y = scrolling.y + io.MouseDelta.y end -- Context menu (under default mouse threshold) local drag_delta = ImGui.GetMouseDragDelta(1 --[[ImGuiMouseButton.Right]]) if s.opt_enable_context_menu and drag_delta.x == 0.0 and drag_delta.y == 0.0 then ImGui.OpenPopupOnItemClick("context", 8 --[[ImGuiPopupFlags.MouseButtonRight]]) end if ImGui.BeginPopup("context") then if s.adding_line then points:resize(points.Size - 2) end s.adding_line = false if ImGui.MenuItem("Remove one", nil, false, points.Size > 0) then points:resize(points.Size - 2) end if ImGui.MenuItem("Remove all", nil, false, points.Size > 0) then points:clear() end ImGui.EndPopup() end -- Draw grid + all lines in the canvas draw_list:PushClipRect(canvas_p0, canvas_p1, true) if s.opt_enable_grid then local GRID_STEP = 64.0 local x = math.fmod(scrolling.x, GRID_STEP) while x < canvas_sz.x do draw_list:AddLineV(canvas_p0.x + x, canvas_p0.y, canvas_p1.y, IM_COL32(200, 200, 200, 40)) x = x + GRID_STEP end local y = math.fmod(scrolling.y, GRID_STEP) while y < canvas_sz.y do draw_list:AddLineH(canvas_p0.x, canvas_p1.x, canvas_p0.y + y, IM_COL32(200, 200, 200, 40)) y = y + GRID_STEP end end for n = 0, points.Size - 1, 2 do draw_list:AddLine(ImVec2(origin.x + points.Data[n + 1].x, origin.y + points.Data[n + 1].y), ImVec2(origin.x + points.Data[n + 2].x, origin.y + points.Data[n + 2].y), IM_COL32(255, 255, 0, 255), 2.0) end draw_list:PopClipRect() ImGui.EndTabItem() end if ImGui.BeginTabItem("BG/FG draw lists") then IMGUI_DEMO_MARKER("Examples/Custom rendering/BG & FG draw lists") _, s.draw_bg = ImGui.Checkbox("Draw in Background draw list", s.draw_bg) ImGui.SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows.") _, s.draw_fg = ImGui.Checkbox("Draw in Foreground draw list", s.draw_fg) ImGui.SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows.") local window_pos = ImGui.GetWindowPos() local window_size = ImGui.GetWindowSize() local window_center = ImVec2(window_pos.x + window_size.x * 0.5, window_pos.y + window_size.y * 0.5) if s.draw_bg then ImGui.GetBackgroundDrawList():AddCircle(window_center, window_size.x * 0.6, IM_COL32(255, 0, 0, 200), 0, 10 + 4) end if s.draw_fg then ImGui.GetForegroundDrawList():AddCircle(window_center, window_size.y * 0.6, IM_COL32(0, 255, 0, 200), 0, 10) end ImGui.EndTabItem() end -- Demonstrate out-of-order rendering via channels splitting -- We use functions in ImDrawList as each draw list contains a convenience splitter, -- but you can also instantiate your own ImDrawListSplitter if you need to nest them. if ImGui.BeginTabItem("Draw Channels") then IMGUI_DEMO_MARKER("Examples/Custom rendering/Draw Channels") local draw_list = ImGui.GetWindowDrawList() do ImGui.Text("Blue shape is drawn first: appears in back") ImGui.Text("Red shape is drawn after: appears in front") local p0 = ImGui.GetCursorScreenPos() draw_list:AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)) -- Blue draw_list:AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)) -- Red ImGui.Dummy(ImVec2(75, 75)) end ImGui.Separator() do ImGui.Text("Blue shape is drawn first, into channel 1: appears in front") ImGui.Text("Red shape is drawn after, into channel 0: appears in back") local p1 = ImGui.GetCursorScreenPos() -- Create 2 channels and draw a Blue shape THEN a Red shape. -- You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls. draw_list:ChannelsSplit(2) draw_list:ChannelsSetCurrent(1) draw_list:AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)) -- Blue draw_list:ChannelsSetCurrent(0) draw_list:AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)) -- Red -- Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1. -- This works by copying draw indices only (vertices are not copied). draw_list:ChannelsMerge() ImGui.Dummy(ImVec2(75, 75)) ImGui.Text("After reordering, contents of channel 0 appears below channel 1.") end ImGui.EndTabItem() end ImGui.EndTabBar() end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() ------------------------------------------------------------------------------- function ImGuiDemoDockspaceArgs() return { IsFullscreen = true, KeepWindowPadding = false, -- Keep WindowPadding to help understand that DockSpace() is a widget inside the window. DockSpaceFlags = 0 --[[ImGuiDockNodeFlags.None]], } end -- THIS IS A DEMO FOR ADVANCED USAGE OF DockSpace(). -- MOST REGULAR APPLICATIONS WANTING TO ALLOW DOCKING WINDOWS ON THE EDGE OF YOUR SCREEN CAN SIMPLY USE: -- ImGui.NewFrame(); + ImGui.DockSpaceOverViewport(); -- Create a dockspace in main viewport -- OR: -- ImGui.NewFrame(); + ImGui.DockSpaceOverViewport(0, nil, ImGuiDockNodeFlags.PassthruCentralNode); -- Create a dockspace in main viewport, where central node is transparent. -- Demonstrate using DockSpace() to create an explicit docking node within an existing window, with various options. -- Read https://github.com/ocornut/imgui/wiki/Docking for details. -- The reasons we do not use DockSpaceOverViewport() in this demo is because: -- - (1) we allow the host window to be floating/moveable instead of filling the viewport (when args.IsFullscreen == false) -- which is mostly to showcase the idea that DockSpace() may be submitted anywhere. -- Also see 'Demo->Examples->Documents' for a less abstract version of this. -- - (2) we allow the host window to have padding (when args.UsePadding == true) -- - (3) we expose variety of other flags. function ShowExampleAppDockSpaceAdvanced(args, p_open) local dockspace_flags = args.DockSpaceFlags -- We are using the ImGuiWindowFlags.NoDocking flag to make the parent window not dockable into, -- because it would be confusing to have two docking targets within each others. local window_flags = 524288 --[[ImGuiWindowFlags.NoDocking]] if args.IsFullscreen then -- Fullscreen dockspace: practically the same as calling DockSpaceOverViewport(); local viewport = ImGui.GetMainViewport() ImGui.SetNextWindowPos(viewport.WorkPos) ImGui.SetNextWindowSize(viewport.WorkSize) ImGui.SetNextWindowViewport(viewport.ID) ImGui.PushStyleVar(3 --[[ImGuiStyleVar.WindowRounding]], 0.0) ImGui.PushStyleVar(4 --[[ImGuiStyleVar.WindowBorderSize]], 0.0) window_flags = bit32.bor(window_flags, 1 --[[ImGuiWindowFlags.NoTitleBar]], 32 --[[ImGuiWindowFlags.NoCollapse]], 2 --[[ImGuiWindowFlags.NoResize]], 4 --[[ImGuiWindowFlags.NoMove]]) window_flags = bit32.bor(window_flags, 8192 --[[ImGuiWindowFlags.NoBringToFrontOnFocus]], 131072 --[[ImGuiWindowFlags.NoNavFocus]]) window_flags = bit32.bor(window_flags, 128 --[[ImGuiWindowFlags.NoBackground]]) else -- Floating dockspace dockspace_flags = bit32.band(dockspace_flags, bit32.bnot(8 --[[ImGuiDockNodeFlags.PassthruCentralNode]])) end -- Important: note that we proceed even if Begin() returns false (aka window is collapsed). -- This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, -- all active windows docked into it will lose their parent and become undocked. -- We cannot preserve the docking relationship between an active window and an inactive docking, otherwise -- any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. if not args.KeepWindowPadding then ImGui.PushStyleVar(2 --[[ImGuiStyleVar.WindowPadding]], ImVec2(0.0, 0.0)) end p_open = ImGui.Begin("Window with a DockSpace", p_open, window_flags) if not args.KeepWindowPadding then ImGui.PopStyleVar() end if args.IsFullscreen then ImGui.PopStyleVar(2) end -- Submit the DockSpace widget inside our window -- - Note that the id here is different from the one used by DockSpaceOverViewport(), so docking state won't get transfered between "Basic" and "Advanced" demos. -- - If we made the ShowExampleAppDockSpaceBasic() calculate its own ID and pass it to DockSpaceOverViewport() the ID could easily match. local dockspace_id = ImGui.GetID("MyDockSpace") ImGui.DockSpace(dockspace_id, ImVec2(0.0, 0.0), dockspace_flags) ImGui.End() return p_open end function ShowExampleAppDockSpaceBasic(flags) -- Basic version which you can use in many apps: -- e.g: -- ImGui.DockSpaceOverViewport(); -- or: -- ImGui.DockSpaceOverViewport(0, nil, ImGuiDockNodeFlags.PassthruCentralNode); -- Central node will be transparent -- or: -- local viewport = ImGui.GetMainViewport(); -- ImGui.DockSpaceOverViewport(0, viewport, ImGuiDockNodeFlags.None); ImGui.DockSpaceOverViewport(0, nil, flags) end S.ShowExampleAppDockSpace = { opt_demo_mode = 0, opt_demo_mode_changed = false, args = ImGuiDemoDockspaceArgs(), } function ShowExampleAppDockSpace(p_open) local s = S.ShowExampleAppDockSpace local args = s.args if s.opt_demo_mode == 0 then ShowExampleAppDockSpaceBasic(args.DockSpaceFlags) else p_open = ShowExampleAppDockSpaceAdvanced(args, p_open) end -- Refocus our window to minimize perceived loss of focus when changing mode (caused by the fact that each use a different window, which would not happen in a real app) if s.opt_demo_mode_changed then ImGui.SetNextWindowFocus() end p_open = ImGui.Begin("Examples: Dockspace", p_open, 1024 --[[ImGuiWindowFlags.MenuBar]]) s.opt_demo_mode_changed = false local pressed pressed, s.opt_demo_mode = ImGui.RadioButton("Basic demo mode", s.opt_demo_mode, 0) s.opt_demo_mode_changed = s.opt_demo_mode_changed or pressed pressed, s.opt_demo_mode = ImGui.RadioButton("Advanced demo mode", s.opt_demo_mode, 1) s.opt_demo_mode_changed = s.opt_demo_mode_changed or pressed ImGui.SeparatorText("Options") if bit32.band(ImGui.GetIO().ConfigFlags, 128 --[[ImGuiConfigFlags.DockingEnable]]) == 0 then ShowDockingDisabledMessage() elseif s.opt_demo_mode == 0 then args.DockSpaceFlags = bit32.band(args.DockSpaceFlags, 8 --[[ImGuiDockNodeFlags.PassthruCentralNode]]) -- Allowed flags _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: PassthruCentralNode", args.DockSpaceFlags, 8 --[[ImGuiDockNodeFlags.PassthruCentralNode]]) elseif s.opt_demo_mode == 1 then _, args.IsFullscreen = ImGui.Checkbox("Fullscreen", args.IsFullscreen) _, args.KeepWindowPadding = ImGui.Checkbox("Keep Window Padding", args.KeepWindowPadding) ImGui.SameLine() HelpMarker("This is mostly exposed to facilitate understanding that a DockSpace() is _inside_ a window.") ImGui.BeginDisabled(args.IsFullscreen == false) _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: PassthruCentralNode", args.DockSpaceFlags, 8 --[[ImGuiDockNodeFlags.PassthruCentralNode]]) ImGui.EndDisabled() _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: NoDockingOverCentralNode", args.DockSpaceFlags, 4 --[[ImGuiDockNodeFlags.NoDockingOverCentralNode]]) _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: NoDockingSplit", args.DockSpaceFlags, 16 --[[ImGuiDockNodeFlags.NoDockingSplit]]) _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: NoUndocking", args.DockSpaceFlags, 128 --[[ImGuiDockNodeFlags.NoUndocking]]) _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: NoResize", args.DockSpaceFlags, 32 --[[ImGuiDockNodeFlags.NoResize]]) _, args.DockSpaceFlags = ImGui.CheckboxFlags("Flag: AutoHideTabBar", args.DockSpaceFlags, 64 --[[ImGuiDockNodeFlags.AutoHideTabBar]]) end -- Show demo options and help if ImGui.BeginMenuBar() then if ImGui.BeginMenu("Help") then ImGui.TextUnformatted( "This demonstrates the use of ImGui::DockSpace() which allows you to manually\ncreate a docking node _within_ another window." .. "\n" .. "The \"Basic\" version uses the ImGui::DockSpaceOverViewport() helper. Most applications can probably use this.") ImGui.Separator() ImGui.TextUnformatted("When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" .. "\n" .. "- Drag from window title bar or their tab to dock/undock." .. "\n" .. "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." .. "\n" .. "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" .. "\n" .. "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)") ImGui.Separator() ImGui.TextUnformatted("More details:"); ImGui.Bullet(); ImGui.SameLine(); ImGui.TextLinkOpenURL("Docking Wiki page", "https://github.com/ocornut/imgui/wiki/Docking") ImGui.BulletText("Read comments in ShowExampleAppDockSpace()") ImGui.EndMenu() end ImGui.EndMenuBar() end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() ------------------------------------------------------------------------------- -- Simplified structure to mimic a Document model -- Name Document title -- [Port] char[32] text buffer, read with ImGui.TextBufferToString() -- UID Unique ID (necessary as we can change title) -- Open Set when open (we keep an array of all available documents to simplify demo code!) -- OpenPrev Copy of Open from last update. -- Dirty Set when the document has been modified -- Color An arbitrary variable associated to the document local MyDocumentMT = {} MyDocumentMT.__index = MyDocumentMT function MyDocument(uid, name, open, color) if open == nil then open = true end if color == nil then color = ImVec4(1.0, 1.0, 1.0, 1.0) end local self = setmetatable({}, MyDocumentMT) self.UID = uid self.Name = ImGui.NewTextBuffer(name, 32) self.Open = open; self.OpenPrev = open self.Dirty = false self.Color = color return self end function MyDocumentMT:DoOpen() self.Open = true end function MyDocumentMT:DoForceClose() self.Open = false; self.Dirty = false end function MyDocumentMT:DoSave() self.Dirty = false end local ExampleAppDocumentsMT = {} ExampleAppDocumentsMT.__index = ExampleAppDocumentsMT function ExampleAppDocuments() local self = setmetatable({}, ExampleAppDocumentsMT) self.Documents = ImVector() self.CloseQueue = ImVector() self.RenamingDoc = nil self.RenamingStarted = false self.Documents:push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4, 0.8, 0.4, 1.0))) self.Documents:push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8, 0.5, 1.0, 1.0))) self.Documents:push_back(MyDocument(2, "Carrot", true, ImVec4(1.0, 0.8, 0.5, 1.0))) self.Documents:push_back(MyDocument(3, "Tomato", false, ImVec4(1.0, 0.3, 0.4, 1.0))) self.Documents:push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4, 0.8, 0.8, 1.0))) self.Documents:push_back(MyDocument(5, "Some Document", false, ImVec4(0.8, 0.8, 1.0, 1.0))) return self end -- As we allow to change document name, we append a never-changing document ID so tabs are stable function ExampleAppDocumentsMT:GetTabName(doc) -- [Port] returns the string instead of filling out_buf return string.format("%s###doc%d", ImGui.TextBufferToString(doc.Name), doc.UID) end -- Display placeholder contents for the Document function ExampleAppDocumentsMT:DisplayDocContents(doc) ImGui.PushID(doc.UID) -- [Port] PushID(doc): no pointer IDs, UID is unique ImGui.Text("Document \"%s\"", ImGui.TextBufferToString(doc.Name)) ImGui.PushStyleColor(0 --[[ImGuiCol.Text]], doc.Color) ImGui.TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.") ImGui.PopStyleColor() ImGui.SetNextItemShortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 563 --[[ImGuiKey.R]]), 262144 --[[ImGuiInputFlags.Tooltip]]) if ImGui.Button("Rename..") then self.RenamingDoc = doc self.RenamingStarted = true end ImGui.SameLine() ImGui.SetNextItemShortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 558 --[[ImGuiKey.M]]), 262144 --[[ImGuiInputFlags.Tooltip]]) if ImGui.Button("Modify") then doc.Dirty = true end ImGui.SameLine() ImGui.SetNextItemShortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 564 --[[ImGuiKey.S]]), 262144 --[[ImGuiInputFlags.Tooltip]]) if ImGui.Button("Save") then doc:DoSave() end ImGui.SameLine() ImGui.SetNextItemShortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 568 --[[ImGuiKey.W]]), 262144 --[[ImGuiInputFlags.Tooltip]]) if ImGui.Button("Close") then self.CloseQueue:push_back(doc) end ImGui.ColorEdit3("color", doc.Color) -- Useful to test drag and drop and hold-dragged-to-open-tab behavior. ImGui.PopID() end -- Display context menu for the Document function ExampleAppDocumentsMT:DisplayDocContextMenu(doc) if not ImGui.BeginPopupContextItem() then return end local buf = string.format("Save %s", ImGui.TextBufferToString(doc.Name)) if ImGui.MenuItem(buf, "Ctrl+S", false, doc.Open) then doc:DoSave() end if ImGui.MenuItem("Rename...", "Ctrl+R", false, doc.Open) then self.RenamingDoc = doc end if ImGui.MenuItem("Close", "Ctrl+W", false, doc.Open) then self.CloseQueue:push_back(doc) end ImGui.EndPopup() end -- [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. -- If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, -- as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for -- the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has -- disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively -- give the impression of a flicker for one frame. -- We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. -- Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags.Reorderable flag. function ExampleAppDocumentsMT:NotifyOfDocumentsClosedElsewhere() for _, doc in self.Documents:iter() do if not doc.Open and doc.OpenPrev then ImGui.SetTabItemClosed(ImGui.TextBufferToString(doc.Name)) end doc.OpenPrev = doc.Open end end S.ShowExampleAppDocuments = { app = ExampleAppDocuments(), opt_target = nil, -- set below to Target_Tab opt_reorderable = true, opt_fitting_flags = nil, -- set below to ImGuiTabBarFlags.FittingPolicyDefault_ } function ShowExampleAppDocuments(p_open) local s = S.ShowExampleAppDocuments local app = s.app -- Options local Target_None = 0 local Target_Tab = 1 -- Create documents as local tab into a local tab bar local Target_DockSpaceAndWindow = 2 -- Create documents as regular windows, and create an embedded dockspace if s.opt_target == nil then s.opt_target = Target_Tab end if s.opt_fitting_flags == nil then s.opt_fitting_flags = 128 --[[ImGuiTabBarFlags.FittingPolicyDefault_]] end -- When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") -- that we emit gets docked into the same spot as the parent window ("Example: Documents"). -- This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab -- not visible, which in turn would stop submitting the "Eggplant" window. -- We avoid this problem by submitting our documents window even if our parent window is not currently visible. -- Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags.NoDocking. local window_contents_visible p_open, window_contents_visible = ImGui.Begin("Example: Documents", p_open, 1024 --[[ImGuiWindowFlags.MenuBar]]) if not window_contents_visible and s.opt_target ~= Target_DockSpaceAndWindow then ImGui.End() return p_open end IMGUI_DEMO_MARKER("Examples/Documents") -- Menu if ImGui.BeginMenuBar() then if ImGui.BeginMenu("File") then local open_count = 0 for _, doc in app.Documents:iter() do open_count = open_count + (doc.Open and 1 or 0) end if ImGui.BeginMenu("Open", open_count < app.Documents.Size) then for _, doc in app.Documents:iter() do if not doc.Open and ImGui.MenuItem(ImGui.TextBufferToString(doc.Name)) then doc:DoOpen() end end ImGui.EndMenu() end if ImGui.MenuItem("Close All Documents", nil, false, open_count > 0) then for _, doc in app.Documents:iter() do app.CloseQueue:push_back(doc) end end if ImGui.MenuItem("Exit") and p_open ~= nil then p_open = false end ImGui.EndMenu() end ImGui.EndMenuBar() end -- [Debug] List documents with one checkbox for each for doc_n = 0, app.Documents.Size - 1 do local doc = app.Documents.Data[doc_n + 1] if doc_n > 0 then ImGui.SameLine() end ImGui.PushID(doc.UID) -- [Port] PushID(&doc): no pointer IDs, UID is unique local pressed pressed, doc.Open = ImGui.Checkbox(ImGui.TextBufferToString(doc.Name), doc.Open) if pressed then if not doc.Open then doc:DoForceClose() end end ImGui.PopID() end ImGui.PushItemWidth(ImGui.GetFontSize() * 12) s.opt_target = ImGui.Combo("Output", s.opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0") ImGui.PopItemWidth() local redock_all = false if s.opt_target == Target_Tab then ImGui.SameLine(); _, s.opt_reorderable = ImGui.Checkbox("Reorderable Tabs", s.opt_reorderable) end if s.opt_target == Target_DockSpaceAndWindow then ImGui.SameLine(); redock_all = ImGui.Button("Redock all") end ImGui.Separator() -- About the ImGuiWindowFlags.UnsavedDocument / ImGuiTabItemFlags.UnsavedDocument flags. -- They have multiple effects: -- - Display a dot next to the title. -- - Tab is selected when clicking the X close button. -- - Closure is not assumed (will wait for user to stop submitting the tab). -- Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. -- We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty -- hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. -- The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. -- Tabs if s.opt_target == Target_Tab then local tab_bar_flags = bit32.bor(s.opt_fitting_flags, s.opt_reorderable and 1 --[[ImGuiTabBarFlags.Reorderable]] or 0) tab_bar_flags = bit32.bor(tab_bar_flags, 64 --[[ImGuiTabBarFlags.DrawSelectedOverline]]) if ImGui.BeginTabBar("##tabs", tab_bar_flags) then if s.opt_reorderable then app:NotifyOfDocumentsClosedElsewhere() end -- [DEBUG] Stress tests --if ((ImGui.GetFrameCount() % 30) == 0) docs[1].Open ^= 1; -- [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. --if (ImGui.GetIO().KeyCtrl) ImGui.SetTabItemSelected(docs[1].Name); -- [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. -- Submit Tabs for _, doc in app.Documents:iter() do repeat if not doc.Open then break -- continue end -- As we allow to change document name, we append a never-changing document id so tabs are stable local doc_name_buf = app:GetTabName(doc) local tab_flags = (doc.Dirty and 1 --[[ImGuiTabItemFlags.UnsavedDocument]] or 0) local visible visible, doc.Open = ImGui.BeginTabItem(doc_name_buf, doc.Open, tab_flags) -- Cancel attempt to close when unsaved add to save queue so we can display a popup. if not doc.Open and doc.Dirty then doc.Open = true app.CloseQueue:push_back(doc) end app:DisplayDocContextMenu(doc) if visible then app:DisplayDocContents(doc) ImGui.EndTabItem() end until true end ImGui.EndTabBar() end elseif s.opt_target == Target_DockSpaceAndWindow then if bit32.band(ImGui.GetIO().ConfigFlags, 128 --[[ImGuiConfigFlags.DockingEnable]]) ~= 0 then app:NotifyOfDocumentsClosedElsewhere() -- Create a DockSpace node where any window can be docked local dockspace_id = ImGui.GetID("MyDockSpace") ImGui.DockSpace(dockspace_id) -- Create Windows for doc_n = 0, app.Documents.Size - 1 do repeat local doc = app.Documents.Data[doc_n + 1] if not doc.Open then break -- continue end ImGui.SetNextWindowDockID(dockspace_id, redock_all and 1 --[[ImGuiCond.Always]] or 4 --[[ImGuiCond.FirstUseEver]]) local window_flags = (doc.Dirty and 262144 --[[ImGuiWindowFlags.UnsavedDocument]] or 0) local visible doc.Open, visible = ImGui.Begin(ImGui.TextBufferToString(doc.Name), doc.Open, window_flags) -- Cancel attempt to close when unsaved add to save queue so we can display a popup. if not doc.Open and doc.Dirty then doc.Open = true app.CloseQueue:push_back(doc) end app:DisplayDocContextMenu(doc) if visible then app:DisplayDocContents(doc) end ImGui.End() until true end else ShowDockingDisabledMessage() end end -- Early out other contents if not window_contents_visible then ImGui.End() return p_open end -- Display renaming UI if app.RenamingDoc ~= nil then if app.RenamingStarted then ImGui.OpenPopup("Rename") end if ImGui.BeginPopup("Rename") then ImGui.SetNextItemWidth(ImGui.GetFontSize() * 30) if ImGui.InputText("###Name", app.RenamingDoc.Name, 32, 64 --[[ImGuiInputTextFlags.EnterReturnsTrue]]) then ImGui.CloseCurrentPopup() app.RenamingDoc = nil end if app.RenamingStarted then ImGui.SetKeyboardFocusHere(-1) end ImGui.EndPopup() else app.RenamingDoc = nil end app.RenamingStarted = false end -- Display closing confirmation UI if not app.CloseQueue:empty() then local close_queue_unsaved_documents = 0 for n = 0, app.CloseQueue.Size - 1 do if app.CloseQueue.Data[n + 1].Dirty then close_queue_unsaved_documents = close_queue_unsaved_documents + 1 end end if close_queue_unsaved_documents == 0 then -- Close documents when all are unsaved for n = 0, app.CloseQueue.Size - 1 do app.CloseQueue.Data[n + 1]:DoForceClose() end app.CloseQueue:clear() else if not ImGui.IsPopupOpen("Save?") then ImGui.OpenPopup("Save?") end if ImGui.BeginPopupModal("Save?", nil, 64 --[[ImGuiWindowFlags.AlwaysAutoResize]]) then ImGui.Text("Save change to the following items?") local item_height = ImGui.GetTextLineHeightWithSpacing() if ImGui.BeginChild(ImGui.GetID("frame"), ImVec2(-1.1754943508223e-38 --[[FLT_MIN]], 6.25 * item_height), 128 --[[ImGuiChildFlags.FrameStyle]]) then for _, doc in app.CloseQueue:iter() do if doc.Dirty then ImGui.Text("%s", ImGui.TextBufferToString(doc.Name)) end end end ImGui.EndChild() local button_size = ImVec2(ImGui.GetFontSize() * 7.0, 0.0) if ImGui.Button("Yes", button_size) then for _, doc in app.CloseQueue:iter() do if doc.Dirty then doc:DoSave() end doc:DoForceClose() end app.CloseQueue:clear() ImGui.CloseCurrentPopup() end ImGui.SameLine() if ImGui.Button("No", button_size) then for _, doc in app.CloseQueue:iter() do doc:DoForceClose() end app.CloseQueue:clear() ImGui.CloseCurrentPopup() end ImGui.SameLine() if ImGui.Button("Cancel", button_size) then app.CloseQueue:clear() ImGui.CloseCurrentPopup() end ImGui.EndPopup() end end end ImGui.End() return p_open end ------------------------------------------------------------------------------- -- [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() ------------------------------------------------------------------------------- --#include "imgui_internal.h" -- NavMoveRequestTryWrapping() function ExampleAsset(id, type_) local self = {} self.ID = id -- ImGuiID self.Type = type_ -- int return self end ExampleAsset_s_current_sort_specs = nil -- [Port] items: 1-based Lua array (ImVector .Data), sorted in place over [1, items_count]. local function ExampleAsset_Less(a, b) return ExampleAsset_CompareWithSortSpecs(a, b) < 0 end -- [Port] table.sort wants a "less than" predicate function ExampleAsset_SortWithSortSpecs(sort_specs, items, items_count) ExampleAsset_s_current_sort_specs = sort_specs -- Store in variable accessible by the sort function. if items_count > 1 then if items_count == #items then table.sort(items, ExampleAsset_Less) else -- [Port] sort only the used range local tmp = {} for i = 1, items_count do tmp[i] = items[i] end table.sort(tmp, ExampleAsset_Less) for i = 1, items_count do items[i] = tmp[i] end end end ExampleAsset_s_current_sort_specs = nil end -- Compare function to be used by qsort() function ExampleAsset_CompareWithSortSpecs(a, b) for n = 0, ExampleAsset_s_current_sort_specs.SpecsCount - 1 do local sort_spec = ExampleAsset_s_current_sort_specs.Specs[n + 1] -- [Port] Specs is a 1-based array local delta = 0 if sort_spec.ColumnIndex == 0 then delta = (a.ID - b.ID) elseif sort_spec.ColumnIndex == 1 then delta = (a.Type - b.Type) end if delta > 0 then return (sort_spec.SortDirection == 1 --[[ImGuiSortDirection.Ascending]]) and 1 or -1 end if delta < 0 then return (sort_spec.SortDirection == 1 --[[ImGuiSortDirection.Ascending]]) and -1 or 1 end end return a.ID - b.ID end local ExampleAssetsBrowserMT = {} ExampleAssetsBrowserMT.__index = ExampleAssetsBrowserMT function ExampleAssetsBrowser() local self = setmetatable({}, ExampleAssetsBrowserMT) -- Options self.ShowTypeOverlay = true self.AllowSorting = true self.AllowBoxSelect = true -- Will set ImGuiMultiSelectFlags.BoxSelect2d self.AllowBoxSelectInsideSelection = false -- Will set ImGuiMultiSelectFlags.SelectOnClickAlways self.AllowDragUnselected = false -- Will set ImGuiMultiSelectFlags.SelectOnClickRelease self.IconSize = 0 self.IconSpacing = 10 self.IconHitSpacing = 4 -- Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer. self.StretchSpacing = true self.UseScrollX = false -- Debug: submit twice the number of items per line (overflow horizontally to exercise ScrollX + box-select) -- State self.Items = ImVector() -- Our items self.Selection = ExampleSelectionWithDeletion() -- Our selection (ImGuiSelectionBasicStorage + helper funcs to handle deletion) self.NextItemId = 0 -- Unique identifier when creating new items self.RequestDelete = false -- Deferred deletion request self.RequestSort = false -- Deferred sort request self.ZoomWheelAccum = 0.0 -- Mouse wheel accumulator to handle smooth wheels better -- Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals but our code is simpler this way. self.LayoutItemSize = ImVec2() self.LayoutItemStep = ImVec2() -- == LayoutItemSize + LayoutItemSpacing self.LayoutItemSpacing = 0.0 self.LayoutSelectableSpacing = 0.0 self.LayoutOuterPadding = 0.0 self.LayoutColumnCount = 0 self.LayoutLineCount = 0 -- Functions self:AddItems(10000) return self end function ExampleAssetsBrowserMT:AddItems(count) if self.Items.Size == 0 then self.NextItemId = 0 end self.Items:reserve(self.Items.Size + count) for n = 0, count - 1 do self.Items:push_back(ExampleAsset(self.NextItemId, (self.NextItemId % 20) < 15 and 0 or ((self.NextItemId % 20) < 18 and 1 or 2))) self.NextItemId = self.NextItemId + 1 end self.RequestSort = true end function ExampleAssetsBrowserMT:ClearItems() self.Items:clear() self.Selection:Clear() end -- Logic would be written in the main code BeginChild() and outputting to local variables. -- We extracted it into a function so we can call it easily from multiple places. function ExampleAssetsBrowserMT:UpdateLayoutSizes(avail_width) -- Layout: when not stretching: allow extending into right-most spacing. self.LayoutItemSpacing = self.IconSpacing if self.StretchSpacing == false then avail_width = avail_width + math.floor(self.LayoutItemSpacing * 0.5) end -- Layout: calculate number of icon per line and number of lines self.LayoutItemSize = ImVec2(math.floor(self.IconSize), math.floor(self.IconSize)) self.LayoutColumnCount = ImMax(ImTrunc(avail_width / (self.LayoutItemSize.x + self.LayoutItemSpacing)), 1) -- Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer. if self.StretchSpacing and self.LayoutColumnCount > 1 then self.LayoutItemSpacing = math.floor(avail_width - self.LayoutItemSize.x * self.LayoutColumnCount) / self.LayoutColumnCount end if self.UseScrollX then self.LayoutColumnCount = self.LayoutColumnCount * 2 end self.LayoutLineCount = math.floor((self.Items.Size + self.LayoutColumnCount - 1) / self.LayoutColumnCount) self.LayoutItemStep = ImVec2(self.LayoutItemSize.x + self.LayoutItemSpacing, self.LayoutItemSize.y + self.LayoutItemSpacing) self.LayoutSelectableSpacing = ImMax(math.floor(self.LayoutItemSpacing) - self.IconHitSpacing, 0.0) self.LayoutOuterPadding = math.floor(self.LayoutItemSpacing * 0.5) end -- [Port] the non-capturing C++ lambda assigned every frame, hoisted to a single function (no per-frame closure) local function ExampleAssetsBrowser_AdapterIndexToStorageId(self_, idx) local self = self_.UserData; return self.Items.Data[idx + 1].ID end -- [Port] returns the new p_open function ExampleAssetsBrowserMT:Draw(title, p_open) if self.IconSize <= 0.0 then self.IconSize = ImGui.CalcTextSize("99999").x end ImGui.SetNextWindowSize(ImVec2(self.IconSize * 25, self.IconSize * 15), 4 --[[ImGuiCond.FirstUseEver]]) local visible p_open, visible = ImGui.Begin(title, p_open, 1024 --[[ImGuiWindowFlags.MenuBar]]) if not visible then ImGui.End() return p_open end IMGUI_DEMO_MARKER("Examples/Assets Browser") local Selection = self.Selection -- Menu bar if ImGui.BeginMenuBar() then if ImGui.BeginMenu("File") then if ImGui.MenuItem("Add 10000 items") then self:AddItems(10000) end if ImGui.MenuItem("Clear items") then self:ClearItems() end ImGui.Separator() if ImGui.MenuItem("Close", nil, false, p_open ~= nil) then p_open = false end ImGui.EndMenu() end if ImGui.BeginMenu("Edit") then if ImGui.MenuItem("Delete", "Del", false, Selection.Size > 0) then self.RequestDelete = true end ImGui.EndMenu() end if ImGui.BeginMenu("Options") then ImGui.PushItemWidth(ImGui.GetFontSize() * 10) ImGui.SeparatorText("Contents") _, self.ShowTypeOverlay = ImGui.Checkbox("Show Type Overlay", self.ShowTypeOverlay) _, self.AllowSorting = ImGui.Checkbox("Allow Sorting", self.AllowSorting) ImGui.SeparatorText("Selection Behavior") _, self.AllowBoxSelect = ImGui.Checkbox("Allow box-selection", self.AllowBoxSelect) local pressed pressed, self.AllowBoxSelectInsideSelection = ImGui.Checkbox("Allow box-selection from selected items", self.AllowBoxSelectInsideSelection) if pressed and self.AllowBoxSelectInsideSelection then self.AllowDragUnselected = false end pressed, self.AllowDragUnselected = ImGui.Checkbox("Allow dragging unselected item", self.AllowDragUnselected) if pressed and self.AllowDragUnselected then self.AllowBoxSelectInsideSelection = false end ImGui.SeparatorText("Layout") self.IconSize = ImGui.SliderFloat("Icon Size", self.IconSize, 16.0, 128.0, "%.0f") ImGui.SameLine(); HelpMarker("Use Ctrl+Wheel to zoom") self.IconSpacing = ImGui.SliderInt("Icon Spacing", self.IconSpacing, 0, 32) self.IconHitSpacing = ImGui.SliderInt("Icon Hit Spacing", self.IconHitSpacing, 0, 32) _, self.StretchSpacing = ImGui.Checkbox("Stretch Spacing", self.StretchSpacing) _, self.UseScrollX = ImGui.Checkbox("Use ScrollX", self.UseScrollX) ImGui.PopItemWidth() ImGui.EndMenu() end ImGui.EndMenuBar() end -- Show a table with ONLY one header row to showcase the idea/possibility of using this to provide a sorting UI if self.AllowSorting then ImGui.PushStyleVar(14 --[[ImGuiStyleVar.ItemSpacing]], ImVec2(0, 0)) local table_flags_for_sort_specs = bit32.bor(8 --[[ImGuiTableFlags.Sortable]], 67108864 --[[ImGuiTableFlags.SortMulti]], 8192 --[[ImGuiTableFlags.SizingFixedFit]], 1920 --[[ImGuiTableFlags.Borders]]) if ImGui.BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0, ImGui.GetFrameHeight())) then ImGui.TableSetupColumn("Index") ImGui.TableSetupColumn("Type") ImGui.TableHeadersRow() local sort_specs = ImGui.TableGetSortSpecs() if sort_specs then if sort_specs.SpecsDirty or self.RequestSort then ExampleAsset_SortWithSortSpecs(sort_specs, self.Items.Data, self.Items.Size) sort_specs.SpecsDirty = false; self.RequestSort = false end end ImGui.EndTable() end ImGui.PopStyleVar() end local io = ImGui.GetIO() ImGui.SetNextWindowContentSize(ImVec2(0.0, self.LayoutOuterPadding + self.LayoutLineCount * (self.LayoutItemSize.y + self.LayoutItemSpacing))) if ImGui.BeginChild("Assets", ImVec2(0.0, -ImGui.GetTextLineHeightWithSpacing()), 1 --[[ImGuiChildFlags.Borders]], bit32.bor(4 --[[ImGuiWindowFlags.NoMove]], 2048 --[[ImGuiWindowFlags.HorizontalScrollbar]])) then local draw_list = ImGui.GetWindowDrawList() local avail_width = ImGui.GetContentRegionAvail().x self:UpdateLayoutSizes(avail_width) -- Calculate and store start position. local start_pos = ImGui.GetCursorScreenPos() start_pos = ImVec2(start_pos.x + self.LayoutOuterPadding, start_pos.y + self.LayoutOuterPadding) ImGui.SetCursorScreenPos(start_pos) -- Multi-select local ms_flags = bit32.bor(512 --[[ImGuiMultiSelectFlags.ClearOnEscape]], 1024 --[[ImGuiMultiSelectFlags.ClearOnClickVoid]]) -- - Enable box-select (in 2D mode, so that changing box-select rectangle X1/X2 boundaries will affect clipped items) if self.AllowBoxSelect then ms_flags = bit32.bor(ms_flags, 128 --[[ImGuiMultiSelectFlags.BoxSelect2d]]) end -- - Selection mode if self.AllowDragUnselected then ms_flags = bit32.bor(ms_flags, 32768 --[[ImGuiMultiSelectFlags.SelectOnClickRelease]]) -- Rarely used: Allows dragging an unselected item without selecting it(rarely used) elseif self.AllowBoxSelectInsideSelection then ms_flags = bit32.bor(ms_flags, 16384 --[[ImGuiMultiSelectFlags.SelectOnClickAlways]]) -- Rarely used: Prevents Drag and Drop from being used on multiple-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. end -- - Enable keyboard wrapping on X axis -- (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping api yet, so this flag is provided as a courtesy to avoid doing: -- ImGui.NavMoveRequestTryWrapping(ImGui.GetCurrentWindow(), ImGuiNavMoveFlags.WrapX); -- When we finish implementing a more general API for this, we will obsolete this flag in favor of the new system) ms_flags = bit32.bor(ms_flags, 65536 --[[ImGuiMultiSelectFlags.NavWrapX]]) local ms_io = ImGui.BeginMultiSelect(ms_flags, Selection.Size, self.Items.Size) -- Use custom selection adapter: store ID in selection (recommended) Selection.UserData = self Selection.AdapterIndexToStorageId = ExampleAssetsBrowser_AdapterIndexToStorageId Selection:ApplyRequests(ms_io) local want_delete = (ImGui.Shortcut(522 --[[ImGuiKey.Delete]], 1 --[[ImGuiInputFlags.Repeat]]) and (Selection.Size > 0)) or self.RequestDelete local item_curr_idx_to_focus = want_delete and Selection:ApplyDeletionPreLoop(ms_io, self.Items.Size) or -1 self.RequestDelete = false -- Push LayoutSelectableSpacing (which is LayoutItemSpacing minus hit-spacing, if we decide to have hit gaps between items) -- Altering style ItemSpacing may seem unnecessary as we position every items using SetCursorScreenPos()... -- But it is necessary for two reasons: -- - Selectables uses it by default to visually fill the space between two items. -- - The vertical spacing would be measured by Clipper to calculate line height if we didn't provide it explicitly (here we do). ImGui.PushStyleVar(14 --[[ImGuiStyleVar.ItemSpacing]], ImVec2(self.LayoutSelectableSpacing, self.LayoutSelectableSpacing)) -- Rendering parameters local icon_type_overlay_colors = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) } local icon_bg_color = ImGui.GetColorU32(IM_COL32(35, 35, 35, 220), nil, true) -- [Port] ImU32 overload selected explicitly local icon_type_overlay_size = ImVec2(4.0, 4.0) local display_label = (self.LayoutItemSize.x >= ImGui.CalcTextSize("999").x) local column_count = self.LayoutColumnCount local clipper = ImGuiListClipper() clipper:Begin(self.LayoutLineCount, self.LayoutItemStep.y) if item_curr_idx_to_focus ~= -1 then clipper:IncludeItemByIndex(math.floor(item_curr_idx_to_focus / column_count)) -- Ensure focused item line is not clipped. end if ms_io.RangeSrcItem ~= -1 then clipper:IncludeItemByIndex(math.floor(ms_io.RangeSrcItem / column_count)) -- Ensure RangeSrc item line is not clipped. end while clipper:Step() do for line_idx = clipper.DisplayStart, clipper.DisplayEnd - 1 do local item_min_idx_for_current_line = line_idx * column_count local item_max_idx_for_current_line = ImMin((line_idx + 1) * column_count, self.Items.Size) for item_idx = item_min_idx_for_current_line, item_max_idx_for_current_line - 1 do local item_data = self.Items.Data[item_idx + 1] ImGui.PushID(item_data.ID) -- Position item local pos = ImVec2(start_pos.x + (item_idx % column_count) * self.LayoutItemStep.x, start_pos.y + line_idx * self.LayoutItemStep.y) ImGui.SetCursorScreenPos(pos) ImGui.SetNextItemSelectionUserData(item_idx) local item_is_selected = Selection:Contains(item_data.ID) local item_is_visible = ImGui.IsRectVisible(self.LayoutItemSize) ImGui.Selectable("", item_is_selected, 0 --[[ImGuiSelectableFlags.None]], self.LayoutItemSize) -- Update our selection state immediately (without waiting for EndMultiSelect() requests) -- because we use this to alter the color of our text/icon. if ImGui.IsItemToggledSelection() then item_is_selected = not item_is_selected end -- Focus (for after deletion) if item_curr_idx_to_focus == item_idx then ImGui.SetKeyboardFocusHere(-1) end -- Drag and drop if ImGui.BeginDragDropSource() then -- Create payload with full selection OR single unselected item. -- (the later is only possible when using ImGuiMultiSelectFlags.SelectOnClickRelease) if ImGui.GetDragDropPayload() == nil then local payload_items = ImVector() local it = nil local id = 0 if not item_is_selected then payload_items:push_back(item_data.ID) else while true do local has_more has_more, it, id = Selection:GetNextSelectedItem(it) if not has_more then break end payload_items:push_back(id) end end ImGui.SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, payload_items.Size * 4) -- [Port] size_in_bytes() with sizeof(ImGuiID) == 4, payload carries the Lua array end -- Display payload content in tooltip, by extracting it from the payload data -- (we could read from selection, but it is more correct and reusable to read from payload) local payload = ImGui.GetDragDropPayload() local payload_count = math.floor(payload.DataSize / 4) -- [Port] sizeof(ImGuiID) == 4 ImGui.Text("%d assets", payload_count) ImGui.EndDragDropSource() end -- Render icon (a real app would likely display an image/thumbnail here) -- Because we use ImGuiMultiSelectFlags.BoxSelect2d, clipping vertical may occasionally be larger, so we coarse-clip our rendering as well. if item_is_visible then local box_min = ImVec2(pos.x - 1, pos.y - 1) local box_max = ImVec2(box_min.x + self.LayoutItemSize.x + 2, box_min.y + self.LayoutItemSize.y + 2) -- Dubious draw_list:AddRectFilled(box_min, box_max, icon_bg_color) -- Background color if self.ShowTypeOverlay and item_data.Type ~= 0 then local type_col = icon_type_overlay_colors[(item_data.Type % #icon_type_overlay_colors) + 1] draw_list:AddRectFilled(ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col) end if display_label then local label_col = ImGui.GetColorU32(item_is_selected and 0 --[[ImGuiCol.Text]] or 1 --[[ImGuiCol.TextDisabled]]) local label = string.format("%d", item_data.ID) draw_list:AddText(ImVec2(box_min.x, box_max.y - ImGui.GetFontSize()), label_col, label) end end ImGui.PopID() end end end clipper:End() if self.Items.Size == 0 then ImGui.Dummy(ImVec2(0, 0)) end ImGui.PopStyleVar() -- ImGuiStyleVar.ItemSpacing -- Context menu if ImGui.BeginPopupContextWindow() then ImGui.Text("Selection: %d items", Selection.Size) ImGui.Separator() if ImGui.MenuItem("Delete", "Del", false, Selection.Size > 0) then self.RequestDelete = true end ImGui.EndPopup() end ms_io = ImGui.EndMultiSelect() Selection:ApplyRequests(ms_io) if want_delete then Selection:ApplyDeletionPostLoop(ms_io, self.Items, item_curr_idx_to_focus) end -- Zooming with Ctrl+Wheel if ImGui.IsWindowAppearing() then self.ZoomWheelAccum = 0.0 end if ImGui.IsWindowHovered() and io.MouseWheel ~= 0.0 and ImGui.IsKeyDown(4096 --[[ImGuiMod_Ctrl]]) and ImGui.IsAnyItemActive() == false then self.ZoomWheelAccum = self.ZoomWheelAccum + io.MouseWheel if math.abs(self.ZoomWheelAccum) >= 1.0 then -- Calculate hovered item index from mouse location -- FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down timer) would ensure zoom keeps on it. local hovered_item_nx = (io.MousePos.x - start_pos.x + self.LayoutItemSpacing * 0.5) / self.LayoutItemStep.x local hovered_item_ny = (io.MousePos.y - start_pos.y + self.LayoutItemSpacing * 0.5) / self.LayoutItemStep.y local hovered_item_idx = (ImTrunc(hovered_item_ny) * self.LayoutColumnCount) + ImTrunc(hovered_item_nx) --ImGui.SetTooltip("%f,%f -> item %d", hovered_item_nx, hovered_item_ny, hovered_item_idx); -- Move those 4 lines in block above for easy debugging -- Zoom self.IconSize = self.IconSize * (1.1 ^ ImTrunc(self.ZoomWheelAccum)) self.IconSize = ImClamp(self.IconSize, 16.0, 128.0) self.ZoomWheelAccum = self.ZoomWheelAccum - ImTrunc(self.ZoomWheelAccum) self:UpdateLayoutSizes(avail_width) -- Manipulate scroll to that we will land at the same Y location of currently hovered item. -- - Calculate next frame position of item under mouse -- - Set new scroll position to be used in next ImGui.BeginChild() call. local hovered_item_rel_pos_y = (ImTrunc(hovered_item_idx / self.LayoutColumnCount) + math.fmod(hovered_item_ny, 1.0)) * self.LayoutItemStep.y hovered_item_rel_pos_y = hovered_item_rel_pos_y + ImGui.GetStyle().WindowPadding.y local mouse_local_y = io.MousePos.y - ImGui.GetWindowPos().y ImGui.SetScrollY(hovered_item_rel_pos_y - mouse_local_y) end end end ImGui.EndChild() ImGui.Text("Selected: %d/%d items", Selection.Size, self.Items.Size) ImGui.End() return p_open end S.ShowExampleAppAssetsBrowser = { assets_browser = nil, -- static ExampleAssetsBrowser assets_browser; -- [Port] created lazily on first call (10000 items) } function ShowExampleAppAssetsBrowser(p_open) IMGUI_DEMO_MARKER("Examples/Assets Browser") local s = S.ShowExampleAppAssetsBrowser if s.assets_browser == nil then s.assets_browser = ExampleAssetsBrowser() end return s.assets_browser:Draw("Example: Assets Browser", p_open) end return true end __FILES['imgui_draw.lua'] = function() --- Dear ImGui WIP -- (drawing and font code) -- -- Index of this file: -- -- [SECTION] STB libraries implementation -- [SECTION] Style functions -- [SECTION] ImDrawList -- [SECTION] ImTriangulator, ImDrawList concave polygon fill -- [SECTION] ImDrawListSplitter -- [SECTION] ImDrawData -- [SECTION] Helpers ShadeVertsXXX functions -- [SECTION] ImFontConfig -- [SECTION] ImFontAtlas, ImFontAtlasBuilder -- [SECTION] ImFontAtlas: backend for stb_truetype -- [SECTION] ImFontAtlas: glyph ranges helpers -- [SECTION] ImFontGlyphRangesBuilder -- [SECTION] ImFontBaked, ImFont -- [SECTION] ImGui Internal Render Helpers -- [SECTION] Decompression code -- [SECTION] Default font data (ProggyClean.ttf) -- [SECTION] Default font data (ProggyForever.ttf) -- FONT_ATLAS_DEFAULT_TEX_DATA_W = 122 -- Actual texture will be 2 times that + 1 spacing. FONT_ATLAS_DEFAULT_TEX_DATA_H = 27 local IM_DRAWLIST_TEX_LINES_WIDTH_MAX = 32 -- The maximum line width to bake anti-aliased textures for. local writef64, writeu32, readf64, readu32 = buffer.writef64, buffer.writeu32, buffer.readf64, buffer.readu32 -- Write vertex i (1-based) of a VtxBuffer.Buf local function WV(b, i, x, y, u, v, col) local o = (i - 1) * 36 writef64(b, o, x); writef64(b, o + 8, y); writef64(b, o + 16, u); writef64(b, o + 24, v); writeu32(b, o + 32, col) end local function WVP(b, i, p, uv, col) WV(b, i, p.x, p.y, uv.x, uv.y, col) end local IM_FONTGLYPH_INDEX_UNUSED = 0xFFFF -- ((ImU16)-1) local IM_FONTGLYPH_INDEX_NOT_FOUND = 0xFFFE -- ((ImU16)-2) --- @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 -- A work of art lies ahead! (. = white layer, X = black layer, others are blank) -- The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. -- (This is used when io.MouseDrawCursor = true) 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() ------------------------------------------------------------------------------- -- [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) ------------------------------------------------------------------------------- --- @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[0 --[[ImGuiCol.Text]]] = ImVec4(1.00, 1.00, 1.00, 1.00) colors[1 --[[ImGuiCol.TextDisabled]]] = ImVec4(0.50, 0.50, 0.50, 1.00) colors[2 --[[ImGuiCol.WindowBg]]] = ImVec4(0.06, 0.06, 0.06, 0.94) colors[3 --[[ImGuiCol.ChildBg]]] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[4 --[[ImGuiCol.PopupBg]]] = ImVec4(0.08, 0.08, 0.08, 0.94) colors[5 --[[ImGuiCol.Border]]] = ImVec4(0.43, 0.43, 0.50, 0.50) colors[6 --[[ImGuiCol.BorderShadow]]] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[7 --[[ImGuiCol.FrameBg]]] = ImVec4(0.16, 0.29, 0.48, 0.54) colors[8 --[[ImGuiCol.FrameBgHovered]]] = ImVec4(0.26, 0.59, 0.98, 0.40) colors[9 --[[ImGuiCol.FrameBgActive]]] = ImVec4(0.26, 0.59, 0.98, 0.67) colors[10 --[[ImGuiCol.TitleBg]]] = ImVec4(0.04, 0.04, 0.04, 1.00) colors[11 --[[ImGuiCol.TitleBgActive]]] = ImVec4(0.16, 0.29, 0.48, 1.00) colors[12 --[[ImGuiCol.TitleBgCollapsed]]] = ImVec4(0.00, 0.00, 0.00, 0.51) colors[13 --[[ImGuiCol.MenuBarBg]]] = ImVec4(0.14, 0.14, 0.14, 1.00) colors[14 --[[ImGuiCol.ScrollbarBg]]] = ImVec4(0.02, 0.02, 0.02, 0.53) colors[15 --[[ImGuiCol.ScrollbarGrab]]] = ImVec4(0.31, 0.31, 0.31, 1.00) colors[16 --[[ImGuiCol.ScrollbarGrabHovered]]] = ImVec4(0.41, 0.41, 0.41, 1.00) colors[17 --[[ImGuiCol.ScrollbarGrabActive]]] = ImVec4(0.51, 0.51, 0.51, 1.00) colors[18 --[[ImGuiCol.CheckMark]]] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[19 --[[ImGuiCol.CheckboxSelectedBg]]] = ImLerpV4V4F(colors[7 --[[ImGuiCol.FrameBg]]], colors[8 --[[ImGuiCol.FrameBgHovered]]], 0.65) colors[20 --[[ImGuiCol.SliderGrab]]] = ImVec4(0.24, 0.52, 0.88, 1.00) colors[21 --[[ImGuiCol.SliderGrabActive]]] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[22 --[[ImGuiCol.Button]]] = ImVec4(0.26, 0.59, 0.98, 0.40) colors[23 --[[ImGuiCol.ButtonHovered]]] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[24 --[[ImGuiCol.ButtonActive]]] = ImVec4(0.06, 0.53, 0.98, 1.00) colors[25 --[[ImGuiCol.Header]]] = ImVec4(0.26, 0.59, 0.98, 0.31) colors[26 --[[ImGuiCol.HeaderHovered]]] = ImVec4(0.26, 0.59, 0.98, 0.80) colors[27 --[[ImGuiCol.HeaderActive]]] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[28 --[[ImGuiCol.Separator]]] = colors[5 --[[ImGuiCol.Border]]] colors[29 --[[ImGuiCol.SeparatorHovered]]] = ImVec4(0.10, 0.40, 0.75, 0.78) colors[30 --[[ImGuiCol.SeparatorActive]]] = ImVec4(0.10, 0.40, 0.75, 1.00) colors[31 --[[ImGuiCol.ResizeGrip]]] = ImVec4(0.26, 0.59, 0.98, 0.20) colors[32 --[[ImGuiCol.ResizeGripHovered]]] = ImVec4(0.26, 0.59, 0.98, 0.67) colors[33 --[[ImGuiCol.ResizeGripActive]]] = ImVec4(0.26, 0.59, 0.98, 0.95) colors[34 --[[ImGuiCol.InputTextCursor]]] = colors[0 --[[ImGuiCol.Text]]] colors[35 --[[ImGuiCol.TabHovered]]] = colors[26 --[[ImGuiCol.HeaderHovered]]] colors[36 --[[ImGuiCol.Tab]]] = ImLerpV4V4F(colors[25 --[[ImGuiCol.Header]]], colors[11 --[[ImGuiCol.TitleBgActive]]], 0.80) colors[37 --[[ImGuiCol.TabSelected]]] = ImLerpV4V4F(colors[27 --[[ImGuiCol.HeaderActive]]], colors[11 --[[ImGuiCol.TitleBgActive]]], 0.60) colors[38 --[[ImGuiCol.TabSelectedOverline]]] = colors[27 --[[ImGuiCol.HeaderActive]]] colors[39 --[[ImGuiCol.TabDimmed]]] = ImLerpV4V4F(colors[36 --[[ImGuiCol.Tab]]], colors[10 --[[ImGuiCol.TitleBg]]], 0.80) colors[40 --[[ImGuiCol.TabDimmedSelected]]] = ImLerpV4V4F(colors[37 --[[ImGuiCol.TabSelected]]], colors[10 --[[ImGuiCol.TitleBg]]], 0.40) colors[41 --[[ImGuiCol.TabDimmedSelectedOverline]]] = ImVec4(0.50, 0.50, 0.50, 0.00) colors[42 --[[ImGuiCol.DockingPreview]]] = ImVec4(colors[27 --[[ImGuiCol.HeaderActive]]].x, colors[27 --[[ImGuiCol.HeaderActive]]].y, colors[27 --[[ImGuiCol.HeaderActive]]].z, colors[27 --[[ImGuiCol.HeaderActive]]].w * 0.7) colors[43 --[[ImGuiCol.DockingEmptyBg]]] = ImVec4(0.20, 0.20, 0.20, 1.00) colors[44 --[[ImGuiCol.PlotLines]]] = ImVec4(0.61, 0.61, 0.61, 1.00) colors[45 --[[ImGuiCol.PlotLinesHovered]]] = ImVec4(1.00, 0.43, 0.35, 1.00) colors[46 --[[ImGuiCol.PlotHistogram]]] = ImVec4(0.90, 0.70, 0.00, 1.00) colors[47 --[[ImGuiCol.PlotHistogramHovered]]] = ImVec4(1.00, 0.60, 0.00, 1.00) colors[48 --[[ImGuiCol.TableHeaderBg]]] = ImVec4(0.19, 0.19, 0.20, 1.00) colors[49 --[[ImGuiCol.TableBorderStrong]]] = ImVec4(0.31, 0.31, 0.35, 1.00) -- Prefer using Alpha=1.0 here colors[50 --[[ImGuiCol.TableBorderLight]]] = ImVec4(0.23, 0.23, 0.25, 1.00) -- Prefer using Alpha=1.0 here colors[51 --[[ImGuiCol.TableRowBg]]] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[52 --[[ImGuiCol.TableRowBgAlt]]] = ImVec4(1.00, 1.00, 1.00, 0.06) colors[53 --[[ImGuiCol.TextLink]]] = colors[27 --[[ImGuiCol.HeaderActive]]] colors[54 --[[ImGuiCol.TextSelectedBg]]] = ImVec4(0.26, 0.59, 0.98, 0.35) colors[55 --[[ImGuiCol.TreeLines]]] = colors[5 --[[ImGuiCol.Border]]] colors[56 --[[ImGuiCol.DragDropTarget]]] = ImVec4(1.00, 1.00, 0.00, 0.90) colors[57 --[[ImGuiCol.DragDropTargetBg]]] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[58 --[[ImGuiCol.UnsavedMarker]]] = ImVec4(1.00, 1.00, 1.00, 1.00) colors[59 --[[ImGuiCol.NavCursor]]] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[60 --[[ImGuiCol.NavWindowingHighlight]]] = ImVec4(1.00, 1.00, 1.00, 0.70) colors[61 --[[ImGuiCol.NavWindowingDimBg]]] = ImVec4(0.80, 0.80, 0.80, 0.20) colors[62 --[[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[0 --[[ImGuiCol.Text]]] = ImVec4(0.90, 0.90, 0.90, 1.00) colors[1 --[[ImGuiCol.TextDisabled]]] = ImVec4(0.60, 0.60, 0.60, 1.00) colors[2 --[[ImGuiCol.WindowBg]]] = ImVec4(0.00, 0.00, 0.00, 0.85) colors[3 --[[ImGuiCol.ChildBg]]] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[4 --[[ImGuiCol.PopupBg]]] = ImVec4(0.11, 0.11, 0.14, 0.92) colors[5 --[[ImGuiCol.Border]]] = ImVec4(0.50, 0.50, 0.50, 0.50) colors[6 --[[ImGuiCol.BorderShadow]]] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[7 --[[ImGuiCol.FrameBg]]] = ImVec4(0.43, 0.43, 0.43, 0.39) colors[8 --[[ImGuiCol.FrameBgHovered]]] = ImVec4(0.47, 0.47, 0.69, 0.40) colors[9 --[[ImGuiCol.FrameBgActive]]] = ImVec4(0.42, 0.41, 0.64, 0.69) colors[10 --[[ImGuiCol.TitleBg]]] = ImVec4(0.27, 0.27, 0.54, 0.83) colors[11 --[[ImGuiCol.TitleBgActive]]] = ImVec4(0.32, 0.32, 0.63, 0.87) colors[12 --[[ImGuiCol.TitleBgCollapsed]]] = ImVec4(0.40, 0.40, 0.80, 0.20) colors[13 --[[ImGuiCol.MenuBarBg]]] = ImVec4(0.40, 0.40, 0.55, 0.80) colors[14 --[[ImGuiCol.ScrollbarBg]]] = ImVec4(0.20, 0.25, 0.30, 0.60) colors[15 --[[ImGuiCol.ScrollbarGrab]]] = ImVec4(0.40, 0.40, 0.80, 0.30) colors[16 --[[ImGuiCol.ScrollbarGrabHovered]]] = ImVec4(0.40, 0.40, 0.80, 0.40) colors[17 --[[ImGuiCol.ScrollbarGrabActive]]] = ImVec4(0.41, 0.39, 0.80, 0.60) colors[18 --[[ImGuiCol.CheckMark]]] = ImVec4(0.90, 0.90, 0.90, 0.50) colors[19 --[[ImGuiCol.CheckboxSelectedBg]]] = ImLerpV4V4F(colors[7 --[[ImGuiCol.FrameBg]]], colors[9 --[[ImGuiCol.FrameBgActive]]], 0.65) colors[20 --[[ImGuiCol.SliderGrab]]] = ImVec4(1.00, 1.00, 1.00, 0.30) colors[21 --[[ImGuiCol.SliderGrabActive]]] = ImVec4(0.41, 0.39, 0.80, 0.60) colors[22 --[[ImGuiCol.Button]]] = ImVec4(0.35, 0.40, 0.61, 0.62) colors[23 --[[ImGuiCol.ButtonHovered]]] = ImVec4(0.40, 0.48, 0.71, 0.79) colors[24 --[[ImGuiCol.ButtonActive]]] = ImVec4(0.46, 0.54, 0.80, 1.00) colors[25 --[[ImGuiCol.Header]]] = ImVec4(0.40, 0.40, 0.90, 0.45) colors[26 --[[ImGuiCol.HeaderHovered]]] = ImVec4(0.45, 0.45, 0.90, 0.80) colors[27 --[[ImGuiCol.HeaderActive]]] = ImVec4(0.53, 0.53, 0.87, 0.80) colors[28 --[[ImGuiCol.Separator]]] = ImVec4(0.50, 0.50, 0.50, 0.60) colors[29 --[[ImGuiCol.SeparatorHovered]]] = ImVec4(0.60, 0.60, 0.70, 1.00) colors[30 --[[ImGuiCol.SeparatorActive]]] = ImVec4(0.70, 0.70, 0.90, 1.00) colors[31 --[[ImGuiCol.ResizeGrip]]] = ImVec4(1.00, 1.00, 1.00, 0.10) colors[32 --[[ImGuiCol.ResizeGripHovered]]] = ImVec4(0.78, 0.82, 1.00, 0.60) colors[33 --[[ImGuiCol.ResizeGripActive]]] = ImVec4(0.78, 0.82, 1.00, 0.90) colors[34 --[[ImGuiCol.InputTextCursor]]] = colors[0 --[[ImGuiCol.Text]]] colors[35 --[[ImGuiCol.TabHovered]]] = colors[26 --[[ImGuiCol.HeaderHovered]]] colors[36 --[[ImGuiCol.Tab]]] = ImLerpV4V4F(colors[25 --[[ImGuiCol.Header]]], colors[11 --[[ImGuiCol.TitleBgActive]]], 0.80) colors[37 --[[ImGuiCol.TabSelected]]] = ImLerpV4V4F(colors[27 --[[ImGuiCol.HeaderActive]]], colors[11 --[[ImGuiCol.TitleBgActive]]], 0.60) colors[38 --[[ImGuiCol.TabSelectedOverline]]] = colors[27 --[[ImGuiCol.HeaderActive]]] colors[39 --[[ImGuiCol.TabDimmed]]] = ImLerpV4V4F(colors[36 --[[ImGuiCol.Tab]]], colors[10 --[[ImGuiCol.TitleBg]]], 0.80) colors[40 --[[ImGuiCol.TabDimmedSelected]]] = ImLerpV4V4F(colors[37 --[[ImGuiCol.TabSelected]]], colors[10 --[[ImGuiCol.TitleBg]]], 0.40) colors[41 --[[ImGuiCol.TabDimmedSelectedOverline]]] = ImVec4(0.53, 0.53, 0.87, 0.00) colors[42 --[[ImGuiCol.DockingPreview]]] = ImVec4(colors[25 --[[ImGuiCol.Header]]].x, colors[25 --[[ImGuiCol.Header]]].y, colors[25 --[[ImGuiCol.Header]]].z, colors[25 --[[ImGuiCol.Header]]].w * 0.7) colors[43 --[[ImGuiCol.DockingEmptyBg]]] = ImVec4(0.20, 0.20, 0.20, 1.00) colors[44 --[[ImGuiCol.PlotLines]]] = ImVec4(1.00, 1.00, 1.00, 1.00) colors[45 --[[ImGuiCol.PlotLinesHovered]]] = ImVec4(0.90, 0.70, 0.00, 1.00) colors[46 --[[ImGuiCol.PlotHistogram]]] = ImVec4(0.90, 0.70, 0.00, 1.00) colors[47 --[[ImGuiCol.PlotHistogramHovered]]] = ImVec4(1.00, 0.60, 0.00, 1.00) colors[48 --[[ImGuiCol.TableHeaderBg]]] = ImVec4(0.27, 0.27, 0.38, 1.00) colors[49 --[[ImGuiCol.TableBorderStrong]]] = ImVec4(0.31, 0.31, 0.45, 1.00) -- Prefer using Alpha=1.0 here colors[50 --[[ImGuiCol.TableBorderLight]]] = ImVec4(0.26, 0.26, 0.28, 1.00) -- Prefer using Alpha=1.0 here colors[51 --[[ImGuiCol.TableRowBg]]] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[52 --[[ImGuiCol.TableRowBgAlt]]] = ImVec4(1.00, 1.00, 1.00, 0.07) colors[53 --[[ImGuiCol.TextLink]]] = colors[27 --[[ImGuiCol.HeaderActive]]] colors[54 --[[ImGuiCol.TextSelectedBg]]] = ImVec4(0.00, 0.00, 1.00, 0.35) colors[55 --[[ImGuiCol.TreeLines]]] = colors[5 --[[ImGuiCol.Border]]] colors[56 --[[ImGuiCol.DragDropTarget]]] = ImVec4(1.00, 1.00, 0.00, 0.90) colors[57 --[[ImGuiCol.DragDropTargetBg]]] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[58 --[[ImGuiCol.UnsavedMarker]]] = ImVec4(0.90, 0.90, 0.90, 1.00) colors[59 --[[ImGuiCol.NavCursor]]] = colors[26 --[[ImGuiCol.HeaderHovered]]] colors[60 --[[ImGuiCol.NavWindowingHighlight]]] = ImVec4(1.00, 1.00, 1.00, 0.70) colors[61 --[[ImGuiCol.NavWindowingDimBg]]] = ImVec4(0.80, 0.80, 0.80, 0.20) colors[62 --[[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[0 --[[ImGuiCol.Text]]] = ImVec4(0.00, 0.00, 0.00, 1.00) colors[1 --[[ImGuiCol.TextDisabled]]] = ImVec4(0.60, 0.60, 0.60, 1.00) colors[2 --[[ImGuiCol.WindowBg]]] = ImVec4(0.94, 0.94, 0.94, 1.00) colors[3 --[[ImGuiCol.ChildBg]]] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[4 --[[ImGuiCol.PopupBg]]] = ImVec4(1.00, 1.00, 1.00, 0.98) colors[5 --[[ImGuiCol.Border]]] = ImVec4(0.00, 0.00, 0.00, 0.30) colors[6 --[[ImGuiCol.BorderShadow]]] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[7 --[[ImGuiCol.FrameBg]]] = ImVec4(1.00, 1.00, 1.00, 1.00) colors[8 --[[ImGuiCol.FrameBgHovered]]] = ImVec4(0.26, 0.59, 0.98, 0.40) colors[9 --[[ImGuiCol.FrameBgActive]]] = ImVec4(0.26, 0.59, 0.98, 0.67) colors[10 --[[ImGuiCol.TitleBg]]] = ImVec4(0.96, 0.96, 0.96, 1.00) colors[11 --[[ImGuiCol.TitleBgActive]]] = ImVec4(0.82, 0.82, 0.82, 1.00) colors[12 --[[ImGuiCol.TitleBgCollapsed]]] = ImVec4(1.00, 1.00, 1.00, 0.51) colors[13 --[[ImGuiCol.MenuBarBg]]] = ImVec4(0.86, 0.86, 0.86, 1.00) colors[14 --[[ImGuiCol.ScrollbarBg]]] = ImVec4(0.98, 0.98, 0.98, 0.53) colors[15 --[[ImGuiCol.ScrollbarGrab]]] = ImVec4(0.69, 0.69, 0.69, 0.80) colors[16 --[[ImGuiCol.ScrollbarGrabHovered]]] = ImVec4(0.49, 0.49, 0.49, 0.80) colors[17 --[[ImGuiCol.ScrollbarGrabActive]]] = ImVec4(0.49, 0.49, 0.49, 1.00) colors[18 --[[ImGuiCol.CheckMark]]] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[19 --[[ImGuiCol.CheckboxSelectedBg]]] = ImVec4(0.95, 0.97, 1.00, 1.00) colors[20 --[[ImGuiCol.SliderGrab]]] = ImVec4(0.26, 0.59, 0.98, 0.78) colors[21 --[[ImGuiCol.SliderGrabActive]]] = ImVec4(0.46, 0.54, 0.80, 0.60) colors[22 --[[ImGuiCol.Button]]] = ImVec4(0.26, 0.59, 0.98, 0.40) colors[23 --[[ImGuiCol.ButtonHovered]]] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[24 --[[ImGuiCol.ButtonActive]]] = ImVec4(0.06, 0.53, 0.98, 1.00) colors[25 --[[ImGuiCol.Header]]] = ImVec4(0.26, 0.59, 0.98, 0.31) colors[26 --[[ImGuiCol.HeaderHovered]]] = ImVec4(0.26, 0.59, 0.98, 0.80) colors[27 --[[ImGuiCol.HeaderActive]]] = ImVec4(0.26, 0.59, 0.98, 1.00) colors[28 --[[ImGuiCol.Separator]]] = ImVec4(0.39, 0.39, 0.39, 0.62) colors[29 --[[ImGuiCol.SeparatorHovered]]] = ImVec4(0.14, 0.44, 0.80, 0.78) colors[30 --[[ImGuiCol.SeparatorActive]]] = ImVec4(0.14, 0.44, 0.80, 1.00) colors[31 --[[ImGuiCol.ResizeGrip]]] = ImVec4(0.35, 0.35, 0.35, 0.17) colors[32 --[[ImGuiCol.ResizeGripHovered]]] = ImVec4(0.26, 0.59, 0.98, 0.67) colors[33 --[[ImGuiCol.ResizeGripActive]]] = ImVec4(0.26, 0.59, 0.98, 0.95) colors[34 --[[ImGuiCol.InputTextCursor]]] = colors[0 --[[ImGuiCol.Text]]] colors[35 --[[ImGuiCol.TabHovered]]] = colors[26 --[[ImGuiCol.HeaderHovered]]] colors[36 --[[ImGuiCol.Tab]]] = ImLerpV4V4F(colors[25 --[[ImGuiCol.Header]]], colors[11 --[[ImGuiCol.TitleBgActive]]], 0.90) colors[37 --[[ImGuiCol.TabSelected]]] = ImLerpV4V4F(colors[27 --[[ImGuiCol.HeaderActive]]], colors[11 --[[ImGuiCol.TitleBgActive]]], 0.60) colors[38 --[[ImGuiCol.TabSelectedOverline]]] = colors[27 --[[ImGuiCol.HeaderActive]]] colors[39 --[[ImGuiCol.TabDimmed]]] = ImLerpV4V4F(colors[36 --[[ImGuiCol.Tab]]], colors[10 --[[ImGuiCol.TitleBg]]], 0.80) colors[40 --[[ImGuiCol.TabDimmedSelected]]] = ImLerpV4V4F(colors[37 --[[ImGuiCol.TabSelected]]], colors[10 --[[ImGuiCol.TitleBg]]], 0.40) colors[41 --[[ImGuiCol.TabDimmedSelectedOverline]]] = ImVec4(0.26, 0.59, 1.00, 0.00) colors[42 --[[ImGuiCol.DockingPreview]]] = ImVec4(colors[25 --[[ImGuiCol.Header]]].x, colors[25 --[[ImGuiCol.Header]]].y, colors[25 --[[ImGuiCol.Header]]].z, colors[25 --[[ImGuiCol.Header]]].w * 0.7) colors[43 --[[ImGuiCol.DockingEmptyBg]]] = ImVec4(0.68, 0.69, 0.73, 1.00) colors[44 --[[ImGuiCol.PlotLines]]] = ImVec4(0.39, 0.39, 0.39, 1.00) colors[45 --[[ImGuiCol.PlotLinesHovered]]] = ImVec4(1.00, 0.43, 0.35, 1.00) colors[46 --[[ImGuiCol.PlotHistogram]]] = ImVec4(0.90, 0.70, 0.00, 1.00) colors[47 --[[ImGuiCol.PlotHistogramHovered]]] = ImVec4(1.00, 0.45, 0.00, 1.00) colors[48 --[[ImGuiCol.TableHeaderBg]]] = ImVec4(0.78, 0.87, 0.98, 1.00) colors[49 --[[ImGuiCol.TableBorderStrong]]] = ImVec4(0.57, 0.57, 0.64, 1.00) -- Prefer using Alpha=1.0 here colors[50 --[[ImGuiCol.TableBorderLight]]] = ImVec4(0.68, 0.68, 0.74, 1.00) -- Prefer using Alpha=1.0 here colors[51 --[[ImGuiCol.TableRowBg]]] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[52 --[[ImGuiCol.TableRowBgAlt]]] = ImVec4(0.30, 0.30, 0.30, 0.09) colors[53 --[[ImGuiCol.TextLink]]] = colors[27 --[[ImGuiCol.HeaderActive]]] colors[54 --[[ImGuiCol.TextSelectedBg]]] = ImVec4(0.26, 0.59, 0.98, 0.35) colors[55 --[[ImGuiCol.TreeLines]]] = colors[5 --[[ImGuiCol.Border]]] colors[56 --[[ImGuiCol.DragDropTarget]]] = ImVec4(0.26, 0.59, 0.98, 0.95) colors[57 --[[ImGuiCol.DragDropTargetBg]]] = ImVec4(0.00, 0.00, 0.00, 0.00) colors[58 --[[ImGuiCol.UnsavedMarker]]] = ImVec4(0.00, 0.00, 0.00, 1.00) colors[59 --[[ImGuiCol.NavCursor]]] = colors[26 --[[ImGuiCol.HeaderHovered]]] colors[60 --[[ImGuiCol.NavWindowingHighlight]]] = ImVec4(0.70, 0.70, 0.70, 0.70) colors[61 --[[ImGuiCol.NavWindowingDimBg]]] = ImVec4(0.20, 0.20, 0.20, 0.20) colors[62 --[[ImGuiCol.ModalWindowDimBg]]] = ImVec4(0.20, 0.20, 0.20, 0.35) end ------------------------------------------------------------------------------- -- [SECTION] Helpers ShadeVertsXXX functions ------------------------------------------------------------------------------- -- Generic linear color gradient, write to RGB fields, leave A untouched. --- @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, 0 --[[IM_COL32_R_SHIFT]]), 0xFF) local col0_g = bit32.band(bit32.rshift(col0, 8 --[[IM_COL32_G_SHIFT]]), 0xFF) local col0_b = bit32.band(bit32.rshift(col0, 16 --[[IM_COL32_B_SHIFT]]), 0xFF) local col_delta_r = bit32.band(bit32.rshift(col1, 0 --[[IM_COL32_R_SHIFT]]), 0xFF) - col0_r local col_delta_g = bit32.band(bit32.rshift(col1, 8 --[[IM_COL32_G_SHIFT]]), 0xFF) - col0_g local col_delta_b = bit32.band(bit32.rshift(col1, 16 --[[IM_COL32_B_SHIFT]]), 0xFF) - col0_b for vert_idx = vert_start_idx, vert_end_idx - 1 do local vb = draw_list.VtxBuffer.Buf local o = (vert_idx - 1) * 36 local d = (readf64(vb, o) - gradient_p0.x) * gradient_extent.x + (readf64(vb, o + 8) - gradient_p0.y) * gradient_extent.y 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) writeu32(vb, o + 32, bit32.bor(bit32.lshift(r, 0 --[[IM_COL32_R_SHIFT]]), bit32.lshift(g, 8 --[[IM_COL32_G_SHIFT]]), bit32.lshift(b, 16 --[[IM_COL32_B_SHIFT]]), bit32.band(readu32(vb, o + 32), 4278190080 --[[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.Buf 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 o = (i - 1) * 36 local x, y = readf64(data, o) - pix, readf64(data, o + 8) - piy writef64(data, o, x * cos_a - y * sin_a + pox) writef64(data, o + 8, 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.Buf 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 local o = (vert_idx - 1) * 36 local uv = ImClamp(uv_a + ImMul(ImVec2(readf64(verts, o), readf64(verts, o + 8)) - a, scale), min, max) writef64(verts, o + 16, uv.x); writef64(verts, o + 24, uv.y) end else for vert_idx = vert_start_idx, vert_end_idx - 1 do local o = (vert_idx - 1) * 36 local uv = uv_a + ImMul(ImVec2(readf64(verts, o), readf64(verts, o + 8)) - a, scale) writef64(verts, o + 16, uv.x); writef64(verts, o + 24, uv.y) 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 ------------------------------------------------------------------------------- -- [SECTION] ImFontAtlas, ImFontAtlasBuilder ------------------------------------------------------------------------------- -- - Default texture data encoded in ASCII -- - ImFontAtlas() -- - ImFontAtlas:Clear() -- - ImFontAtlas:ClearFonts() -- - ImFontAtlas:ClearInputData() -- - ImFontAtlas:ClearTexData() -- - ImFontAtlas:CompactCache() -- - ImFontAtlas:SetFontLoader() ------------------------------------------------------------------------------- -- - ImFontAtlasUpdateNewFrame() -- - ImFontAtlasTextureBlockConvert() -- - ImFontAtlasTextureBlockPostProcess() -- - ImFontAtlasTextureBlockPostProcessMultiply() -- - ImFontAtlasTextureBlockFill() -- - ImFontAtlasTextureBlockCopy() -- - ImFontAtlasTextureBlockQueueUpload() ------------------------------------------------------------------------------- -- - ImFontAtlas:GetTexDataAsAlpha8() [legacy] -- - ImFontAtlas:GetTexDataAsRGBA32() [legacy] -- - ImFontAtlas:Build() [legacy] ------------------------------------------------------------------------------- -- - ImFontAtlas:AddFont() -- - ImFontAtlas:AddFontDefault() -- - ImFontAtlas:AddFontDefaultBitmap() -- - ImFontAtlas:AddFontDefaultVector() -- - ImFontAtlas:AddFontFromFileTTF() -- - ImFontAtlas:AddFontFromMemoryTTF() -- - ImFontAtlas:AddFontFromMemoryCompressedTTF() -- - ImFontAtlas:AddFontFromMemoryCompressedBase85TTF() -- - ImFontAtlas:RemoveFont() -- - ImFontAtlasBuildNotifySetFont() ------------------------------------------------------------------------------- -- - ImFontAtlas:AddCustomRect() -- - ImFontAtlas:RemoveCustomRect() -- - ImFontAtlas:GetCustomRect() -- - ImFontAtlas:AddCustomRectFontGlyph() [legacy] -- - ImFontAtlas:AddCustomRectFontGlyphForSize() [legacy] -- - ImFontAtlasGetMouseCursorTexData() ------------------------------------------------------------------------------- -- - ImFontAtlasBuildMain() -- - ImFontAtlasBuildSetupFontLoader() -- - ImFontAtlasBuildPreloadAllGlyphRanges() -- - ImFontAtlasBuildUpdatePointers() -- - ImFontAtlasBuildRenderBitmapFromString() -- - ImFontAtlasBuildAddFont() -- - ImFontAtlasBuildSetupFontBakedEllipsis() -- - ImFontAtlasBuildSetupFontBakedBlanks() -- - ImFontAtlasBuildSetupFontBakedFallback() -- - ImFontAtlasBuildSetupFontSpecialGlyphs() -- - ImFontAtlasBuildDiscardBakes() -- - ImFontAtlasBuildDiscardFontBakedGlyph() -- - ImFontAtlasBuildDiscardFontBaked() -- - ImFontAtlasBuildDiscardFontBakes() ------------------------------------------------------------------------------- -- - ImFontAtlasAddDrawListSharedData() -- - ImFontAtlasRemoveDrawListSharedData() -- - ImFontAtlasUpdateDrawListsTextures() -- - ImFontAtlasUpdateDrawListsSharedData() ------------------------------------------------------------------------------- -- - ImFontAtlasBuildSetTexture() -- - ImFontAtlasBuildUpdateTexData() -- - ImFontAtlasTextureAdd() -- - ImFontAtlasTextureRepack() -- - ImFontAtlasTextureGrow() -- - ImFontAtlasTextureMakeSpace() -- - ImFontAtlasTextureGetSizeEstimate() -- - ImFontAtlasBuildClear() -- - ImFontAtlasTextureCompact() -- - ImFontAtlasBuildInit() -- - ImFontAtlasBuildDestroy() ------------------------------------------------------------------------------- -- - ImFontAtlasPackInit() -- - ImFontAtlasPackAllocRectEntry() -- - ImFontAtlasPackReuseRectEntry() -- - ImFontAtlasPackDiscardRect() -- - ImFontAtlasPackAddRect() -- - ImFontAtlasPackGetRect() ------------------------------------------------------------------------------- -- - ImFontBaked_BuildGrowIndex() -- - ImFontBaked_BuildLoadGlyph() -- - ImFontBaked_BuildLoadGlyphAdvanceX() -- - ImFontAtlasDebugLogTextureRequests() ------------------------------------------------------------------------------- -- - ImFontAtlasGetFontLoaderForStbTruetype() ------------------------------------------------------------------------------- -- You probably should not call this directly. It is not well specified. -- If you want to replace all your fonts mid-frame, most likely you should instead call ClearFonts() then load the new fonts. -- Calling this mid-frame will discard the CPU-side copy of the texture data which is generally unreliable as you may have textures queued for creation or updates. function MT.ImFontAtlas:Clear() IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlas:Clear()") local backup_renderer_has_textures = self.RendererHasTextures self.RendererHasTextures = false -- Full Clear() is supported, but ClearTexData() only isn't. 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() 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 -- When clearing this we lose access to the font name and other information used to build the font. font.Sources:clear() font.Flags = bit32.bor(font.Flags, 4 --[[ImFontFlags.NoLoadGlyphs]]) end self.Sources:clear() end -- Clear CPU-side copy of the texture data. function MT.ImFontAtlas:ClearTexData() assert(not self.Locked, "Cannot modify a locked ImFontAtlas!") assert(self.RendererHasTextures == false, "Not supported for dynamic atlases, but you may call Clear().") for _, tex in self.TexList:iter() do tex:DestroyPixels() end --self.Locked = true -- Hoped to be able to lock this down but some reload patterns may not be happy with it. end function MT.ImFontAtlas:CompactCache() ImFontAtlasTextureCompact(self) end function MT.ImFontAtlas:ClearFonts() -- FIXME-NEWATLAS: Illegal to remove currently bound font. IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlas:ClearFonts()") 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 == 0 --[[ImTextureStatus.OK]] then tex.Updates:resize(0) tex.UpdateRect.x = 65535 tex.UpdateRect.y = 65535 tex.UpdateRect.w = 0 tex.UpdateRect.h = 0 end -- Request destroy -- - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend. -- - We don't destroy pixels right away, as backend may have an in-flight copy from RAM. if (tex.WantDestroyNextFrame and tex.Status ~= 1 --[[ImTextureStatus.Destroyed]] and tex.Status ~= 4 --[[ImTextureStatus.WantDestroy]]) then assert(tex.Status == 0 --[[ImTextureStatus.OK]] or tex.Status == 2 --[[ImTextureStatus.WantCreate]] or tex.Status == 3 --[[ImTextureStatus.WantUpdates]]) tex.Status = 4 --[[ImTextureStatus.WantDestroy]] end -- If a texture has never reached the backend, they don't need to know about it. -- (note: backends between 1.92.0 and 1.92.4 could set an already destroyed texture to ImTextureStatus.WantDestroy -- when invalidating graphics objects twice, which would previously remove it from the list and crash.) if (tex.Status == 4 --[[ImTextureStatus.WantDestroy]] and tex.TexID == (-1) --[[ImTextureID_Invalid]] and tex.BackendUserData == nil and tex.QueueUserData == nil) then tex.Status = 1 --[[ImTextureStatus.Destroyed]] end -- Process texture being destroyed if (tex.Status == 1 --[[ImTextureStatus.Destroyed]]) then assert(tex.TexID == (-1) --[[ImTextureID_Invalid]] and tex.BackendUserData == nil, "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!") assert(tex.QueueUserData == nil, "Texture queue set Status to Destroyed but did not clear QueueUserData!") if (tex.WantDestroyNextFrame) then remove_from_list = true -- Destroy was scheduled by us else tex.Status = 2 --[[ImTextureStatus.WantCreate]] -- Destroy was done was backend: recreate it (e.g. freed resources mid-run) end end -- The backend may need defer destroying by a few frames, to handle texture used by previous in-flight rendering. -- We allow the texture staying in _WantDestroy state and increment a counter which the backend can use to take its decision. if (tex.Status == 4 --[[ImTextureStatus.WantDestroy]]) then tex.UnusedFrames = tex.UnusedFrames + 1 end return remove_from_list end -- Called by NewFrame() for atlases owned by a context. -- If you manually manage font atlases, you'll need to call this yourself. -- - 'frame_count' needs to be provided because we can gc/prioritize baked fonts based on their age. -- - 'frame_count' may not match those of all imgui contexts using this atlas, as contexts may be updated as different frequencies. But generally you can use ImGui.GetFrameCount() on one of your context. --- @param atlas ImFontAtlas --- @param frame_count int --- @param renderer_has_textures any function ImFontAtlasUpdateNewFrame(atlas, frame_count, renderer_has_textures) assert(atlas.Builder == nil or atlas.Builder.FrameCount < frame_count) -- Protection against being called twice. atlas.RendererHasTextures = renderer_has_textures -- Update texture status and discard old textures. -- (we do this first thing to handle an edge case: if user mistakenly calls ClearFonts()+SetStatus(OK) during -- rendering, it would ImFontAtlasBuildMain() rebuilding before tex.Updates[] gets a chance to be cleared) -- (if somehow we need to move this back lower in the function, we could manually call the code to clear Updates[]). local tex_n = 1 while tex_n <= atlas.TexList.Size do -- Update and remove if requested local tex = atlas.TexList.Data[tex_n] if (tex.Status == 2 --[[ImTextureStatus.WantCreate]] and atlas.RendererHasTextures) then assert(tex.TexID == (-1) --[[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 assert(atlas.TexData ~= tex) tex:DestroyPixels() atlas.TexList:erase(tex_n) tex_n = tex_n - 1 end tex_n = tex_n + 1 end -- Check that font atlas was built or backend support texture reload in which case we can build now if (atlas.RendererHasTextures) then atlas.TexIsBuilt = true if (atlas.Builder == nil) then -- This will only happen if fonts were not already loaded. ImFontAtlasBuildMain(atlas) end end -- Legacy backend 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 -- Clear BakedCurrent cache, this is important because it ensure the uncached path gets taken once. -- We also rely on ImFontBaked pointers never crossing frames. local builder = atlas.Builder builder.FrameCount = frame_count for _, font in atlas.Fonts:iter() do font.LastBaked = nil end -- Garbage collect BakedPool 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 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) 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 == 1 --[[ImTextureFormat.Alpha8]] and dst_fmt == 0 --[[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 == 0 --[[ImTextureFormat.RGBA32]] and dst_fmt == 1 --[[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 assert(false) end end -- Source buffer may be written to (used for in-place mods). -- Post-process hooks may eventually be added here. --- @param data ImFontAtlasPostProcessData function ImFontAtlasTextureBlockPostProcess(data) -- Multiply operator (legacy) 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 == 1 --[[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 == 0 --[[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 assert(false) end end -- Copy block from one texture to another --- @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) assert(src_tex.Pixels ~= nil and dst_tex.Pixels ~= nil) assert(src_tex.Format == dst_tex.Format) assert(src_x >= 0 and src_x + w <= src_tex.Width) assert(src_y >= 0 and src_y + h <= src_tex.Height) assert(dst_x >= 0 and dst_x + w <= dst_tex.Width) 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 -- Queue texture block update for renderer backend --- @param tex ImTextureData --- @param x int --- @param y int --- @param w int --- @param h int local function ImTextureDataQueueUpload(tex, x, y, w, h) assert(tex.Status ~= 4 --[[ImTextureStatus.WantDestroy]] and tex.Status ~= 1 --[[ImTextureStatus.Destroyed]]) 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) -- No need to queue if status is == ImTextureStatus.WantCreate if (tex.Status == 0 --[[ImTextureStatus.OK]] or tex.Status == 3 --[[ImTextureStatus.WantUpdates]]) then tex.Status = 3 --[[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 -- Copy to texture, post-process and queue update for backend --- @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 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) 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) -- (Only used by stb_truetype builder) -- Automatically disable horizontal oversampling over size 36 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 -- use unused_frames==0 to discard everything. 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, 8 --[[ImFontFlags.LockBakedSizes]]) ~= 0)) then break end ImFontAtlasBakedDiscard(atlas, baked.OwnerFont, baked) until true end end -- Those functions are designed to facilitate changing the underlying structures for ImFontAtlas to store an array of ImDrawListSharedData --- @param atlas ImFontAtlas --- @param data ImDrawListSharedData function ImFontAtlasAddDrawListSharedData(atlas, data) assert(not atlas.DrawListSharedDatas:contains(data)) atlas.DrawListSharedDatas:push_back(data) end --- @param atlas ImFontAtlas --- @param data ImDrawListSharedData function ImFontAtlasRemoveDrawListSharedData(atlas, data) 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) --for baked_n = 1, builder.BakedPool.Size do -- IMGUI_DEBUG_LOG_FONT("[font] - Baked %.2fpx, %d glyphs, want_destroy=%d", builder.BakedPool[baked_n].FontSize, builder.BakedPool[baked_n].Glyphs.Size, builder.BakedPool[baked_n].WantDestroy) --end --IMGUI_DEBUG_LOG_FONT("[font] - Old packed rects: %d, area %d px", builder.RectsPackedCount, builder.RectsPackedSurface) --ImFontAtlasDebugWriteTexToDisk(old_tex, "Before Pack") -- Repack, lose discarded rectangle, copy pixels -- FIXME-NEWATLAS: This is unstable because packing order is based on RectsIndex -- FIXME-NEWATLAS-V2: Repacking in batch would be beneficial to packing heuristic, and fix stability. -- FIXME-NEWATLAS-TESTS: Test calling RepackTexture with size too small to fits existing rects. ImFontAtlasPackInit(atlas) 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 == (-1) --[[ImFontAtlasRectId_Invalid]] then -- Undo, grow texture and try repacking again. -- FIXME-NEWATLAS-TESTS: This is a very rarely exercised path! It needs to be automatically tested properly. IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize failed. Will grow.", new_tex.UniqueID) new_tex.WantDestroyNextFrame = true builder.Rects:swap(old_rects) builder.RectsIndex = old_index ImFontAtlasBuildSetTexture(atlas, old_tex) ImFontAtlasTextureGrow(atlas, w, h) -- Recurse return end 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 assert(old_rects.Size == builder.Rects.Size + builder.RectsDiscardedCount) builder.RectsDiscardedCount = 0 builder.RectsDiscardedSurface = 0 -- Patch glyphs UV for baked_n = 1, builder.BakedPool.Size do for _, glyph in builder.BakedPool[baked_n].Glyphs:iter() do if (glyph.PackId ~= (-1) --[[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 -- Update other cached UV ImFontAtlasBuildUpdateTexData(atlas) builder.LockDisableResize = false ImFontAtlasUpdateDrawListsSharedData(atlas) --ImFontAtlasDebugWriteTexToDisk(new_tex, "After Pack") end function ImFontAtlasTextureGrow(atlas, old_tex_w, old_tex_h) --ImFontAtlasDebugWriteTexToDisk(atlas.TexData, "Before Grow") 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 -- FIXME-NEWATLAS-V2: What to do when reaching limits exposed by backend? -- FIXME-NEWATLAS-V2: Does ImFontAtlasFlags.NoPowerOfTwoHeight makes sense now? Allow 'lock' and 'compact' operations? assert(ImIsPowerOfTwo(old_tex_w) and ImIsPowerOfTwo(old_tex_h)) assert(ImIsPowerOfTwo(atlas.TexMinWidth) and ImIsPowerOfTwo(atlas.TexMaxWidth) and ImIsPowerOfTwo(atlas.TexMinHeight) and ImIsPowerOfTwo(atlas.TexMaxHeight)) -- Grow texture so it follows roughly a square. -- - Grow height before width, as width imply more packing nodes. -- - Caller should be taking account of RectsDiscardedSurface and may not need to grow. 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 -- Handle minimum size first (for pathologically large packed rects) 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) -- Can some baked contents be ditched? --IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlasBuildMakeSpace()") local builder = atlas.Builder ImFontAtlasBuildDiscardBakes(atlas, 2) -- Currently using a heuristic for repack without growing. if (builder.RectsDiscardedSurface < builder.RectsPackedSurface * 0.20) then ImFontAtlasTextureGrow(atlas) else ImFontAtlasTextureRepack(atlas, atlas.TexData.Width, atlas.TexData.Height) end end -- This is essentially a free-list pattern, it may be nice to wrap it into a dedicated type. --- @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] assert(index_entry.IsUsed == false and index_entry.Generation > 0) -- Generation is incremented during DiscardRect builder.RectsIndexFreeListStart = index_entry.TargetIndex end index_entry.TargetIndex = rect_idx index_entry.IsUsed = true return ImFontAtlasRectId_Make(index_idx, index_entry.Generation) end -- Overwrite existing entry --- @param atlas ImFontAtlas --- @param index_entry ImFontAtlasRectEntry local function ImFontAtlasPackReuseRectEntry(atlas, index_entry) 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 -- This is expected to be called in batches and followed by a repack --- @param atlas ImFontAtlas --- @param id ImFontAtlasRectId function ImFontAtlasPackDiscardRect(atlas, id) assert(id ~= (-1) --[[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] 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 -- Keep non-zero on overflow 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 -- Clear rectangle so it won't be packed again end -- Important: Calling this may recreate a new texture and therefore change atlas.TexData -- FIXME-NEWFONTS: Expose other glyph padding settings for custom alteration (e.g. drop shadows). See #7962 function ImFontAtlasPackAddRect(atlas, w, h, overwrite_entry) assert(w > 0 and w <= 0xFFFF) 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) -- Pack local r = ImTextureRect(0, 0, w, h) for attempts_remaining = 3, 0, -1 do -- Try packing 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 we ran out of attempts, return fallback if (attempts_remaining == 0 or builder.LockDisableResize) then IMGUI_DEBUG_LOG_FONT("[font] Failed packing %dx%d rectangle. Returning fallback.", w, h) return (-1) --[[ImFontAtlasRectId_Invalid]] end -- Resize or repack atlas! (this should be a rare event) 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) -- Write into an existing entry instead of adding one (used during repack) else return ImFontAtlasPackAllocRectEntry(atlas, builder.Rects.Size - 1) end end -- Generally for non-user facing functions: assert on invalid ID. --- @param atlas ImFontAtlas --- @param id ImFontAtlasRectId --- @return ImTextureRect function ImFontAtlasPackGetRect(atlas, id) assert(id ~= (-1) --[[ImFontAtlasRectId_Invalid]]) local index_idx = ImFontAtlasRectId_GetIndex(id) local builder = atlas.Builder local index_entry = builder.RectsIndex.Data[index_idx + 1] assert(index_entry.Generation == ImFontAtlasRectId_GetGeneration(id)) assert(index_entry.IsUsed) --- @type ImTextureRect return builder.Rects.Data[index_entry.TargetIndex + 1] end -- For user-facing functions: return nil on invalid ID. -- Important: return value is valid until next call to AddRect(), e.g. FindGlyph(), CalcTextSize() can all potentially invalidate previous rects. --- @param atlas ImFontAtlas --- @param id ImFontAtlasRectId function ImFontAtlasPackGetRectSafe(atlas, id) if id == (-1) --[[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 -- Important! This assume by ImFontConfig.GlyphExcludeRanges[] is a SMALL ARRAY (e.g. <10 entries) -- Use "Input Glyphs Overlap Detection Tool" to display a list of glyphs provided by multiple sources in order to set this array up. --- @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) 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 ------------------------------------------------------------------------------- -- [SECTION] ImFontAtlas: backend for stb_truetype ------------------------------------------------------------------------------- -- (imstb_truetype.lua in included near the top of this file) ------------------------------------------------------------------------------- -- One for each ConfigData --- @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() assert(src.FontLoaderData == nil) -- Initialize helper structure for font loading and verify that the TTF/OTF data is correct 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) -- FIXME-NEWATLAS: Should tidy up that a bit 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 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 -- FIXME-NEWFONTS: reevaluate how to use sizing metrics -- FIXME-NEWFONTS: make use of line gap value 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) -- FIXME: round to rasterizer density? (#9348) 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) -- Search for first font which has the glyph local bd_font_data = src.FontLoaderData 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 -- Fonts unit to pixels 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 -- Obtain size and advance 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) -- Load metrics only mode if (advance_x ~= nil) then assert(out_glyph == nil) advance_x = advance * scale_for_layout return true, advance_x end -- Prepare glyph out_glyph.Codepoint = codepoint out_glyph.AdvanceX = advance * scale_for_layout -- Pack and retrieve position inside texture atlas -- (generally based on stbtt_PackFontRangesRenderIntoRects) 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 == (-1) --[[ImFontAtlasRectId_Invalid]]) then -- Pathological out of memory case (TexMaxWidth/TexMaxHeight set too small?) assert(pack_id ~= (-1) --[[ImFontAtlasRectId_Invalid]], "Out of texture memory.") return false, advance_x end local r = ImFontAtlasPackGetRect(atlas, pack_id) -- Render 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) -- Render with oversampling -- (those functions conveniently assert if pixels are not cleared, which is another safety layer) 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) -- Snap scaled offset. 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) -- Register glyph -- r.x r.y are coordinates inside texture (in pixels) -- glyph.X0, glyph.Y0 are drawing coordinates from base text position, and accounting for oversampling. out_glyph.X0 = x0 * recip_h + font_off_x out_glyph.Y0 = y0 * recip_v + font_off_y out_glyph.X1 = (x0 + 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, 1 --[[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) -- Mark space as always hidden (not strictly correct/necessary. but some e.g. icons fonts don't have a space. it tends to look neater in previews) local space_glyph = baked:FindGlyphNoFallback(32) if space_glyph ~= nil then space_glyph.Visible = false end -- Setup Tab character. -- FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) if baked:FindGlyphNoFallback(9) == nil and space_glyph ~= nil then local tab_glyph = ImFontGlyph() tab_glyph.Codepoint = 9 tab_glyph.AdvanceX = space_glyph.AdvanceX * 4 --[[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 -- Initialize backend data local loader_data_size = 0 for _, src in font.Sources:iter() do -- Cannot easily be cached as we allow changing backend 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 -- FIXME-OPT: This is not a fast query. Adding a BakedCount field in Font might allow to take a shortcut for the most common case. --- @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 -- First try with same density 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 ~= (-1) --[[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 -- use unused_frames==0 to discard everything. function ImFontAtlasFontDiscardBakes(atlas, font, unused_frames) local builder = atlas.Builder if builder then -- This can be called from font destructor 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 -- Was tempted to lazily init FontSrc but wouldn't save much + makes it more complicated to detect invalid data at AddFont() function ImFontAtlasFontInitOutput(atlas, font) local ret = true for _, src in font.Sources:iter() do if not ImFontAtlasFontSourceInit(atlas, src) then ret = false end end assert(ret) -- Unclear how to react to this meaningfully. Assume that result will be same as initial AddFont() call. return ret end -- Keep source/input FontData 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.FontSize = src.SizePixels font.OwnerAtlas = atlas assert(font.Sources[1] == src) end atlas.TexIsBuilt = false -- For legacy backends 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 -- Load/identify special glyphs -- (note that this is called again for fonts with MergeMode) --- @param atlas ImFontAtlas --- @param font ImFont --- @param src ImFontConfig function ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, font, src) -- IM_UNUSED(atlas) assert(font.Sources:contains(src)) -- Find Fallback character. Actual glyph loaded in GetFontBaked(). --- @type ImWchar[] local fallback_chars = {font.FallbackChar, 65533 --[[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 -- Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). -- However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. -- FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. --- @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 -- Create a compact, baked "..." if it doesn't exist, by using the ".". -- This may seem overly complicated right now but the point is to exercise and improve a technique which should be increasingly used. -- FIXME-NEWATLAS: This borrows too much from FontLoader's FontLoadGlyph() handlers and suggest that we should add further helpers. --- @param atlas ImFontAtlas --- @param baked ImFontBaked --- @return ImFontGlyph? function ImFontAtlasBuildSetupFontBakedEllipsis(atlas, baked) local font = baked.OwnerFont 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 -- Deep copy to avoid invalidation of glyphs and rect pointers 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) -- FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents. glyph.X0 = dot_glyph.X0 glyph.Y0 = dot_glyph.Y0 glyph.X1 = dot_glyph.X0 + dot_step * 3 - dot_spacing glyph.Y1 = dot_glyph.Y1 glyph.Visible = true glyph.PackId = pack_id glyph = ImFontAtlasBakedAddFontGlyph(atlas, baked, 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 -- Load fallback in order to obtain its index -- (this is called from in hot-path so we avoid extraneous parameters to minimize impact on code size) --- @param baked ImFontBaked function ImFontAtlasBuildSetupFontBakedFallback(baked) assert(baked.FallbackGlyphIndex == -1) 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 -- Storing index avoid need to update pointer on growth and simplify inner loop code baked.FallbackAdvanceX = fallback_glyph.AdvanceX end -- Setup main font loader for the atlas -- Every font source (ImFontConfig) will use this unless ImFontConfig.FontLoader specify a custom loader. function ImFontAtlasBuildSetupFontLoader(atlas, font_loader) if atlas.FontLoader == font_loader then return end 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" 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) -- [LEGACY] Copy back the ImGuiBackendFlags.RendererHasTextures flag from ImGui context. -- - This is the 1% exceptional case where that dependency if useful, to bypass an issue where otherwise at the -- time of an early call to Build(), it would be impossible for us to tell if the backend supports texture update. -- - Without this hack, we would have quite a pitfall as many legacy codebases have an early call to Build(). -- Whereas conversely, the portion of people using ImDrawList without ImGui is expected to be pathologically rare. for _, 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, 16 --[[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 -- Update texture identifier in all active draw lists --- @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 Context 2 uses font owned by Context 1 which already called EndFrame()/Render(), we don't want to mess with draw commands for Context 1 if (shared_data.Context and not shared_data.Context.WithinFrameScope) then break end for _, draw_list in shared_data.DrawLists:iter() do -- Replace in command-buffer -- (there is not need to replace in ImDrawListSplitter: current channel is in ImDrawList's CmdBuffer[], -- other channels will be on SetCurrentChannel() which already needs to compare CmdHeader anyhow) if (draw_list.CmdBuffer.Size > 0 and draw_list._CmdHeader.TexRef == old_tex) then draw_list:_SetTexture(new_tex) end -- Replace in stack 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 -- Set current texture. This is mostly called from AddTexture() + to handle a failed resize. 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 -- Create a new texture, discard previous one 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). --if (old_tex ~= nil and old_tex.Status == ImTextureStatus.WantCreate) then -- -- Reuse texture not yet used by backend. -- IM_ASSERT(old_tex.TexID == ImTextureID_Invalid and old_tex.BackendUserData == nil) -- old_tex:DestroyPixels() -- old_tex.Updates:clear() -- new_tex = old_tex -- old_tex = nil --else -- Add new new_tex = ImTextureData() new_tex.UniqueID = atlas.TexNextUniqueID atlas.TexNextUniqueID = atlas.TexNextUniqueID + 1 atlas.TexList:push_back(new_tex) if old_tex ~= nil then -- Queue old as to destroy next frame old_tex.WantDestroyNextFrame = true assert(old_tex.Status == 0 --[[ImTextureStatus.OK]] or old_tex.Status == 2 --[[ImTextureStatus.WantCreate]] or old_tex.Status == 3 --[[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 == 4 --[[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 -- Expected surface after repack 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, 1 --[[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, 1 --[[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 assert(ImIsPowerOfTwo(new_tex_w) and ImIsPowerOfTwo(new_tex_h)) return ImVec2(new_tex_w, new_tex_h) -- ImVec2i end -- Clear all output. Invalidates all AddCustomRect() return values! --- @param atlas ImFontAtlas 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 -- You should not need to call this manually! -- If you think you do, let us know and we can advise about policies auto-compact. --- @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 -- In theory we could decide to reduce the number of nodes, e.g. halve them, and waste a little texture space, but it doesn't seem worth it. 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, 4 --[[ImFontAtlasFlags.NoBakedLines]]) ~= 0 then return end -- Pack and store identifier so we can refresh UV coordinates on texture resize. 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 -- Register texture region for thick lines -- The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row 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) assert(builder.PackIdLinesTexData ~= (-1) --[[ImFontAtlasRectId_Invalid]]) end for n = 0, IM_DRAWLIST_TEX_LINES_WIDTH_MAX do -- +1 because of the zero-width row -- Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle 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) assert(pad_left + line_width + pad_right == r.w and y < r.h) -- Make sure we're inside the texture bounds before we start writing pixels -- Write each slice if (add_and_draw and tex.Format == 1 --[[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 == 0 --[[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, 4294967295 --[[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 -- Refresh UV coordinates 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 -- Calculate a constant V in the middle of the row to avoid sampling artifacts atlas.TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v) end end -- Render a white-colored bitmap encoded in a string --- @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 assert(x >= 0 and x + w <= tex.Width) assert(y >= 0 and y + h <= tex.Height) if tex.Format == 1 --[[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 == 0 --[[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 4294967295 --[[IM_COL32_WHITE]] or 0 --[[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) -- Pack and store identifier so we can refresh UV coordinates on texture resize. -- FIXME-NEWATLAS: User/custom rects where user code wants to store UV coordinates will need to do the same thing. local builder = atlas.Builder local pack_size = (bit32.band(atlas.Flags, 2 --[[ImFontAtlasFlags.NoMouseCursors]]) ~= 0) and ImVec2(2, 2) or ImVec2(122 --[[FONT_ATLAS_DEFAULT_TEX_DATA_W]] * 2 + 1, 27 --[[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) assert(builder.PackIdMouseCursors ~= (-1) --[[ImFontAtlasRectId_Invalid]]) -- Draw to texture if bit32.band(atlas.Flags, 2 --[[ImFontAtlasFlags.NoMouseCursors]]) ~= 0 then -- 2x2 white pixels ImFontAtlasBuildRenderBitmapFromString(atlas, r.x, r.y, 2, 2, {"X", "X", "X", "X"}, "X") else -- 2x2 white pixels + mouse cursors local x_for_white = r.x local x_for_black = r.x + 122 --[[FONT_ATLAS_DEFAULT_TEX_DATA_W]] + 1 ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_white, r.y, 122 --[[FONT_ATLAS_DEFAULT_TEX_DATA_W]], 27 --[[FONT_ATLAS_DEFAULT_TEX_DATA_H]], FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, ".") ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_black, r.y, 122 --[[FONT_ATLAS_DEFAULT_TEX_DATA_W]], 27 --[[FONT_ATLAS_DEFAULT_TEX_DATA_H]], FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, "X") end end -- Refresh UV coordinates atlas.TexUvWhitePixel = ImVec2((r.x + 0.5) * atlas.TexUvScale.x, (r.y + 0.5) * atlas.TexUvScale.y) end -- Update texture coordinates in all draw list shared context -- FIXME-NEWATLAS FIXME-OPT: Doesn't seem necessary to update for all, only one bound to current context? 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 -- Start packing over current empty texture function ImFontAtlasBuildInit(atlas) -- Select Backend -- - Note that we do not reassign to atlas.FontLoader, since it is likely to point to static data which -- may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are -- using a hot-reloading scheme that messes up static data, store your own instance of FontLoader somewhere -- and point to it instead of pointing directly to return value of the GetFontLoaderXXX functions. if atlas.FontLoader == nil then -- IMGUI_ENABLE_STB_TRUETYPE atlas:SetFontLoader(ImFontAtlasGetFontLoaderForStbTruetype()) end -- Create initial texture size 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) -- Add required texture data ImFontAtlasBuildUpdateTexData(atlas) -- Register fonts ImFontAtlasBuildUpdatePointers(atlas) -- Update UV coordinates etc. stored in bound ImDrawListSharedData instance ImFontAtlasUpdateDrawListsSharedData(atlas) --atlas.TexIsBuilt = true -- Lazily initialize char/text classifier -- FIXME: This could be practically anywhere, and should eventually be parameters to CalcTextSize/word-wrapping code, but there's no obvious spot now. ImTextInitClassifiers() end -- Destroy builder and all cached glyphs. Do not destroy actual fonts. --- @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) assert(atlas.FontLoaderData == nil) end atlas.Builder = nil end -- On font removal we need to remove references (otherwise we could queue removal?) -- We allow old_font == new_font which forces updating all values (e.g. sizes) --- @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 -- While this should work either way, we save ourselves the bother / debugging confusion of running ImGui code so early when it is not needed. -- Also fixes erroneously rewriting style.FontSizeBase during init if adding default fonts. if old_font == nil and ctx.Font == nil and ctx.FontSizeBase == 0.0 then 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 -- When atlas.RendererHasTextures = true, this is only called if no font were loaded. --- @param atlas ImFontAtlas function ImFontAtlasBuildMain(atlas) 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 -- ~ImGuiBackendFlags.RendererHasTextures -- ImFontAtlasBuildLegacyPreloadAllGlyphRanges(atlas) -- end atlas.TexIsBuilt = true end ------------------------------------------------------------------------------- -- [SECTION] ImTextureData ------------------------------------------------------------------------------- -- - ImTextureData:Create() -- - ImTextureData:DestroyPixels() ------------------------------------------------------------------------------- function MT.ImTextureData:DestroyPixels() self.Pixels = nil self.UseColors = false end function ImTextureDataGetFormatBytesPerPixel(format) if format == 1 --[[ImTextureFormat.Alpha8]] then return 1 elseif format == 0 --[[ImTextureFormat.RGBA32]] then return 4 end assert(false) return 0 end function MT.ImTextureData:Create(format, w, h) assert(self.Status == 1 --[[ImTextureStatus.Destroyed]]) self:DestroyPixels() self.Format = format self.Status = 2 --[[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 ------------------------------------------------------------------------------- -- [SECTION] ImFontBaked, ImFont ------------------------------------------------------------------------------- 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 -- Find glyph, load if necessary, return fallback if missing --- @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 function MT.ImFontBaked:IsGlyphLoaded(c) if c >= self.IndexLookup.Size then return false end return self.IndexLookup.Data[c + 1] ~= IM_FONTGLYPH_INDEX_UNUSED end -- Attempt to load but when missing, return nil instead of FallbackGlyph --- @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 -- This is actually a rare call, not done in hot-loop, so we prioritize not adding extra cruft to ImFontBaked_BuildLoadGlyph() call sites. 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 --self.FallbackChar = 0 self.EllipsisChar = 0 for i = 1, (65535 --[[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) -- FIXME-NEWATLAS: Design for picking a nearest size based on some criteria? -- FIXME-NEWATLAS: Altering font density won't work right away. 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 assert(baked.Size == font_size and baked.OwnerFont == font and baked.BakedId == baked_id) return baked end -- If atlas is locked, find closest match -- FIXME-OPT: This is not an optimal query. if (bit32.band(font.Flags, 8 --[[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 assert(not atlas.Locked, "Cannot use dynamic font size with a locked ImFontAtlas!") -- Locked because rendering backend does not support ImGuiBackendFlags.RendererHasTextures! return nil end end -- Create new baked = ImFontAtlasBakedAdd(atlas, font, font_size, font_rasterizer_density, baked_id) builder.BakedMap[baked_id] = baked return baked end -- x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. -- Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). -- - 'src' is not necessarily == 'self.Sources' because multiple source fonts+configs can be used to build one target font. --- @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] assert(baked.Glyphs.Size < 0xFFFE) -- IndexLookup[] hold 16-bit values and -1/-2 are reserved. -- Set UV from packed rectangle if (glyph.PackId ~= (-1) --[[ImFontAtlasRectId_Invalid]]) then local r = ImFontAtlasPackGetRect(atlas, glyph.PackId) 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 -- Clamp & recenter if needed 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 -- Snap to pixel if (src.PixelSnapH) then advance_x = IM_ROUND(advance_x) end -- Bake spacing glyph.AdvanceX = advance_x + src.GlyphExtraAdvanceX end if (glyph.Colored) then atlas.TexData.UseColors = true atlas.TexPixelsUseColors = true end -- Update lookup tables 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 -- FIXME: Code is duplicated with code above. --- @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 -- Clamp & recenter if needed 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) -- Snap to pixel if (src.PixelSnapH) then advance_x = IM_ROUND(advance_x) end -- Bake spacing advance_x = advance_x + src.GlyphExtraAdvanceX end ImFontBaked_BuildGrowIndex(baked, codepoint + 1) baked.IndexAdvanceX.Data[codepoint + 1] = advance_x end -- ImFontBaked are valid for the entire frame but shall never be kept between frames. --- @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 -- Round font size -- - ImGui.PushFont() will already round, but other paths calling GetFontBaked() directly also needs it (e.g. ImFontAtlasBuildPreloadAllGlyphRanges) size = math.floor(size + 0.5) -- [Luau] inline ImGui.GetRoundedFontSize() == IM_ROUND() 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, 4 --[[ImFontFlags.NoLoadGlyphs]]) ~= 0 then -- Lazily load fallback glyph if baked.FallbackGlyphIndex == -1 and baked.LoadNoFallback == false then ImFontAtlasBuildSetupFontBakedFallback(baked) end return nil, only_load_advance_x end -- User remapping hooks local src_codepoint = codepoint codepoint = ImFontAtlas_FontHookRemapCodepoint(atlas, font, codepoint) --IMGUI_DEBUG_LOG("[font] BuildLoadGlyph U+%04X (%s)", codepoint, ImTextCharToUtf8(codepoint)) -- Special hook -- FIXME-NEWATLAS: it would be nicer if this used a more standardized way of hooking if (codepoint == font.EllipsisChar and font.EllipsisAutoBake) then local glyph = ImFontAtlasBuildSetupFontBakedEllipsis(atlas, baked) if (glyph) then return glyph, only_load_advance_x end end -- Call backend 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 -- FIXME: Add hooks for e.g. #7962 glyph_buf.Codepoint = src_codepoint glyph_buf.SourceIdx = src_n return ImFontAtlasBakedAddFontGlyph(atlas, baked, src, glyph_buf) end else -- Special mode but only loading glyphs metrics. Will rasterize and pack later. 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 -- Lazily load fallback glyph if (baked.LoadNoFallback) then return nil, only_load_advance_x end if (baked.FallbackGlyphIndex == -1) then ImFontAtlasBuildSetupFontBakedFallback(baked) end -- Mark index as not found, so we don't attempt the search twice 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 >= 128 --[[IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE]]) or baked.LoadNoRenderOnLayout then -- First load AdvanceX value used by CalcTextSize() API then load the rest when loaded by drawing API. 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 -- This is not fast query --- @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 -- This is manually inlined in CalcTextSizeA() and CalcWordWrapPosition(), with a non-inline call to BuildLoadGlyphGetAdvanceOrFallback(). --- @param c ImWchar --- @return float function MT.ImFontBaked:GetCharAdvance(c) if c < self.IndexAdvanceX.Size then -- Missing glyphs fitting inside index will have stored FallbackAdvanceX already. local x = self.IndexAdvanceX.Data[c + 1] if x >= 0.0 then return x end end return ImFontBaked_BuildLoadGlyphAdvanceX(self, c) end -- The point of this indirection is to not be inlined in debug mode in order to not bloat inner loop.b function BuildLoadGlyphGetAdvanceOrFallback(baked, codepoint) return ImFontBaked_BuildLoadGlyphAdvanceX(baked, codepoint) end -- Trim trailing space and find beginning of next line --- @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, 2 --[[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) 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 -- 2-bit per character 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 -- List of hardcoded separators: .,;!?'" -- Making this dynamic given known ranges is trivial BUT requires us to standardize where you pass them as parameters. (#3002, #8503) ImTextClassifierClear(g_CharClassifierIsSeparator_0000_007f, 0, 128, 2 --[[ImWcharClass.Other]]) ImTextClassifierSetCharClassFromStr(g_CharClassifierIsSeparator_0000_007f, 0, 128, 0 --[[ImWcharClass.Blank]], " \t") ImTextClassifierSetCharClassFromStr(g_CharClassifierIsSeparator_0000_007f, 0, 128, 1 --[[ImWcharClass.Punct]], ".,;!?\"") ImTextClassifierClear(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, 2 --[[ImWcharClass.Other]]) ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, 0 --[[ImWcharClass.Blank]], 0x3000) ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, 1 --[[ImWcharClass.Punct]], 0x3001) ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, 1 --[[ImWcharClass.Punct]], 0x3002) end -- Simple word-wrapping for English, not full-featured. Please submit failing cases! -- This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. -- Refer to imgui_test_suite's "drawlist_text_wordwrap_1" for tests. --- @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 local ImFontCalcWordWrapPositionEx_Uncached local WRAP_MEMO_MAX = 4096 function ImFontCalcWordWrapPositionEx(font, size, text, pos, text_end, wrap_width, flags) local baked = font:GetFontBaked(size) if type(text) ~= "string" then return ImFontCalcWordWrapPositionEx_Uncached(baked, size, text, pos, text_end, wrap_width, flags) end -- [Luau] memo per baked font and string: CalcTextSize() and RenderText() of wrapped text ask for the same wrap points -- (same text/pos/width) every frame. The result only depends on these inputs and the (immutable once loaded) glyph advances. -- ponytail: whole-memo reset at WRAP_MEMO_MAX strings, LRU if dynamic text churns it local memo = baked._WrapMemo if memo == nil or baked._WrapMemoN >= WRAP_MEMO_MAX then memo = {}; baked._WrapMemo = memo; baked._WrapMemoN = 0 end local e = memo[text] if e == nil or e.ww ~= wrap_width or e.size ~= size or e.te ~= text_end or e.fl ~= flags then if e == nil then baked._WrapMemoN = baked._WrapMemoN + 1 end e = { ww = wrap_width, size = size, te = text_end, fl = flags } memo[text] = e else local r = e[pos] if r then return r end end local r = ImFontCalcWordWrapPositionEx_Uncached(baked, size, text, pos, text_end, wrap_width, flags) e[pos] = r return r end function ImFontCalcWordWrapPositionEx_Uncached(baked, size, text, pos, text_end, wrap_width, flags) -- For references, possible wrap point marked with ^ -- "aaa bbb, ccc,ddd. eee fff. ggg!" -- ^ ^ ^ ^ ^__ ^ ^ -- Skip extra blanks after a line returns (that includes not counting them in width computation) -- e.g. "Hello world" --> "Hello" "World" -- Cut words that cannot possibly fit within one line. -- e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" -- [Luau] baked = font:GetFontBaked(size) is done by the caller local scale = size / baked.Size local line_width = 0.0 local blank_width = 0.0 wrap_width = wrap_width / scale -- We work with unscaled widths to avoid scaling every characters local s = pos assert(text_end ~= nil) local prev_type = 2 --[[ImWcharClass.Other]] local keep_blanks = bit32.band(flags, 2 --[[ImDrawTextFlags.WrapKeepBlanks]]) ~= 0 -- Find next wrapping point --local span_begin = s local span_end = s local span_width = 0.0 local stop = false local text_is_str = type(text) == "string" -- [Luau] ImStrByte() inlined (once per character) local adv_data, adv_n = baked.IndexAdvanceX.Data, baked.IndexAdvanceX.Size -- [Luau] hoisted, refreshed after a glyph load local CLASS_BLANK, CLASS_PUNCT, CLASS_OTHER = 0 --[[ImWcharClass.Blank]], 1 --[[ImWcharClass.Punct]], 2 --[[ImWcharClass.Other]] local classifier_0000_007f = g_CharClassifierIsSeparator_0000_007f while s < text_end do repeat --- @type unsigned_int local c if text_is_str then c = string.byte(text, s) else c = text[s] end 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 -- Direct return, skip "Wrap_width is too small to fit anything" path. end if c == 13 then -- '\r' s = next_s -- Fast-skip break end end -- Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);' local char_width = (c < adv_n) and adv_data[c + 1] or -1.0 if char_width < 0.0 then char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c) adv_data, adv_n = baked.IndexAdvanceX.Data, baked.IndexAdvanceX.Size end -- Classify current character local curr_type if c < 128 then -- [Luau] ImTextClassifierGet() inlined curr_type = bit32.band(bit32.rshift(classifier_0000_007f[bit32.rshift(c, 4) + 1], bit32.lshift(bit32.band(c, 15), 1)), 0x03) elseif (c >= 0x3000 and c < 0x3010) then curr_type = ImTextClassifierGet(g_CharClassifierIsSeparator_3000_300f, bit32.band(c, 15)) else curr_type = CLASS_OTHER end if curr_type == CLASS_BLANK then -- End span: 'A ' or '. ' if (prev_type ~= CLASS_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 -- End span: '.X' unless X is a digit if (prev_type == CLASS_PUNCT and curr_type ~= CLASS_PUNCT and not (c >= 48 and c <= 57)) then -- FIXME: Digit checks might be removed if allow custom separators (#8503) span_end = s line_width = line_width + (span_width + blank_width) blank_width = 0.0 span_width = 0.0 -- End span: 'A ' or '. ' elseif (prev_type == CLASS_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 -- FIXME: Narrow wrapping e.g. "A quick brown" -> "Quic|k br|own", would require knowing if span is going to be longer than wrap_width. --if (span_width > wrap_width and not is_blank and not was_blank) then -- return s --end return span_end end prev_type = curr_type s = next_s until true if stop then break end end -- Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. -- +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). if s == 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 local TEXT_SIZE_CACHE_MAX = 4096 function ImFontCalcTextSizeEx(font, size, max_width, wrap_width, text, text_begin, text_end_display, text_end, out_offset, flags) local text_is_str = type(text) == "string" -- [Luau] cache for the common case (whole string, single pass, no wrap/limit): per baked font, text -> unscaled width, line count. -- Advances of a baked font never change once loaded, so entries stay valid. ponytail: whole-cache reset at TEXT_SIZE_CACHE_MAX entries, LRU if dynamic text churns it local cache_key = nil local wrap_cache = nil local text_len1 = text_is_str and #text + 1 or -1 local cacheable = text_is_str and text_begin == 1 and out_offset == nil and max_width >= 3.4028234663853e+38 --[[FLT_MAX]] and (text_end == nil or text_end == text_len1) and (text_end_display == nil or text_end_display == text_len1) and (flags == nil or bit32.band(flags, 4 --[[ImDrawTextFlags.StopOnNewLine]]) == 0) if cacheable and wrap_width <= 0.0 then local baked = font:GetFontBaked(size) local cache = baked._TextSizeCache if cache == nil or baked._TextSizeCacheN >= TEXT_SIZE_CACHE_MAX then cache = {}; baked._TextSizeCache = cache; baked._TextSizeCacheN = 0 end local e = cache[text] if e then return ImVec2(e[1] * (size / baked.Size), e[2] * size), text_len1 end cache_key = text elseif cacheable and wrap_width > 0.0 then -- [Luau] same for wrapped text (TextWrapped() measures every line every frame): exact results per (size, wrap width, text) local baked = font:GetFontBaked(size) local cache = baked._TextSizeCache if cache == nil or baked._TextSizeCacheN >= TEXT_SIZE_CACHE_MAX then cache = {}; baked._TextSizeCache = cache; baked._TextSizeCacheN = 0 end local by_size = cache[size] if by_size == nil then by_size = {}; cache[size] = by_size end local by_wrap = by_size[wrap_width] if by_wrap == nil then by_wrap = {}; by_size[wrap_width] = by_wrap end local e = by_wrap[text] if e then return ImVec2(e[1], e[2]), e[3] end wrap_cache = by_wrap end if not text_end then text_end = #text + 1 -- FIXME-OPT: Need to avoid this. 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 local adv_data, adv_n = baked.IndexAdvanceX.Data, baked.IndexAdvanceX.Size -- [Luau] hoisted, refreshed after a glyph load while s < text_end_display do repeat -- Word-wrapping if word_wrap_enabled then -- Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. if not word_wrap_eol then word_wrap_eol = ImFontCalcWordWrapPositionEx(font, size, text, s, text_end, wrap_width - line_width, flags) adv_data, adv_n = baked.IndexAdvanceX.Data, baked.IndexAdvanceX.Size -- [Luau] may have loaded glyphs 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) -- Wrapping skips upcoming blanks if bit32.band(flags, 4 --[[ImDrawTextFlags.StopOnNewLine]]) ~= 0 then stop = true; break end word_wrap_eol = nil break end end -- Decode and advance source local prev_s = s local c if text_is_str then c = string.byte(text, s) else c = text[s] end -- [Luau] ImStrByte() inlined 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, 4 --[[ImDrawTextFlags.StopOnNewLine]]) ~= 0 then stop = true; break end break end if c == 13 then -- '\r' break end -- Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);' local char_width = (c < adv_n) and adv_data[c + 1] or -1.0 if (char_width < 0.0) then char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c) adv_data, adv_n = baked.IndexAdvanceX.Data, baked.IndexAdvanceX.Size 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 -- offset allow for the possibility of sitting after a trailing \n 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 -- whereas size.y will ignore the trailing \n text_size.y = text_size.y + line_height end local out_remaining = s if cache_key then baked._TextSizeCache[cache_key] = { text_size.x / scale, text_size.y / line_height } baked._TextSizeCacheN = baked._TextSizeCacheN + 1 elseif wrap_cache then wrap_cache[text] = { text_size.x, text_size.y, out_remaining } baked._TextSizeCacheN = baked._TextSizeCacheN + 1 end 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, 0 --[[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 local RenderChar_a, RenderChar_c, RenderChar_uv_a, RenderChar_uv_c = ImVec2(), ImVec2(), ImVec2(), ImVec2() 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(4278190080 --[[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, 16 --[[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) -- [Luau] scratch vectors, PrimRectUV() only reads them local a, c, uv_a, uv_c = RenderChar_a, RenderChar_c, RenderChar_uv_a, RenderChar_uv_c a.x = x1; a.y = y1; c.x = x2; c.y = y2; uv_a.x = u1; uv_a.y = v1; uv_c.x = u2; uv_c.y = v2 draw_list:PrimRectUV(a, c, uv_a, uv_c, col) end function MT.ImFontAtlas:AddFont(font_cfg_in) -- Sanity Checks assert(not self.Locked, "Cannot modify a locked ImFontAtlas!") assert((font_cfg_in.FontData ~= nil and font_cfg_in.FontDataSize > 0) or (font_cfg_in.FontLoader ~= nil)) assert(font_cfg_in.SizePixels > 0.0, "Is ImFontConfig struct correctly initialized?") 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 ~= 3.4028234663853e+38 --[[FLT_MAX]] then assert(font_cfg_in.SizePixels ~= 0.0, "Specifying glyph offset/advances requires a reference size to base it on.") end -- Lazily create builder on the first call to AddFont if self.Builder == nil then ImFontAtlasBuildInit(self) end -- Create new font 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 assert(self.Fonts.Size > 0, "Cannot use MergeMode for the first font!") -- When using MergeMode make sure that a font has already been added before. font = (font_cfg_in.DstFont ~= nil) and font_cfg_in.DstFont or self.Fonts:back() ImFontAtlasFontDiscardBakes(self, font, 0) -- Need to discard bakes if the font was already used, because baked->FontLoaderDatas[] will change size. (#9162) end -- Add to list 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) -- Sanity check -- We don't round cfg.SizePixels yet as relative size of merged fonts are used afterwards. 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 assert(bit32.band(size, 1) == 0, "GlyphExcludeRanges[] size must be multiple of two!") assert(size <= 64, "GlyphExcludeRanges[] size must be small!") end if font_cfg.FontLoader ~= nil then assert(font_cfg.FontLoader.FontBakedLoadGlyph ~= nil) assert(font_cfg.FontLoader.LoaderInit == nil and font_cfg.FontLoader.LoaderShutdown == nil) -- FIXME-NEWATLAS: Unsupported yet. end -- | Target w/ Implicit RefSize | Target w/ Explicit RefSize | -- Adding w/ Implicit RefSize: | OK (same scale) | OK (same scale) | -- Adding w/ Explicit RefSize: | KO | OK (custom scale) | if font_cfg_in.MergeMode and font_cfg_in.SizePixels > 0 then assert(bit32.band(font.Flags, 16 --[[ImFontFlags.ImplicitRefSize]]) == 0, "Cannot use MergeMode with an explicit reference size when the destination font used an implicit reference size!") end assert(font_cfg.FontLoaderData == nil) if not ImFontAtlasFontSourceInit(self, font_cfg) then -- Rollback (this is a fragile/rarely exercised code-path. TestSuite's "misc_atlas_add_invalid_font" aim to test this) 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 -- This duplicates some of the logic in UpdateFontsNewFrame() which is a bit chicken-and-eggy/tricky to extract due to variety of codepaths and possible initialization ordering. --- @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 -- Legacy function with heuristic to select Pixel or Vector font. -- The selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold at the time of adding the default font. -- Prefer calling AddFontDefaultVector() or AddFontDefaultBitmap() based on your own logic. --- @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) assert(not self.Locked, "Cannot modify a locked ImFontAtlas!") local font_cfg = font_cfg_template and font_cfg_template or ImFontConfig() assert(font_cfg.FontData == nil) assert(font_data_size > 100, "Incorrect value for font_data_size!") -- Heuristic to prevent accidentally passing a wrong value to font_data_size. font_cfg.FontData = font_data font_cfg.FontDataSize = font_data_size font_cfg.SizePixels = (size_pixels > 0.0) 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) 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, 2 --[[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 -- Store a short copy of filename into the font name for convenience 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("fonts/ProggyClean.ttf", "rb") end function GetDefaultFontDataProggyForever() return ImStd.ImFileLoadToMemory("fonts/ProggyForever.ttf", "rb") end -- TODO: IMGUI_DISABLE_DEFAULT_FONT, IMGUI_DISABLE_DEFAULT_FONT_BITMAP -- Load ProggyClean.ttf. Default size 13, disable oversampling. -- If you want a similar font which may be better scaled, consider using AddFontDefaultVector(). --- @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 -- Prevents sub-integer scaling factors at lower-level layers. end if font_cfg.SizePixels <= 0.0 then font_cfg.SizePixels = 13.0 -- This only serves (1) as a reference for GlyphOffset.y setting and (2) as a default for pre-1.92 backend. font_cfg.Flags = bit32.bor(font_cfg.Flags, 16 --[[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) -- Add +1 offset per 13 units local ttf_data, ttf_data_size = GetDefaultFontDataProggyClean() return self:AddFontFromMemoryTTF(ttf_data, ttf_data_size, font_cfg.SizePixels, font_cfg) end -- Load a minimal version of ProggyForever, designed to match our good old ProggyClean, but nicely scalable. -- (See build script in https://github.com/ocornut/proggyforever for details) --- @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 -- Precisely match ProggyClean, but prevents sub-integer scaling factors at lower-level layers. end if font_cfg.SizePixels <= 0.0 then font_cfg.SizePixels = 13.0 font_cfg.Flags = bit32.bor(font_cfg.Flags, 16 --[[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 -- Match ProggyClean font_cfg.GlyphOffset.y = font_cfg.GlyphOffset.y + 0.5 * (font_cfg.SizePixels / 16.0) -- Closer match ProggyClean + avoid descenders going too high (with current code). 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 assert(self.TexData.Width > 0 and self.TexData.Height > 0) -- Font atlas needs to be built before we can calculate UV coordinates 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 <= (-1) --[[ImGuiMouseCursor.None]] or cursor_type >= 11 --[[ImGuiMouseCursor.COUNT]] then return false end if bit32.band(atlas.Flags, 2 --[[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 + (122 --[[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 -- At it is common to do an AddCustomRect() followed by a GetCustomRect(), we provide an optional 'out_r' argument to retrieve the info straight away. function MT.ImFontAtlas:AddCustomRect(width, height, out_r) assert(width > 0 and width <= 0xFFFF) assert(height > 0 and height <= 0xFFFF) if (self.Builder == nil) then ImFontAtlasBuildInit(self) end local r_id = ImFontAtlasPackAddRect(self, width, height) if (r_id == (-1) --[[ImFontAtlasRectId_Invalid]]) then return (-1) --[[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 -- 500.0f (see #4053, #3366) 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 ------------------------------------------------------------------------------- -- [SECTION] ImDrawData ------------------------------------------------------------------------------- function MT.ImDrawData:Clear() self.Valid = false self.FrameCount = 0; self.TotalIdxCount = 0; self.TotalVtxCount = 0 self.CmdLists:resize(0) -- The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. 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 -- Important: 'out_list' is generally going to be draw_data.CmdLists, but may be another temporary list -- as long at it is expected that the result will be later merged into draw_data.CmdLists[]. 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 -- Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. -- May trigger for you if you are using PrimXXX functions incorrectly. assert(draw_list.VtxBuffer.Size == 0 or draw_list._VtxWritePtr == draw_list.VtxBuffer.Size + 1) assert(draw_list.IdxBuffer.Size == 0 or draw_list._IdxWritePtr == draw_list.IdxBuffer.Size + 1) if (bit32.band(draw_list.Flags, 8 --[[ImDrawListFlags.AllowVtxOffset]]) == 0) then assert(draw_list._VtxCurrentIdx == draw_list.VtxBuffer.Size + 1) end -- Add to output list + records state in ImDrawData 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(3.141592653589793 --[[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(3.141592653589793 --[[IM_PI]] / ImMax(_N, 3.141592653589793 --[[IM_PI]])))) end local function IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N, _RAD) return ((1 - ImCos(3.141592653589793 --[[IM_PI]] / ImMax(_N, 3.141592653589793 --[[IM_PI]]))) / _RAD) end ------------------------------------------------------------------------------- -- [SECTION] ImDrawList ------------------------------------------------------------------------------- function MT.ImDrawListSharedData:SetCircleTessellationMaxError(max_error) if self.CircleTessellationMaxError == max_error then return end 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 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] end self.ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(48 --[[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 -- Initialize before use in a new frame. We always have a command ready in the buffer. -- In the majority of cases, you would want to call PushClipRect() and PushTexture() after this. -- TODO: function MT.ImDrawList:_ResetForNewFrame() self._ContentClipX0 = nil -- set again by Begin() (Roblox backend scroll reuse) if self._Splitter._Count > 1 then self._Splitter:Merge(self) end self._Splitter._Current = 0 -- [Lua] recover from an error thrown mid-split self._Splitter._Count = 1 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 = 0 --[[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 assert(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z and draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w) -- [Luau] inline self.CmdBuffer:push_back(draw_cmd) local cmd_buffer = self.CmdBuffer local n = cmd_buffer.Size + 1 if n > cmd_buffer.Capacity then cmd_buffer:push_back(draw_cmd) else cmd_buffer.Data[n] = draw_cmd; cmd_buffer.Size = n end end -- Pop trailing draw command (used before merging or presenting to user) -- Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == nil 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 -- return;// 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 assert(callback ~= nil) IM_ASSERT_PARANOID(self.CmdBuffer.Size > 0) local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] 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 -- Store user data directly in command (no indirection) curr_cmd.UserCallbackData = userdata else assert(userdata ~= nil) assert(userdata_size < bit32.lshift(1, 31)) end self:AddDrawCmd() -- Force a new command after us (see comment below) 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) local lcr, rcr = CMD_LHS.ClipRect, CMD_RHS.ClipRect -- [Luau] cache if lcr.x ~= rcr.x or lcr.y ~= rcr.y or lcr.z ~= rcr.z or lcr.w ~= rcr.w then return false end local ltex, rtex = CMD_LHS.TexRef, CMD_RHS.TexRef if ltex ~= rtex and (ltex._TexData ~= rtex._TexData or ltex._TexID ~= rtex._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 -- Try to merge two last draw commands 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 -- Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. -- The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. function MT.ImDrawList:_OnChangedClipRect() -- If current command is used with different settings we need to add a new command IM_ASSERT_PARANOID(self.CmdBuffer.Size > 0) local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] if curr_cmd.ElemCount ~= 0 then -- [Luau] inline IM_VEC4.__eq local hcr, ccr = self._CmdHeader.ClipRect, curr_cmd.ClipRect if hcr.x ~= ccr.x or hcr.y ~= ccr.y or hcr.z ~= ccr.z or hcr.w ~= ccr.w then self:AddDrawCmd() return end end assert(curr_cmd.UserCallback == nil) -- Try to merge with previous command if it matches, else use current command 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() -- If current command is used with different settings we need to add a new command 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 -- Unlike other _OnChangedXXX functions this may be called by ImFontAtlasUpdateDrawListsTextures() in more locations so we need to handle this case. if curr_cmd.UserCallback ~= nil then return end -- Try to merge with previous command if it matches, else use current command 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() -- We don't need to compare curr_cmd.VtxOffset ~= _CmdHeader.VtxOffset because we know it'll be different at the time we call this. self._VtxCurrentIdx = 1 IM_ASSERT_PARANOID(self.CmdBuffer.Size > 0) local curr_cmd = self.CmdBuffer.Data[self.CmdBuffer.Size] --IM_ASSERT(curr_cmd.VtxOffset ~= self._CmdHeader.VtxOffset) -- See #3349 if curr_cmd.ElemCount ~= 0 then self:AddDrawCmd() return end assert(curr_cmd.UserCallback == nil) curr_cmd.VtxOffset = self._CmdHeader.VtxOffset end ------------------------------------------------------------------------------- -- [SECTION] ImDrawListSplitter ------------------------------------------------------------------------------- -- FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. ------------------------------------------------------------------------------- -- 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) 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) -- Avoid over reserving since this is likely to stay stable self._Channels:resize(channels_count) end self._Count = channels_count -- Channels[] hold storage that we'll swap with draw_list._CmdBuffer/_IdxBuffer -- The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. -- When we switch to the next channel, we'll copy draw_list._CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list.CmdBuffer/_IdxBuffer -- 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.Size = 0 -- [Luau] inline resize(0) channels[i]._IdxBuffer.Size = 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] -- [Luau] skip empty buffers: their .Data may be nil (reading it goes through IM_VECTOR.__index) if ch._CmdBuffer.Size > 0 then 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 end if ch._IdxBuffer.Size > 0 then 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 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) 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] local cmd_buffer = ch._CmdBuffer local idx_buffer = ch._IdxBuffer draw_list.CmdBuffer = cmd_buffer draw_list.IdxBuffer = idx_buffer draw_list._IdxWritePtr = idx_buffer.Size + 1 -- If current command is used with different settings we need to add a new command -- [Luau] ImDrawCmd_HeaderCopyRef() / ImDrawCmd_HeaderCompare() inlined local cmd_count = cmd_buffer.Size if cmd_count == 0 then draw_list:AddDrawCmd() return end local curr_cmd = cmd_buffer.Data[cmd_count] local header = draw_list._CmdHeader local hcr, ccr = header.ClipRect, curr_cmd.ClipRect if curr_cmd.ElemCount == 0 then ccr.x = hcr.x; ccr.y = hcr.y; ccr.z = hcr.z; ccr.w = hcr.w -- Copy ClipRect, TexRef, VtxOffset curr_cmd.TexRef = header.TexRef curr_cmd.VtxOffset = header.VtxOffset elseif ccr.x ~= hcr.x or ccr.y ~= hcr.y or ccr.z ~= hcr.z or ccr.w ~= hcr.w or curr_cmd.TexRef._TexData ~= header.TexRef._TexData or curr_cmd.TexRef._TexID ~= header.TexRef._TexID or curr_cmd.VtxOffset ~= header.VtxOffset 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 -- - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. -- - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. --- @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, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end local uv = self._Data.TexUvWhitePixel if bit32.band(self.Flags, 4 --[[ImDrawListFlags.AntiAliasedFill]]) ~= 0 then local AA_SIZE = self._FringeScale local col_trans = bit32.band(col, bit32.bnot(4278190080 --[[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 local idx_write_ptr = self._IdxWritePtr -- [Luau] write pointers kept in locals, stored back after the loops for i = 2, points_count - 1 do 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) idx_write_ptr = idx_write_ptr + 3 end -- Compute normals local temp_buffer = self._Data.TempBuffer if points_count > temp_buffer.Capacity then temp_buffer:reserve_discard(points_count) end -- [Luau] skip the method lookup when no growth is needed 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.Buf local vtx_write_ptr = self._VtxWritePtr local uv_x, uv_y = uv.x, uv.y 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 p1 = points[i1] WV(vtx_data, vtx_write_ptr + 0, p1.x - dm_x, p1.y - dm_y, uv_x, uv_y, col) WV(vtx_data, vtx_write_ptr + 1, p1.x + dm_x, p1.y + dm_y, uv_x, uv_y, col_trans) vtx_write_ptr = vtx_write_ptr + 2 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) idx_write_ptr = idx_write_ptr + 6 i0 = i1 end self._VtxWritePtr = vtx_write_ptr self._IdxWritePtr = idx_write_ptr 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.Buf for i = 1, vtx_count do local vtx_write_ptr = self._VtxWritePtr WVP(vtx_data, vtx_write_ptr + 0, points[i], uv, 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 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 -- This is used by ImGui.PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTexture()/PopTexture(). 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 -- Reserve space for a number of vertices and indices. -- You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or -- submit the intermediate results. PrimUnreserve() can be used to release unused allocations. -- [Luau] local function (also MT.ImDrawList.PrimReserve): hot callers in this file skip the method lookup local function PrimReserve(self, idx_count, vtx_count) -- Large mesh support (when enabled) IM_ASSERT_PARANOID(idx_count >= 0 and vtx_count >= 0) if (self._VtxCurrentIdx + vtx_count >= bit32.lshift(1, 16)) and (bit32.band(self.Flags, 8 --[[ImDrawListFlags.AllowVtxOffset]]) ~= 0) then -- FIXME: In theory we should be testing that vtx_count <64k here. -- In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us -- to not make that check until we rework the text functions to handle clipping and large horizontal lines better. 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 -- [Luau] inline resize() when no growth is needed (IdxBuffer:resize goes through IM_VECTOR.__index) local vtx_buffer = self.VtxBuffer local vtx_buffer_old_size = vtx_buffer.Size local vtx_new_size = vtx_buffer_old_size + vtx_count if vtx_new_size > vtx_buffer.Capacity then vtx_buffer:resize(vtx_new_size) else vtx_buffer.Size = vtx_new_size end self._VtxWritePtr = vtx_buffer_old_size + 1 local idx_buffer = self.IdxBuffer local idx_buffer_old_size = idx_buffer.Size local idx_new_size = idx_buffer_old_size + idx_count if idx_new_size > idx_buffer.Capacity then idx_buffer:resize(idx_new_size) else idx_buffer.Size = idx_new_size end self._IdxWritePtr = idx_buffer_old_size + 1 end MT.ImDrawList.PrimReserve = PrimReserve -- Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). 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 -- Fully unrolled with inline call to keep our debug builds decently fast. --- @param a ImVec2 --- @param c ImVec2 --- @param col ImU32 -- [Luau] scalar PrimRect (a = ax,ay; c = cx,cy): no ImVec2 needed by callers, vertex writes inlined local function PrimRectXY(self, ax, ay, cx, cy, col) local uv = self._Data.TexUvWhitePixel local idx = self._VtxCurrentIdx local idx_data = self.IdxBuffer.Data; local b = self.VtxBuffer.Buf 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 local u, v = uv.x, uv.y local o = (vtx_write_ptr - 1) * 36 writef64(b, o, ax); writef64(b, o + 8, ay); writef64(b, o + 16, u); writef64(b, o + 24, v); writeu32(b, o + 32, col) writef64(b, o + 36, cx); writef64(b, o + 44, ay); writef64(b, o + 52, u); writef64(b, o + 60, v); writeu32(b, o + 68, col) writef64(b, o + 72, cx); writef64(b, o + 80, cy); writef64(b, o + 88, u); writef64(b, o + 96, v); writeu32(b, o + 104, col) writef64(b, o + 108, ax); writef64(b, o + 116, cy); writef64(b, o + 124, u); writef64(b, o + 132, v); writeu32(b, o + 140, col) self._VtxWritePtr = vtx_write_ptr + 4 self._VtxCurrentIdx = idx + 4 self._IdxWritePtr = idx_write_ptr + 6 end function MT.ImDrawList:PrimRect(a, c, col) PrimRectXY(self, a.x, a.y, c.x, c.y, col) 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.Buf 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 WV(vtx_data, vtx_write_ptr + 0, a.x, a.y, uv_a.x, uv_a.y, col) WV(vtx_data, vtx_write_ptr + 1, c.x, a.y, uv_c.x, uv_a.y, col) WV(vtx_data, vtx_write_ptr + 2, c.x, c.y, uv_c.x, uv_c.y, col) WV(vtx_data, vtx_write_ptr + 3, a.x, c.y, uv_a.x, uv_c.y, 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, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end local closed = bit32.band(flags, 512 --[[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 -- If this assert triggers on legacy code: -- - 1.92.8 (2025/05): swapped two last parameters order: flags, thickness --> thickness, flags. This should normally be caught by compile-time type-checking. -- - 1.92.8 (2025/05): changed value of ImDrawList_Closed which was previously guaranteed to be == 1. Hardcoded use of 1 or true should be replaced. -- Read more details near AddRect() + see "API BREAKING CHANGES" section for 1.82, 1.90 and 1.92.8. IM_ASSERT_USER_ERROR_RET(bit32.band(flags, 2147483663 --[[ImDrawFlags.InvalidMask_]]) == 0, "Incorrect parameter. Did you swap 'thickness' and 'flags'?") if bit32.band(self.Flags, 1 --[[ImDrawListFlags.AntiAliasedLines]]) ~= 0 then -- Anti-aliased stroke local AA_SIZE = self._FringeScale local col_trans = bit32.band(col, bit32.bnot(4278190080 --[[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, 2 --[[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, 4 --[[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) PrimReserve(self, idx_count, vtx_count) -- Temporary buffer local temp_buffer_size = points_count * ((use_texture or not thick_line) and 3 or 5) local temp_buffer = self._Data.TempBuffer if temp_buffer_size > temp_buffer.Capacity then temp_buffer:reserve_discard(temp_buffer_size) end -- [Luau] skip the method lookup when no growth is needed 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.x - p1.x local dy = p2.y - p1.y dx, dy = IM_NORMALIZE2F_OVER_ZERO(dx, dy) temp_normals[i1].x = dy temp_normals[i1].y = -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.Buf local idx_write_ptr = self._IdxWritePtr -- [Luau] write pointers kept in locals, stored back after the loops 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].x + temp_normals[i2].x) * 0.5 local dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 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].x = points[i2].x + dm_x temp_points[temp_points_start + out_off + 0].y = points[i2].y + dm_y temp_points[temp_points_start + out_off + 1].x = points[i2].x - dm_x temp_points[temp_points_start + out_off + 1].y = points[i2].y - dm_y if use_texture then -- Add indices for two triangles 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 idx_write_ptr = idx_write_ptr + 6 else -- Add indices for four triangles 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 idx_write_ptr = idx_write_ptr + 12 end idx1 = idx2 end self._IdxWritePtr = idx_write_ptr -- Add vertices local vtx_write_ptr = self._VtxWritePtr 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 WVP(vtx_data, vtx_write_ptr + 0, temp_points[temp_points_start + i * 2 + 0], tex_uv0, col) WVP(vtx_data, vtx_write_ptr + 1, temp_points[temp_points_start + i * 2 + 1], tex_uv1, col) vtx_write_ptr = 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 WVP(vtx_data, vtx_write_ptr + 0, points[i + 1], opaque_uv, col) WVP(vtx_data, vtx_write_ptr + 1, temp_points[temp_points_start + i * 2 + 0], opaque_uv, col_trans) WVP(vtx_data, vtx_write_ptr + 2, temp_points[temp_points_start + i * 2 + 1], opaque_uv, col_trans) vtx_write_ptr = vtx_write_ptr + 3 end end self._VtxWritePtr = vtx_write_ptr 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.Buf local idx_write_ptr = self._IdxWritePtr -- [Luau] write pointers kept in locals, stored back after the loops 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].x + temp_normals[i2].x) * 0.5 local dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 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].x = points[i2].x + dm_out_x temp_points[temp_points_start + out_off + 0].y = points[i2].y + dm_out_y temp_points[temp_points_start + out_off + 1].x = points[i2].x + dm_in_x temp_points[temp_points_start + out_off + 1].y = points[i2].y + dm_in_y temp_points[temp_points_start + out_off + 2].x = points[i2].x - dm_in_x temp_points[temp_points_start + out_off + 2].y = points[i2].y - dm_in_y temp_points[temp_points_start + out_off + 3].x = points[i2].x - dm_out_x temp_points[temp_points_start + out_off + 3].y = points[i2].y - dm_out_y -- Add indices 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 idx_write_ptr = idx_write_ptr + 18 idx1 = idx2 end self._IdxWritePtr = idx_write_ptr -- Add vertices local vtx_write_ptr = self._VtxWritePtr for i = 0, points_count - 1 do WVP(vtx_data, vtx_write_ptr + 0, temp_points[temp_points_start + i * 4 + 0], opaque_uv, col_trans) WVP(vtx_data, vtx_write_ptr + 1, temp_points[temp_points_start + i * 4 + 1], opaque_uv, col) WVP(vtx_data, vtx_write_ptr + 2, temp_points[temp_points_start + i * 4 + 2], opaque_uv, col) WVP(vtx_data, vtx_write_ptr + 3, temp_points[temp_points_start + i * 4 + 3], opaque_uv, col_trans) vtx_write_ptr = vtx_write_ptr + 4 end self._VtxWritePtr = vtx_write_ptr 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 PrimReserve(self, idx_count, vtx_count) local idx_data = self.IdxBuffer.Data; local vtx_data = self.VtxBuffer.Buf 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.x - p1.x local dy = p2.y - p1.y dx, dy = IM_NORMALIZE2F_OVER_ZERO(dx, dy) dx = dx * (thickness * 0.5) dy = dy * (thickness * 0.5) local vtx_write_ptr = self._VtxWritePtr WV(vtx_data, vtx_write_ptr + 0, p1.x + dy, p1.y - dx, opaque_uv.x, opaque_uv.y, col) WV(vtx_data, vtx_write_ptr + 1, p2.x + dy, p2.y - dx, opaque_uv.x, opaque_uv.y, col) WV(vtx_data, vtx_write_ptr + 2, p2.x - dy, p2.y + dx, opaque_uv.x, opaque_uv.y, col) WV(vtx_data, vtx_write_ptr + 3, p1.x - dy, p1.y + dx, opaque_uv.x, opaque_uv.y, 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 -- [Luau] scalar PathLineTo(): no temporary ImVec2 (the path slot is written in place) local function PathLineToXY(self, x, y) local path = self._Path local n = path.Size + 1 if n > path.Capacity then path:push_back(ImVec2(x, y)) return end local dest = path.Data[n] dest.x = x; dest.y = y path.Size = n end local _PathArcToFastExXY -- [Luau] forward declaration, defined below with _PathArcToFastEx() -- [Luau] scalar PathRect (a = ax,ay; b = bx,by); PathRect() below wraps it local function PathRectXY(self, ax, ay, bx, by, rounding, flags) if not rounding then rounding = 0.0 end if not flags then flags = 0 end if rounding >= 0.5 then assert(bit32.band(flags, 0x0F) == 0, "Misuse of legacy hardcoded ImDrawCornerFlags values!") if bit32.band(flags, 496 --[[ImDrawFlags.RoundCornersMask_]]) == 0 then flags = bit32.bor(flags, 240 --[[ImDrawFlags.RoundCornersAll]]) end rounding = ImMin(rounding, ImAbs(bx - ax) * (((bit32.band(flags, 48 --[[ImDrawFlags.RoundCornersTop]]) == 48 --[[ImDrawFlags.RoundCornersTop]]) or (bit32.band(flags, 192 --[[ImDrawFlags.RoundCornersBottom]]) == 192 --[[ImDrawFlags.RoundCornersBottom]])) and 0.5 or 1.0) - 1.0) rounding = ImMin(rounding, ImAbs(by - ay) * (((bit32.band(flags, 80 --[[ImDrawFlags.RoundCornersLeft]]) == 80 --[[ImDrawFlags.RoundCornersLeft]]) or (bit32.band(flags, 160 --[[ImDrawFlags.RoundCornersRight]]) == 160 --[[ImDrawFlags.RoundCornersRight]])) and 0.5 or 1.0) - 1.0) end if rounding < 0.5 or (bit32.band(flags, 496 --[[ImDrawFlags.RoundCornersMask_]]) == 256 --[[ImDrawFlags.RoundCornersNone]]) then PathLineToXY(self, ax, ay) PathLineToXY(self, bx, ay) PathLineToXY(self, bx, by) PathLineToXY(self, ax, by) else local rounding_tl = (bit32.band(flags, 16 --[[ImDrawFlags.RoundCornersTopLeft]]) ~= 0) and rounding or 0.0 local rounding_tr = (bit32.band(flags, 32 --[[ImDrawFlags.RoundCornersTopRight]]) ~= 0) and rounding or 0.0 local rounding_br = (bit32.band(flags, 128 --[[ImDrawFlags.RoundCornersBottomRight]]) ~= 0) and rounding or 0.0 local rounding_bl = (bit32.band(flags, 64 --[[ImDrawFlags.RoundCornersBottomLeft]]) ~= 0) and rounding or 0.0 -- [Luau] inline PathArcToFast() (radius < 0.5 handled by _PathArcToFastExXY()) _PathArcToFastExXY(self, ax + rounding_tl, ay + rounding_tl, rounding_tl, 6 * 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] / 12, 9 * 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] / 12, 0) _PathArcToFastExXY(self, bx - rounding_tr, ay + rounding_tr, rounding_tr, 9 * 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] / 12, 12 * 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] / 12, 0) _PathArcToFastExXY(self, bx - rounding_br, by - rounding_br, rounding_br, 0 * 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] / 12, 3 * 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] / 12, 0) _PathArcToFastExXY(self, ax + rounding_bl, by - rounding_bl, rounding_bl, 3 * 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] / 12, 6 * 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] / 12, 0) end end function MT.ImDrawList:PathRect(a, b, rounding, flags) PathRectXY(self, a.x, a.y, b.x, b.y, rounding, flags) 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, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end if rounding < 0.5 or (bit32.band(flags, 496 --[[ImDrawFlags.RoundCornersMask_]]) == 256 --[[ImDrawFlags.RoundCornersNone]]) then PrimReserve(self, 6, 4) -- [Luau] local calls PrimRectXY(self, p_min.x, p_min.y, p_max.x, p_max.y, col) else PathRectXY(self, p_min.x, p_min.y, p_max.x, p_max.y, rounding, flags) self:PathFillConvex(col) end end -- p_min = upper-left, p_max = lower-right -- Note: this does not support anti-aliasing when provided non-integer vertices. --- @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), 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end local uv = self._Data.TexUvWhitePixel PrimReserve(self, 6, 4) -- [Luau] inline PrimWriteIdx()/PrimWriteVtx(): direct writes, no temporary ImVec2 local idx, idx_data, idx_write_ptr = self._VtxCurrentIdx, self.IdxBuffer.Data, self._IdxWritePtr idx_data[idx_write_ptr] = 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 self._IdxWritePtr = idx_write_ptr + 6 local vtx_data, vtx_write_ptr = self.VtxBuffer.Buf, self._VtxWritePtr WV(vtx_data, vtx_write_ptr + 0, p_min.x, p_min.y, uv.x, uv.y, col_upr_left) WV(vtx_data, vtx_write_ptr + 1, p_max.x, p_min.y, uv.x, uv.y, col_upr_right) WV(vtx_data, vtx_write_ptr + 2, p_max.x, p_max.y, uv.x, uv.y, col_bot_right) WV(vtx_data, vtx_write_ptr + 3, p_min.x, p_max.y, uv.x, uv.y, col_bot_left) self._VtxWritePtr = vtx_write_ptr + 4 self._VtxCurrentIdx = idx + 4 end -- p_min = upper-left, p_max = lower-right --- @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 -- If this assert triggers on legacy code: -- - 1.92.8 (2025/05): swapped two last parameters order: flags, thickness --> thickness, flags. This should normally be caught by compile-time type-checking. -- - 1.92.8 (2025/05): changed value of ImDrawList_Closed which was previously guaranteed to be == 1. Hardcoded use of 1 or true should be replaced. -- - 1.82.0 (2021/03): changed ImDrawCornerFlags to ImDrawFlags_RoundXXX values. -- If you used hard-coded 1 to 15 or ~0 in flags to configure corner rounding use the new flags! -- - Hard coded support for ~0 == ImDrawFlags_RoundAll. -- - Hard coded support for values 0x01 to 0x0F (matching 15 out of 16 old flags combinations) --> see FixRectCornerFlags() in <1.90 code. -- - Hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundNone or use 'float rounding = 0.0f'. -- See "API BREAKING CHANGES" section for 1.82, 1.90 and 1.92.8. IM_ASSERT_USER_ERROR_RET(bit32.band(flags, 2147483663 --[[ImDrawFlags.InvalidMask_]]) == 0, "Incorrect parameter. Did you swap 'thickness' and 'flags'?") -- Or misuse of legacy hard-coded ImDrawCornerFlags values if bit32.band(col, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end -- [Luau] square corners + whole-pixel thickness: 4 filled rects instead of a stroked path (same pixels, far cheaper here) if (rounding == nil or rounding < 0.5 or bit32.band(flags, 496 --[[ImDrawFlags.RoundCornersMask_]]) == 256 --[[ImDrawFlags.RoundCornersNone]]) and thickness >= 1.0 and thickness % 1 == 0 and p_max.x - p_min.x > 2 * thickness and p_max.y - p_min.y > 2 * thickness then local x0, y0, x1, y1, t = p_min.x, p_min.y, p_max.x, p_max.y, thickness PrimReserve(self, 24, 16) PrimRectXY(self, x0, y0, x1, y0 + t, col) PrimRectXY(self, x0, y1 - t, x1, y1, col) PrimRectXY(self, x0, y0 + t, x0 + t, y1 - t, col) PrimRectXY(self, x1 - t, y0 + t, x1, y1 - t, col) return end if bit32.band(self.Flags, 1 --[[ImDrawListFlags.AntiAliasedLines]]) ~= 0 then PathRectXY(self, p_min.x + 0.50, p_min.y + 0.50, p_max.x - 0.50, p_max.y - 0.50, rounding, flags) -- [Luau] scalar math, no temporary ImVec2 else PathRectXY(self, p_min.x + 0.50, p_min.y + 0.50, p_max.x - 0.49, p_max.y - 0.49, rounding, flags) -- Better looking lower-right corner and rounded non-AA shapes. end self:PathStroke(col, thickness, 512 --[[ImDrawFlags.Closed]]) end function MT.ImDrawList:AddLine(p1, p2, col, thickness) if bit32.band(col, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end PathLineToXY(self, p1.x + 0.5, p1.y + 0.5) -- [Luau] scalar math, no temporary ImVec2 PathLineToXY(self, p2.x + 0.5, p2.y + 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, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end PathLineToXY(self, min_x + 0.5, y + 0.5) PathLineToXY(self, 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, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end PathLineToXY(self, x + 0.5, min_y + 0.5) PathLineToXY(self, 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, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end self:PathLineTo(p1) self:PathLineTo(p2) self:PathLineTo(p3) self:PathStroke(col, thickness, 512 --[[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, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end self:PathLineTo(p1) self:PathLineTo(p2) self:PathLineTo(p3) self:PathLineTo(p4) self:PathStroke(col, thickness, 512 --[[ImDrawFlags.Closed]]) end function MT.ImDrawList:AddQuadFilled(p1, p2, p3, p4, col) if bit32.band(col, 4278190080 --[[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, 4278190080 --[[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, 4278190080 --[[IM_COL32_A_MASK]]) == 0 or radius < 0.5 then return end if num_segments <= 0 then -- Use arc with automatic segment count _PathArcToFastExXY(self, center.x, center.y, radius - 0.5, 0, 48 --[[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 = (3.141592653589793 --[[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, 512 --[[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, 4278190080 --[[IM_COL32_A_MASK]]) == 0 or radius < 0.5 then return end if num_segments <= 0 then -- Use arc with automatic segment count _PathArcToFastExXY(self, center.x, center.y, radius, 0, 48 --[[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 = (3.141592653589793 --[[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 local AddText_clip_rect = ImVec4() function MT.ImDrawList:AddText(font, font_size, pos, col, text, text_begin, text_end, wrap_width, cpu_fine_clip_rect) -- Overload: AddText(pos, col, text, text_end?) if type(font) == "table" and type(font[1]) == "number" then font, font_size, pos, col, text, text_begin, text_end, wrap_width, cpu_fine_clip_rect = nil, 0.0, font, font_size, pos, 1, col, 0.0, nil if text_end == nil then text_end = #text + 1 end end if text_begin == nil then text_begin = 1 end if bit32.band(col, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end -- Accept null ranges if text_begin == text_end then return end -- No need to strlen() here: font:RenderText() will do it and may early out. -- Pull default font/size from the shared ImDrawListSharedData instance if font == nil then font = self._Data.Font end if font_size == 0.0 then font_size = self._Data.FontSize end local clip_rect = AddText_clip_rect -- Don't modify the clip rect! -- [Luau] scratch: ImFont:RenderText() only reads it local src = self._CmdHeader.ClipRect clip_rect.x = src.x; clip_rect.y = src.y; clip_rect.z = src.z; clip_rect.w = src.w if (cpu_fine_clip_rect) then clip_rect.x = math.max(clip_rect.x, cpu_fine_clip_rect.x) clip_rect.y = math.max(clip_rect.y, cpu_fine_clip_rect.y) clip_rect.z = math.min(clip_rect.z, cpu_fine_clip_rect.z) clip_rect.w = math.min(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 1 --[[ImDrawTextFlags.CpuFineClip]] or 0 --[[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 = 4294967295 --[[IM_COL32_WHITE]] end if bit32.band(col, 4278190080 --[[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, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end assert(bit32.band(flags, 0x0F) == 0, "Misuse of legacy hardcoded ImDrawCornerFlags values!") -- If this assert triggers on legacy code: see comments in ImDrawList:PathRect(). if bit32.band(flags, 496 --[[ImDrawFlags.RoundCornersMask_]]) == 0 then flags = bit32.bor(flags, 240 --[[ImDrawFlags.RoundCornersAll]]) end if rounding < 0.5 or bit32.band(flags, 496 --[[ImDrawFlags.RoundCornersMask_]]) == 256 --[[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) -- Automatic segment count local radius_idx = ImFloor(radius + 0.999) + 1 -- ceil to never reduce accuracy if radius_idx >= 1 and radius_idx <= 64 then -- IM_COUNTOF(_Data->CircleSegmentCounts) return self._Data.CircleSegmentCounts[radius_idx] -- Use cached value else return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, self._Data.CircleTessellationMaxError) end end -- Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui.PushClipRect() to affect logic (hit-testing and widget culling) 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 -- = ClipWith(). Note that passing inverted range wouldn't be fixed here. 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 = math.max(cr.x, cr.z) cr.w = math.max(cr.y, cr.w) -- [Luau] inline self._ClipRectStack:push_back(cr) local stack = self._ClipRectStack local n = stack.Size + 1 if n > stack.Capacity then stack:push_back(cr) else stack.Data[n] = cr; stack.Size = n end ImVec4_Copy(self._CmdHeader.ClipRect, cr) self:_OnChangedClipRect() end function MT.ImDrawList:PushClipRectFullScreen() local cr = self._Data.ClipRectFullscreen self:PushClipRect(ImVec2(cr.x, cr.y), ImVec2(cr.z, cr.w)) end function MT.ImDrawList:PopClipRect() local stack = self._ClipRectStack assert(stack.Size > 0) stack.Size = stack.Size - 1 -- [Luau] inline pop_back() if (stack.Size == 0) then -- LUA: No "Ternary Operator" ImVec4_Copy(self._CmdHeader.ClipRect, self._Data.ClipRectFullscreen) else ImVec4_Copy(self._CmdHeader.ClipRect, stack.Data[stack.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 -- [Luau] scalar center (cx, cy); assigned to the forward-declared local, _PathArcToFastEx() wraps it function _PathArcToFastExXY(self, cx, cy, radius, a_min_sample, a_max_sample, a_step) if radius < 0.5 then PathLineToXY(self, cx, cy) return end -- Calculate arc auto segment step size if a_step <= 0 then a_step = math.floor(48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] / self:_CalcCircleAutoSegmentCount(radius)) end -- Make sure we never do steps larger than one quarter of the circle a_step = ImClamp(a_step, 1, math.floor(48 --[[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 -- When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, -- distribute first step range evenly between them by reducing first step size. if sample_range > 0 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 path_data, arc_fast_vtx = self._Path.Data, self._Data.ArcFastVtx -- [Luau] cache local sample_index = a_min_sample if sample_index < 0 or sample_index >= 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] then sample_index = sample_index % 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] if sample_index < 0 then sample_index = sample_index + 48 --[[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 -- a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more if sample_index >= 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] then sample_index = sample_index - 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] end local s = arc_fast_vtx[sample_index + 1] local d = path_data[out_ptr] d.x = cx + s.x * radius; d.y = cy + 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 -- a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more if sample_index < 0 then sample_index = sample_index + 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] end local s = arc_fast_vtx[sample_index + 1] local d = path_data[out_ptr] d.x = cx + s.x * radius; d.y = cy + 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 % 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] if normalized_max_sample < 0 then normalized_max_sample = normalized_max_sample + 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] end local s = arc_fast_vtx[normalized_max_sample + 1] local d = path_data[out_ptr] d.x = cx + s.x * radius; d.y = cy + s.y * radius out_ptr = out_ptr + 1 end IM_ASSERT_PARANOID(self._Path.Size == out_ptr - 1) end function MT.ImDrawList:_PathArcToFastEx(center, radius, a_min_sample, a_max_sample, a_step) _PathArcToFastExXY(self, center.x, center.y, radius, a_min_sample, a_max_sample, a_step) end -- 0: East, 3: South, 6: West, 9: North, 12: East 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 _PathArcToFastExXY(self, center.x, center.y, radius, a_min_of_12 * 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] / 12, a_max_of_12 * 48 --[[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! local path = self._Path path:reserve(path.Size + (num_segments + 1)) -- [Luau] write into the reserved ImVec2 slots: no temporary ImVec2, no push_back() method lookups local data, size = path.Data, path.Size for i = 0, num_segments do local a = a_min + (i / num_segments) * (a_max - a_min) size = size + 1 local p = data[size] p.x = center.x + ImCos(a) * radius; p.y = center.y + ImSin(a) * radius end path.Size = size 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 -- Automatic segment count if radius <= self._Data.ArcFastRadiusCutoff then local a_is_reverse = a_max < a_min -- We are going to use precomputed values for mid samples. -- Determine first and last sample in lookup table that belong to the arc. local a_min_sample_f = 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] * a_min / (3.141592653589793 --[[IM_PI]] * 2.0) local a_max_sample_f = 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] * a_max / (3.141592653589793 --[[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 * 3.141592653589793 --[[IM_PI]] * 2.0 / 48 --[[IM_DRAWLIST_ARCFAST_SAMPLE_MAX]] local a_max_segment_angle = a_max_sample * 3.141592653589793 --[[IM_PI]] * 2.0 / 48 --[[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 PathLineToXY(self, center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius) end -- [Luau] no temporary ImVec2 if a_mid_samples > 0 then _PathArcToFastExXY(self, center.x, center.y, radius, a_min_sample, a_max_sample, 0) end if a_emit_end then PathLineToXY(self, 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 / (3.141592653589793 --[[IM_PI]] * 2.0)), 1) self:_PathArcToN(center, radius, a_min, a_max, arc_segment_count) end end -- Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. -- DO NOT CALL DIRECTLY THIS WILL CHANGE WILDLY IN 2026. Use ImDrawList:AddText(). --- @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 -- Align to be pixel perfect local x = pos.x local y = pos.y if y > clip_rect.w then return end if bit32.band(draw_list.Flags, 16 --[[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) -- Fast-forward to first visible line 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 -- FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPosition(). -- If the specs for CalcWordWrapPosition() were reworked to optionally return on \n we could combine both. -- However it is still better than nothing performing the fast-forward! s = ImFontCalcWordWrapPositionEx(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 -- For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() -- Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) if text_end - s > 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 -- Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) 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, 1 --[[ImDrawTextFlags.CpuFineClip]]) ~= 0 local idx_data = draw_list.IdxBuffer.Data; local vtx_data = draw_list.VtxBuffer.Buf local color_untinted = bit32.bor(col, bit32.bnot(4278190080 --[[IM_COL32_A_MASK]])) local word_wrap_eol local stop = false local text_is_str = type(text) == "string" local lookup, lookup_n, glyphs = baked.IndexLookup.Data, baked.IndexLookup.Size, baked.Glyphs.Data while s < text_end do repeat if word_wrap_enabled then -- Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. if not word_wrap_eol then word_wrap_eol = ImFontCalcWordWrapPositionEx(self, size, text, s, text_end, wrap_width - (x - origin_x), flags) lookup, lookup_n, glyphs = baked.IndexLookup.Data, baked.IndexLookup.Size, baked.Glyphs.Data -- [Luau] may have loaded glyphs end if s >= word_wrap_eol then x = origin_x y = y + line_height if y > clip_rect.w then stop = true; break -- break out of main loop end word_wrap_eol = nil s = ImTextCalcWordWrapNextLineStart(text, s, text_end, flags) -- Wrapping skips upcoming blanks break end end -- Decode and advance source local c if text_is_str then c = string.byte(text, s) else c = text[s] end 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 -- break out of main loop end break end if c == 13 then -- '\r' break end end local glyph local gi = (c < lookup_n) and lookup[c + 1] or nil if gi ~= nil and gi ~= IM_FONTGLYPH_INDEX_NOT_FOUND and gi ~= IM_FONTGLYPH_INDEX_UNUSED then glyph = glyphs[gi] else glyph = baked:FindGlyph(c) -- may load the glyph and grow the tables lookup, lookup_n, glyphs = baked.IndexLookup.Data, baked.IndexLookup.Size, baked.Glyphs.Data end local char_width = glyph.AdvanceX * scale if glyph.Visible then -- We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w 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 -- Render a character local u1 = glyph.U0 local v1 = glyph.V0 local u2 = glyph.U1 local v2 = glyph.V1 -- CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. if (cpu_fine_clip) 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 -- Support for untinted glyphs local glyph_col = glyph.Colored and color_untinted or col -- We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: do local o = (vtx_write - 1) * 36 writef64(vtx_data, o, x1); writef64(vtx_data, o + 8, y1); writef64(vtx_data, o + 16, u1); writef64(vtx_data, o + 24, v1); writeu32(vtx_data, o + 32, glyph_col) writef64(vtx_data, o + 36, x2); writef64(vtx_data, o + 44, y1); writef64(vtx_data, o + 52, u2); writef64(vtx_data, o + 60, v1); writeu32(vtx_data, o + 68, glyph_col) writef64(vtx_data, o + 72, x2); writef64(vtx_data, o + 80, y2); writef64(vtx_data, o + 88, u2); writef64(vtx_data, o + 96, v2); writeu32(vtx_data, o + 104, glyph_col) writef64(vtx_data, o + 108, x1); writef64(vtx_data, o + 116, y2); writef64(vtx_data, o + 124, u1); writef64(vtx_data, o + 132, v2); writeu32(vtx_data, o + 140, glyph_col) 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 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 -- Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. draw_list.VtxBuffer.Size = vtx_write - 1 -- Same as calling shrink() 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 ------------------------------------------------------------------------------- -- [SECTION] ImGui Internal Render Helpers ------------------------------------------------------------------------------- -- Vaguely redesigned to stop accessing ImGui global state: -- - RenderArrow() -- - RenderBullet() -- - RenderCheckMark() -- - RenderArrowPointingAt() -- - RenderRectFilledInRangeH() -- - RenderRectFilledWithHole() ------------------------------------------------------------------------------- -- Function in need of a redesign (legacy mess) -- - RenderColorRectWithAlphaCheckerboard() ------------------------------------------------------------------------------- -- Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state --- @param draw_list ImDrawList --- @param pos ImVec2 --- @param color ImU32 --- @param dir ImGuiDir --- @param scale? float local arrow_a, arrow_b, arrow_c = ImVec2(), ImVec2(), ImVec2() -- scratch: the path is consumed by AddTriangleFilled before returning 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 cx, cy = pos.x + h * 0.50, pos.y + h * 0.50 * scale local ax, ay, bx, by, qx, qy if dir == 2 --[[ImGuiDir.Up]] or dir == 3 --[[ImGuiDir.Down]] then if dir == 2 --[[ImGuiDir.Up]] then r = -r end ax, ay = 0.000 * r, 0.750 * r bx, by = -0.866 * r, -0.750 * r qx, qy = 0.866 * r, -0.750 * r elseif dir == 0 --[[ImGuiDir.Left]] or dir == 1 --[[ImGuiDir.Right]] then if dir == 0 --[[ImGuiDir.Left]] then r = -r end ax, ay = 0.750 * r, 0.000 * r bx, by = -0.750 * r, 0.866 * r qx, qy = -0.750 * r, -0.866 * r else assert(false) end arrow_a.x, arrow_a.y = cx + ax, cy + ay arrow_b.x, arrow_b.y = cx + bx, cy + by arrow_c.x, arrow_c.y = cx + qx, cy + qy draw_list:AddTriangleFilled(arrow_a, arrow_b, arrow_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 local checkmark_p = ImVec2() -- [Luau] scratch: PathLineTo() copies the point function ImGui.RenderCheckMark(draw_list, pos, col, sz) local thickness = math.max(sz / 5.0, 1.0) sz = sz - thickness * 0.5 local pos_x, pos_y = pos.x + thickness * 0.25, pos.y + thickness * 0.25 -- [Luau] scalar pos local third = sz / 3.0 local bx = pos_x + third local by = pos_y + sz - third * 0.5 local p = checkmark_p p.x = bx - third; p.y = by - third draw_list:PathLineTo(p) p.x = bx; p.y = by draw_list:PathLineTo(p) p.x = bx + third * 2.0; p.y = by - third * 2.0 draw_list:PathLineTo(p) 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 == 0 --[[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 == 1 --[[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 == 2 --[[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 == 3 --[[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 == (-1) --[[ImGuiDir.None]] or direction == 4 --[[ImGuiDir.COUNT]] then -- Fix warnings end end local function ImAcos01(x) if x <= 0.0 then return 3.141592653589793 --[[IM_PI]] * 0.5 end if x >= 1.0 then return 0.0 end return ImAcos(x) --return (-0.69813170079773212 * x * x - 0.87266462599716477) * x + 1.5707963267948966 -- Cheap approximation, may be enough for what we do. end -- FIXME: Cleanup and move code to ImDrawList. -- - Before 2025-12-04: RenderRectFilledRangeH() with 'float x_start_norm, float x_end_norm` <- normalized -- - After 2025-12-04: RenderRectFilledInRangeH() with 'float x1, float x2' <- absolute coords!! --- @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 = 3.141592653589793 --[[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 = 256 --[[ImDrawFlags.RoundCornersNone]] if round_t and round_l then flags = bit32.bor(flags, 16 --[[ImDrawFlags.RoundCornersTopLeft]]) end if round_t and round_r then flags = bit32.bor(flags, 32 --[[ImDrawFlags.RoundCornersTopRight]]) end if round_b and round_l then flags = bit32.bor(flags, 64 --[[ImDrawFlags.RoundCornersBottomLeft]]) end if round_b and round_r then flags = bit32.bor(flags, 128 --[[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, 496 --[[ImDrawFlags.RoundCornersMask_]]) == 0 then flags = 240 --[[ImDrawFlags.RoundCornersDefault_]] end if bit32.rshift(bit32.band(col, 4278190080 --[[IM_COL32_A_MASK]]), 24 --[[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 = 256 --[[ImDrawFlags.RoundCornersNone]] -- FIXME: Could use CalcRoundingFlagsForRectInRect() if y1 <= p_min.y then if x1 <= p_min.x then cell_flags = bit32.bor(cell_flags, 16 --[[ImDrawFlags.RoundCornersTopLeft]]) end if x2 >= p_max.x then cell_flags = bit32.bor(cell_flags, 32 --[[ImDrawFlags.RoundCornersTopRight]]) end end if y2 >= p_max.y then if x1 <= p_min.x then cell_flags = bit32.bor(cell_flags, 64 --[[ImDrawFlags.RoundCornersBottomLeft]]) end if x2 >= p_max.x then cell_flags = bit32.bor(cell_flags, 128 --[[ImDrawFlags.RoundCornersBottomRight]]) end end -- Combine flags if flags == 256 --[[ImDrawFlags.RoundCornersNone]] or cell_flags == 256 --[[ImDrawFlags.RoundCornersNone]] then cell_flags = 256 --[[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 ------------------------------------------------------------------------------- -- Extra primitives (Ngon, Ellipse, Bezier, concave fill) ------------------------------------------------------------------------------- -- [port] These follow the 1.92 stroker this port uses (no ImDrawFlags_StrokeXXX placement flags). function MT.ImDrawList:PathEllipticalArcTo(center, radius, rot, a_min, a_max, num_segments) if num_segments == nil or num_segments <= 0 then num_segments = self:_CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)) -- A bit pessimistic, maybe there's a better computation to do here. end local cos_rot, sin_rot = ImCos(rot), ImSin(rot) for i = 0, num_segments do local a = a_min + (i / num_segments) * (a_max - a_min) local px, py = ImCos(a) * radius.x, ImSin(a) * radius.y self._Path:push_back(ImVec2(px * cos_rot - py * sin_rot + center.x, px * sin_rot + py * cos_rot + center.y)) end end function ImBezierCubicCalc(p1, p2, p3, p4, t) local u = 1.0 - t local w1, w2, w3, w4 = u * u * u, 3 * u * u * t, 3 * u * t * t, t * t * t return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y) end function ImBezierQuadraticCalc(p1, p2, p3, t) local u = 1.0 - t local w1, w2, w3 = u * u, 2 * u * t, t * t return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y) end -- Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp local function PathBezierCubicCurveToCasteljau(path, x1, y1, x2, y2, x3, y3, x4, y4, tess_tol, level) local dx, dy = x4 - x1, y4 - y1 local d2 = math.abs((x2 - x4) * dy - (y2 - y4) * dx) local d3 = math.abs((x3 - x4) * dy - (y3 - y4) * dx) if (d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy) then path:push_back(ImVec2(x4, y4)) elseif level < 10 then local x12, y12 = (x1 + x2) * 0.5, (y1 + y2) * 0.5 local x23, y23 = (x2 + x3) * 0.5, (y2 + y3) * 0.5 local x34, y34 = (x3 + x4) * 0.5, (y3 + y4) * 0.5 local x123, y123 = (x12 + x23) * 0.5, (y12 + y23) * 0.5 local x234, y234 = (x23 + x34) * 0.5, (y23 + y34) * 0.5 local x1234, y1234 = (x123 + x234) * 0.5, (y123 + y234) * 0.5 PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1) PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1) end end local function PathBezierQuadraticCurveToCasteljau(path, x1, y1, x2, y2, x3, y3, tess_tol, level) local dx, dy = x3 - x1, y3 - y1 local det = (x2 - x3) * dy - (y2 - y3) * dx if det * det * 4.0 < tess_tol * (dx * dx + dy * dy) then path:push_back(ImVec2(x3, y3)) elseif level < 10 then local x12, y12 = (x1 + x2) * 0.5, (y1 + y2) * 0.5 local x23, y23 = (x2 + x3) * 0.5, (y2 + y3) * 0.5 local x123, y123 = (x12 + x23) * 0.5, (y12 + y23) * 0.5 PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1) PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1) end end function MT.ImDrawList:PathBezierCubicCurveTo(p2, p3, p4, num_segments) local p1 = self._Path:back() if num_segments == nil or num_segments == 0 then PathBezierCubicCurveToCasteljau(self._Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, self._Data.CurveTessellationTol, 0) -- Auto-tessellated else local t_step = 1.0 / num_segments for i_step = 1, num_segments do self._Path:push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)) end end end function MT.ImDrawList:PathBezierQuadraticCurveTo(p2, p3, num_segments) local p1 = self._Path:back() if num_segments == nil or num_segments == 0 then PathBezierQuadraticCurveToCasteljau(self._Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, self._Data.CurveTessellationTol, 0) -- Auto-tessellated else local t_step = 1.0 / num_segments for i_step = 1, num_segments do self._Path:push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)) end end end -- Guaranteed to honor 'num_segments' function MT.ImDrawList:AddNgon(center, radius, col, num_segments, thickness) if thickness == nil then thickness = 1.0 end if bit32.band(col, 4278190080 --[[IM_COL32_A_MASK]]) == 0 or num_segments <= 2 then return end -- Because we are filling a closed shape we remove 1 from the count of segments/points local a_max = (3.141592653589793 --[[IM_PI]] * 2.0) * (num_segments - 1.0) / num_segments self:PathArcTo(center, radius - 0.5, 0.0, a_max, num_segments - 1) self:PathStroke(col, thickness, 512 --[[ImDrawFlags.Closed]]) end -- Guaranteed to honor 'num_segments' function MT.ImDrawList:AddNgonFilled(center, radius, col, num_segments) if bit32.band(col, 4278190080 --[[IM_COL32_A_MASK]]) == 0 or num_segments <= 2 then return end -- Because we are filling a closed shape we remove 1 from the count of segments/points local a_max = (3.141592653589793 --[[IM_PI]] * 2.0) * (num_segments - 1.0) / num_segments self:PathArcTo(center, radius, 0.0, a_max, num_segments - 1) self:PathFillConvex(col) end -- Ellipse function MT.ImDrawList:AddEllipse(center, radius, col, rot, num_segments, thickness) if rot == nil then rot = 0.0 end if thickness == nil then thickness = 1.0 end if bit32.band(col, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end if num_segments == nil or num_segments <= 0 then num_segments = self:_CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)) end -- A bit pessimistic, maybe there's a better computation to do here. -- Because we are filling a closed shape we remove 1 from the count of segments/points local a_max = 3.141592653589793 --[[IM_PI]] * 2.0 * (num_segments - 1.0) / num_segments self:PathEllipticalArcTo(center, radius, rot, 0.0, a_max, num_segments - 1) self:PathStroke(col, thickness, 512 --[[ImDrawFlags.Closed]]) end function MT.ImDrawList:AddEllipseFilled(center, radius, col, rot, num_segments) if rot == nil then rot = 0.0 end if bit32.band(col, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end if num_segments == nil or num_segments <= 0 then num_segments = self:_CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)) end -- A bit pessimistic, maybe there's a better computation to do here. -- Because we are filling a closed shape we remove 1 from the count of segments/points local a_max = 3.141592653589793 --[[IM_PI]] * 2.0 * (num_segments - 1.0) / num_segments self:PathEllipticalArcTo(center, radius, rot, 0.0, a_max, num_segments - 1) self:PathFillConvex(col) end -- Cubic Bezier takes 4 controls points function MT.ImDrawList:AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments) if bit32.band(col, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end self:PathLineTo(p1) self:PathBezierCubicCurveTo(p2, p3, p4, num_segments or 0) self:PathStroke(col, thickness or 1.0) end -- Quadratic Bezier takes 3 controls points function MT.ImDrawList:AddBezierQuadratic(p1, p2, p3, col, thickness, num_segments) if bit32.band(col, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end self:PathLineTo(p1) self:PathBezierQuadraticCurveTo(p2, p3, num_segments or 0) self:PathStroke(col, thickness or 1.0) end -- ponytail: ear-clipping, no anti-aliased fringe (upstream's AA triangulator not ported). O(n^2) is fine for UI polygons. --- @param points ImVec2[] # 1-based function MT.ImDrawList:AddConcavePolyFilled(points, points_count, col) if points_count < 3 or bit32.band(col, 4278190080 --[[IM_COL32_A_MASK]]) == 0 then return end local idx = {} local area = 0.0 for i = 1, points_count do idx[i] = i local a, b = points[i], points[i % points_count + 1] area = area + (a.x * b.y - b.x * a.y) end local sign = (area >= 0) and 1 or -1 local function cross(o, a, b) return (a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x) end local guard = 0 while #idx > 3 and guard < points_count * points_count do guard = guard + 1 local n = #idx local clipped = false for i = 1, n do local ia, ib, ic = idx[(i - 2) % n + 1], idx[i], idx[i % n + 1] local a, b, c = points[ia], points[ib], points[ic] if cross(a, b, c) * sign > 0 then local inside = false for j = 1, n do local p = idx[j] if p ~= ia and p ~= ib and p ~= ic then local q = points[p] if cross(a, b, q) * sign >= 0 and cross(b, c, q) * sign >= 0 and cross(c, a, q) * sign >= 0 then inside = true; break end end end if not inside then self:AddTriangleFilled(a, b, c, col) table.remove(idx, i) clipped = true break end end end if not clipped then break end end if #idx == 3 then self:AddTriangleFilled(points[idx[1]], points[idx[2]], points[idx[3]], col) end end function MT.ImDrawList:PathFillConcave(col) self:AddConcavePolyFilled(self._Path.Data, self._Path.Size, col) self._Path.Size = 0 end return true -- [Roblox] ModuleScripts must return exactly one value end __FILES['imgui_h.lua'] = function() -- dear imgui, v1.93.0 WIP -- (headers) -- Help: -- - Call and read ImGui.ShowDemoWindow() in imgui_demo.lua. All applications in examples/ are doing that. -- - Read top of imgui.lua for more details, links and comments. -- Resources: -- - FAQ ........................ https://dearimgui.com/faq -- - Homepage ................... https://github.com/ocornut/imgui -- - Releases & Changelog ....... https://github.com/ocornut/imgui/releases -- - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) -- - Issues & support ........... https://github.com/ocornut/imgui/issues -- Index of this file: -- [SECTION] Forward declarations and basic types -- [SECTION] METATABLE MANAGEMENT -- [SECTION] Helpers: Debug log, memory allocations macros, ImVector<> -- [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawList, ImDrawData) -- [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData) -- [SECTION] Texture identifiers (ImTextureID, ImTextureRef) -- [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont) -- [SECTION] ImGuiIO -- [SECTION] Viewports -- [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) -- [SECTION] Flags & Enumerations -- [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) -- [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) -- [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) --- @meta local type = type -- [Luau] builtin (FASTCALL); ImGui._GetTypeFunc() kept for compatibility 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 ------------------------------------------------------------------------------- -- [SECTION] Forward declarations and basic types ------------------------------------------------------------------------------- -- Scalar data types --- @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 -- Character types -- (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) --- @alias ImWchar16 unsigned_short --- @alias ImWchar ImWchar16 --- @alias bool boolean -- A unique ID used by widgets (typically the result of hashing a stack of string) --- @alias ImGuiID unsigned_int -- ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system. -- [Compile-time configurable type] -- - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value. -- (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; -- Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.). -- - User may submit their own textures to e.g. ImGui.Image() function by passing this value. -- - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a -- ImTextureRef, which is stored inside a ImDrawCmd. --- @alias ImTextureID integer -- ImGuiKey | ImGuiMod_XXX: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. --- @alias ImGuiKeyChord int -- ImDrawIdx: vertex index. [Compile-time configurable type] --- @alias ImDrawIdx unsigned_int -- Library Version -- (Integer encoded as XYYZZ for use in conditionals, e.g. 'if IMGUI_VERSION_NUM >= 12345') IMGUI_VERSION = "1.93.0 WIP" IMGUI_VERSION_NUM = 19298 -- Helper: Unicode defines IM_UNICODE_CODEPOINT_INVALID = 0xFFFD -- Invalid Unicode code point (standard value). IM_UNICODE_CODEPOINT_MAX = 0xFFFF -- Maximum Unicode code point supported by this build. -- IM_ALLOC(), IM_FREE(), IM_DELETE() 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 -- A primary data type --- Note that `S64` and `U64` are not supported --- @enum ImGuiDataType ImGuiDataType = { S8 = 0, -- signed char / char (with sensible compilers) 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 } -- Extend ImGuiDataType_ ImGuiDataType.Pointer = 11 -- [internal] ImGuiDataType.ID = 12 -- [internal] ImTextureID_Invalid = -1 -- We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension. -- Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems. --- @enum ImTextureFormat ImTextureFormat = { RGBA32 = 0, -- 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 Alpha8 = 1, -- 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight } -- Status of a texture to communicate with Renderer Backend. --- @enum ImTextureStatus ImTextureStatus = { OK = 0, Destroyed = 1, -- Backend destroyed the texture. WantCreate = 2, -- Requesting backend to create the texture. Set status OK when done. WantUpdates = 3, -- Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done. WantDestroy = 4, -- Requesting backend to destroy the texture. Set status to Destroyed when done. } -- Flags for ImFontAtlas build --- @enum ImFontAtlasFlags ImFontAtlasFlags = { None = 0, NoPowerOfTwoHeight = bitLShift(1, 0), -- Don't round the height to next power of two NoMouseCursors = bitLShift(1, 1), -- Don't build software mouse cursors into the atlas (save a little texture memory) NoBakedLines = bitLShift(1, 2) -- Don't build anti-aliased line textures into the atlas (save a little texture memory). SINCE 1.93.0 THIS PREVENTS ANTI-ALIASED LINES FROM WORKING AND WILL DISABLE THEM. } -- A cardinal direction --- @enum ImGuiDir ImGuiDir = { None = -1, Left = 0, Right = 1, Up = 2, Down = 3, COUNT = 4 } -- Identify a mouse button. -- Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. --- @enum ImGuiMouseButton ImGuiMouseButton = { Left = 0, Right = 1, Middle = 2, COUNT = 5 } -- Enumeration for GetMouseCursor() -- User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here --- @enum ImGuiMouseCursor ImGuiMouseCursor = { None = -1, Arrow = 0, TextInput = 1, -- When hovering over InputText, etc. ResizeAll = 2, -- (Unused by Dear ImGui functions) ResizeNS = 3, -- When hovering over a horizontal border ResizeEW = 4, -- When hovering over a vertical border or a column ResizeNESW = 5, -- When hovering over the bottom-left corner of a window ResizeNWSE = 6, -- When hovering over the bottom-right corner of a window Hand = 7, -- (Unused by Dear ImGui functions. Use for e.g. hyperlinks) Wait = 8, -- When waiting for something to process/load. Progress = 9, -- When waiting for something to process/load, but application is still interactive. NotAllowed = 10, -- When hovering something with disallowed interaction. Usually a crossed circle. COUNT = 11 } -- Coordinates of a rectangle within a texture. -- When a texture is in ImTextureStatus.WantUpdates state, we provide a list of individual rectangles to copy to the graphics system. -- You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box. --- @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 -- ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] -- [Luau] Stored as named fields {x=, y=} so the common `.x`/`.y` access is a plain table read (no metamethod call). -- Numeric keys 1, 2 still work through the metatable, but are slower: prefer .x/.y in hot code. --- @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 x number --- @field y number local IM_VEC2 = {} local VEC2_KEYS = { "x", "y" } IM_VEC2.__index = function(t, k) local n = VEC2_KEYS[k] if n then return rawget(t, n) end end IM_VEC2.__newindex = function(t, k, v) local n = VEC2_KEYS[k] assert(n ~= nil) rawset(t, n, v) end --- @param x? number --- @param y? number --- @return ImVec2 --- @nodiscard function ImVec2(x, y) return setmetatable({ x = x or 0, y = y or 0 }, IM_VEC2) end function IM_VEC2.__add(lhs, rhs) return setmetatable({ x = lhs.x + rhs.x, y = lhs.y + rhs.y }, IM_VEC2) end function IM_VEC2.__sub(lhs, rhs) return setmetatable({ x = lhs.x - rhs.x, y = lhs.y - rhs.y }, IM_VEC2) end function IM_VEC2.__mul(lhs, rhs) if type(rhs) == "number" then return setmetatable({ x = lhs.x * rhs, y = lhs.y * rhs }, IM_VEC2) end return setmetatable({ x = lhs.x * rhs.x, y = lhs.y * rhs.y }, IM_VEC2) end function IM_VEC2.__div(lhs, rhs) if type(rhs) == "number" then return setmetatable({ x = lhs.x / rhs, y = lhs.y / rhs }, IM_VEC2) end return setmetatable({ x = lhs.x / rhs.x, y = lhs.y / rhs.y }, IM_VEC2) end function IM_VEC2.__eq(lhs, rhs) return lhs.x == rhs.x and lhs.y == rhs.y 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.x = src.x; dest.y = src.y end function ImVec2_CopyV(dest, src_x, src_y) dest.x = src_x; dest.y = src_y end function ImVec2_AddVA(v, add_x, add_y) return v.x + add_x, v.y + add_y end function ImVec2_SubVA(v, sub_x, sub_y) return v.x - sub_x, v.y - sub_y end function ImVec2_MulVX(a, scalar) return a.x * scalar, a.y * scalar end --- An inlined version of `ImVec2_Copy` currently for use in certain ImVector `push_back` local function ImVec2_TCopy(t, k, v) local dest = t[k]; dest.x = v.x; dest.y = v.y; end -- ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] -- [Luau] Same layout as ImVec2: named fields x, y, z, w; numeric keys 1..4 go through the metatable. --- @class ImVec4 --- @operator add(ImVec4): ImVec4 --- @operator sub(ImVec4): ImVec4 --- @operator mul(number): ImVec4 --- @field x number --- @field y number --- @field z number --- @field w number local IM_VEC4 = {} local VEC4_KEYS = { "x", "y", "z", "w" } IM_VEC4.__index = function(t, k) local n = VEC4_KEYS[k] if n then return rawget(t, n) end end IM_VEC4.__newindex = function(t, k, v) local n = VEC4_KEYS[k] assert(n ~= nil) rawset(t, n, v) end --- @return ImVec4 --- @nodiscard function ImVec4(x, y, z, w) return setmetatable({ x = x or 0, y = y or 0, z = z or 0, w = w or 0 }, IM_VEC4) end function IM_VEC4.__add(lhs, rhs) return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w) end function IM_VEC4.__sub(lhs, rhs) return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w) end function IM_VEC4.__mul(lhs, rhs) return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs) end function IM_VEC4.__eq(lhs, rhs) return lhs.x == rhs.x and lhs.y == rhs.y and lhs.z == rhs.z and lhs.w == rhs.w 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.x = src.x; dest.y = src.y; dest.z = src.z; dest.w = src.w end ------------------------------------------------------------------------------- -- [SECTION] Helpers: Debug log, memory allocations macros, ImVector<> ------------------------------------------------------------------------------- -- ImVector<> --- 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) local m = IM_VECTOR[k] -- methods first (hot path) if m ~= nil then return m end if k == "Data" then return nil end -- Data has already been discarded return 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 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() 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() assert(self.Size > 0) return self.Data[self.Size] end function IM_VECTOR:erase(i) 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) 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) 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) 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 assert(false, "index_from_ptr failed!") end ------------------------------------------------------------------------------- -- [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawList, ImDrawData) ------------------------------------------------------------------------------- -- Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. -- Typically, 1 command = 1 GPU draw call (unless command is a callback) -- - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags.RendererHasVtxOffset' is enabled, -- this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. -- Backends made for <1.71. will typically ignore the VtxOffset fields. --- @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(), -- 4*4 -- Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates TexRef = nil, -- 16 -- Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui.Image() calls). Both will lead to a ImTextureID value. VtxOffset = 0, -- 4 -- Start offset in vertex buffer. ImGuiBackendFlags.RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. IdxOffset = 0, -- 4 -- Start offset in index buffer. ElemCount = 0, -- 4 -- Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. UserCallback = nil, -- 4-8 -- If != nil, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. UserCallbackData = nil, -- 4-8 -- Callback user data (when UserCallback != nil). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. UserCallbackDataSize = 0, -- 4 -- Size of callback user data when using storage, otherwise 0. UserCallbackDataOffset = 0 -- 4 -- [Internal] Offset of callback user data when using storage, otherwise -1. }, IM_DRAWCMD) 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 assert(tex_id ~= (-1) --[[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 -- Vertex layout --- @class ImDrawVert --- @field [1] ImVec2 # pos --- @field [2] ImVec2 # uv --- @field [3] ImU32 # col --- @return ImDrawVert --- @nodiscard function ImDrawVert() return { ImVec2(), ImVec2(), nil } end -- [Luau] ImDrawList.VtxBuffer storage: one buffer, VTX_STRIDE bytes per vertex. Vertex i (1-based) is at -- byte (i - 1) * VTX_STRIDE: f64 pos.x, f64 pos.y, f64 uv.x, f64 uv.y, u32 col. (f64 keeps results identical to tables.) -- Same Size/Capacity/resize/reserve/shrink/clear interface as ImVector; elements are read with ImDrawVtx_* below. VTX_STRIDE = 36 local IM_VTXBUF = {} IM_VTXBUF.__index = IM_VTXBUF function ImDrawVtxBuffer() return setmetatable({ Size = 0, Capacity = 0, Buf = buffer.create(0) }, IM_VTXBUF) end function IM_VTXBUF:reserve(n) if n <= self.Capacity then return end local nb = buffer.create(n * 36 --[[VTX_STRIDE]]) buffer.copy(nb, 0, self.Buf, 0, self.Size * 36 --[[VTX_STRIDE]]) self.Buf = nb self.Capacity = n end function IM_VTXBUF:resize(n) if n > self.Capacity then self:reserve(math.max(n, math.floor(self.Capacity * 1.5), 64)) end self.Size = n end function IM_VTXBUF:shrink(n) self.Size = n end function IM_VTXBUF:clear() self.Size = 0; self.Capacity = 0; self.Buf = buffer.create(0) end function ImDrawVtx_Pos(b, i) local o = (i - 1) * 36 --[[VTX_STRIDE]]; return buffer.readf64(b, o), buffer.readf64(b, o + 8) end function ImDrawVtx_Col(b, i) return buffer.readu32(b, (i - 1) * 36 --[[VTX_STRIDE]] + 32) end -- [Internal] For use by ImDrawList --- @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 -- [Internal] For use by ImDrawListSplitter --- @class ImDrawChannel --- @field _CmdBuffer ImVector --- @field _IdxBuffer ImVector --- @return ImDrawChannel --- @nodiscard function ImDrawChannel() return { _CmdBuffer = ImVector(), _IdxBuffer = ImVector() } end -- Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. -- This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. --- @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 -- Draw command list -- This is the low-level list of polygons that ImGui.* functions are filling. At the end of the frame, -- all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. -- Each dear imgui window contains its own ImDrawList. You can use ImGui.GetWindowDrawList() to -- access the current window draw list and draw custom primitives. -- You can interleave normal ImGui.* calls and adding primitives to the current draw list. -- In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). -- You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) -- Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui.* functions), if you use this API a lot consider coarse culling your drawn objects. --- @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 vertex in VtxBuffer (see ImDrawVtxBuffer) --- @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 b, o = self.VtxBuffer.Buf, (self._VtxWritePtr - 1) * 36 --[[VTX_STRIDE]] buffer.writef64(b, o, pos.x); buffer.writef64(b, o + 8, pos.y) buffer.writef64(b, o + 16, uv.x); buffer.writef64(b, o + 24, uv.y) buffer.writeu32(b, o + 32, 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({ -- This is what you have to render CmdBuffer = ImVector(), -- Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. IdxBuffer = ImVector(), -- Index buffer. Each command consume ImDrawCmd::ElemCount of those VtxBuffer = ImDrawVtxBuffer(), -- Vertex buffer. Flags = 0, -- Current flags for drawing primitives. Alter with PushDrawFlag()/PopDrawFlags() to adjust defaults to a given scope. -- [Internal, used while building lists] _VtxCurrentIdx = 1, -- [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. _Data = nil, -- Pointer to shared draw data (you can use ImGui.GetDrawListSharedData() to get the one from current ImGui context) _VtxWritePtr = 1, -- [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) _IdxWritePtr = 1, -- [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) _Path = ImVector(ImVec2, ImVec2_TCopy), -- [Internal] current path building _CmdHeader = ImDrawCmdHeader(), -- [Internal] template of active commands. Fields should match those of CmdBuffer.back(). _Splitter = ImDrawListSplitter(), -- [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) _ClipRectStack = ImVector(), -- [Internal] _TextureStack = ImVector(), -- [Internal] _CallbacksDataBuf = nil, -- [Internal] _FringeScale = 0, -- [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content _OwnerName = nil -- Pointer to owner window's name for debugging }, MT.ImDrawList) this:_SetDrawListSharedData(data) return this end -- All draw data to render a Dear ImGui frame -- (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, -- as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) --- @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() -- Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. this:Clear() return this end ------------------------------------------------------------------------------- -- [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData) ------------------------------------------------------------------------------- -- Specs and pixel storage for a texture used by Dear ImGui. -- This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this. -- Renderer Backends will create a GPU-side version of this. -- Why does we store two identifiers: TexID and BackendUserData? -- - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData. -- - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both. -- In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend --- @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) -------------------------------------------- core / backend --------------------------------------- this.UniqueID = 0 -- w - -- [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas. this.Status = 1 --[[ImTextureStatus.Destroyed]] -- rw rw -- ImTextureStatus.OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify! this.BackendUserData = nil -- - rw -- Convenience storage for backend. Some backends may have enough with TexID. this.TexID = (-1) --[[ImTextureID_Invalid]] -- r w -- Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function. this.Format = 0 -- w r -- ImTextureFormat.RGBA32 (default) or ImTextureFormat.Alpha8 this.Width = 0 -- w r -- Texture width this.Height = 0 -- w r -- Texture height this.BytesPerPixel = 0 -- w r -- 4 or 1 this.Pixels = nil -- w r -- Pointer to whole texture buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes. this.UsedRect = ImTextureRect() -- w r -- Bounding box encompassing all past and queued Updates[]. this.UpdateRect = ImTextureRect() -- w r -- Bounding box encompassing all queued Updates[]. this.Updates = ImVector() -- w r -- Array of individual updates. this.UnusedFrames = 0 -- w r -- In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy. this.RefCount = 0 -- w r -- Number of contexts using this texture. Used during backend shutdown. this.UseColors = false -- w r -- Tell whether our texture data is known to use colors (rather than just white + alpha). this.WantDestroyNextFrame = false -- rw - -- [Internal] Queued to set ImTextureStatus.WantDestroy next frame. May still be used in the current frame. 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 == 1 --[[ImTextureStatus.Destroyed]] and not self.WantDestroyNextFrame and self.Pixels ~= nil) then self.Status = 2 --[[ImTextureStatus.WantCreate]] end end ------------------------------------------------------------------------------- -- [SECTION] Texture identifiers (ImTextureID, ImTextureRef) ------------------------------------------------------------------------------- -- ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*. -- The identifier is valid even before the texture has been uploaded to the GPU/graphics system. -- This is what gets passed to functions such as `ImGui.Image()`, `ImDrawList::AddImage()`. -- This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering. --- @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({ -- Members (either are set, never both!) _TexData = nil, -- A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded. _TexID = tex_id or (-1) --[[ImTextureID_Invalid]] -- _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui.Image() calls. }, IM_TEXTURE_REF) end ------------------------------------------------------------------------------- -- [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont) ------------------------------------------------------------------------------- -- Font runtime data for a given size -- Important: pointers to ImFontBaked are only valid for the current frame. --- @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) -- [Internal] Members: Hot ~20/24 bytes (for CalcTextSize) this.IndexAdvanceX = ImVector() -- 12-16 -- out -- Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). this.FallbackAdvanceX = 0 -- 4 -- out -- FindGlyph(FallbackChar)->AdvanceX this.Size = 0 -- 4 -- in -- Height of characters/line, set during loading (doesn't change after loading) this.RasterizerDensity = 0 -- 4 -- in -- Density this is baked at -- [Internal] Members: Hot ~28/36 bytes (for RenderText loop) this.IndexLookup = ImVector() -- 12-16 -- out -- Sparse. Index glyphs by Unicode code-point. this.Glyphs = ImVector() -- 12-16 -- out -- All glyphs. this.FallbackGlyphIndex = -1 -- 4 -- out -- Index of FontFallbackChar -- [Internal] Members: Cold this.Ascent = 0 -- 4+4 -- out -- Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) this.Descent = 0 this.MetricsTotalSurface = 0 this.WantDestroy = false this.LoadNoFallback = false this.LoadNoRenderOnLayout = false this.LastUsedFrame = 0 -- 4 -- -- Record of that time this was bounds this.BakedId = 0 -- 4 -- -- Unique ID for this baked storage this.OwnerFont = nil -- 4-8 -- in -- Parent font this.FontLoaderDatas = nil -- 4-8 -- -- Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader. return this end -- Font runtime data and rendering -- - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually. -- - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size. -- - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size. -- - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize). --- @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) -- [Internal] Members: Hot ~12-20 bytes this.LastBaked = nil -- 4-8 -- Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked(). this.OwnerAtlas = nil -- 4-8 -- What we have been loaded into. this.Flags = 0 -- 4 -- Font flags. this.CurrentRasterizerDensity = 0 -- Current rasterizer density. This is a varying state of the font. -- [Internal] Members: Cold ~24-52 bytes -- Conceptually Sources[] is the list of font sources merged to create this font. this.FontId = 0 -- Unique identifier for the font this.LegacySize = 0 -- 4 -- in -- Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui.GetFontBaked() to get font baked at current bound size). this.Sources = ImVector() -- 16 -- in -- List of sources. Pointers within OwnerAtlas->Sources[] this.EllipsisChar = 0 -- 2-4 -- out -- Character used for ellipsis rendering ('...'). If you ever want to temporarily swap this for an alternative/dummy char, make sure to clear EllipsisAutoBake. this.FallbackChar = 0 -- 2-4 -- out -- Character used if a glyph isn't found (U+FFFD, '?') this.Used8kPagesMap = {} this.EllipsisAutoBake = false -- 1 -- -- Mark when the "..." glyph (== EllipsisChar) needs to be generated by combining multiple '.'. this.RemapPairs = {} -- 16 -- -- Remapping pairs when using AddRemapCodepointXXX(). this.Scale = 0 return this end -- A font input/source (we may rename this to ImFontSource in the future) --- @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) -- Data Source this.Name = nil -- -- Name (strictly to ease debugging, hence limited size buffer) this.FontData = nil -- TTF/OTF data this.FontDataSize = 0 -- TTF/OTF data size this.FontDataOwnedByAtlas = true -- true -- TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself). SINCE 1.92, THE DATA NEEDS TO PERSIST FOR WHOLE DURATION OF ATLAS. -- Options this.MergeMode = false -- false -- Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. this.PixelSnapH = false -- false -- Align every glyph AdvanceX to pixel boundaries. Prevents fractional font size from working correctly! Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, OversampleH/V will default to 1. this.OversampleH = 0 -- 0 (2) -- Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. this.OversampleV = 0 -- 0 (1) -- Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis. this.EllipsisChar = 0 -- 0 -- Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. this.SizePixels = 0 -- Output size in pixels for rasterizer (more or less maps to the resulting font height). this.GlyphRanges = nil -- nil -- *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). this.GlyphExcludeRanges = nil -- nil -- Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges. this.GlyphOffset = ImVec2() -- 0, 0 -- Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value. this.GlyphMinAdvanceX = 0 -- 0 -- Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value. this.GlyphMaxAdvanceX = 3.4028234663853e+38 --[[FLT_MAX]] -- FLT_MAX -- Maximum AdvanceX for glyphs this.GlyphExtraAdvanceX = 0 -- 0 -- Extra spacing (in pixels) between glyphs. Please contact us if you are using this. -- FIXME-NEWATLAS: Intentionally unscaled this.FontNo = 0 -- 0 -- Index of font within TTF/OTF file this.FontLoaderFlags = 0 -- 0 -- Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. this.RasterizerMultiply = 1.0 -- 1.0f -- Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. this.RasterizerDensity = 1.0 -- 1.0f -- [LEGACY: this only makes sense when ImGuiBackendFlags.RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered. this.ExtraSizeScale = 1.0 -- 1.0f -- Extra rasterizer scale over SizePixels. -- [Internal] this.Flags = 0 -- Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates) this.DstFont = nil -- Target font (as we merging fonts, multiple ImFontConfig may target the same font) this.FontLoader = nil -- Custom font backend for this source (default source is the one stored in ImFontAtlas) this.FontLoaderData = nil -- Font loader opaque storage (per font config) return this end -- Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: -- - One or more fonts. -- - Custom graphics data needed to render the shapes needed by Dear ImGui. -- - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags.NoMouseCursors' in the font atlas). -- - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you. -- It is the rendering backend responsibility to upload texture into your graphics API: -- - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance. -- - Backend then set ImTextureData's TexID and BackendUserData. -- - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details. --- @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) -- Input this.Flags = 0 -- Build flags (see ImFontAtlasFlags_) this.TexDesiredFormat = 0 --[[ImTextureFormat.RGBA32]] -- Desired texture format (default to ImTextureFormat.RGBA32 but may be changed to ImTextureFormat.Alpha8). this.TexGlyphPadding = 1 -- FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method never relies on bilinear filtering you may set this to 0. this.TexMinWidth = 512 -- Minimum desired texture width. Must be a power of two. Default to 512. this.TexMinHeight = 128 -- Minimum desired texture height. Must be a power of two. Default to 128. this.TexMaxWidth = 8192 -- Maximum desired texture width. Must be a power of two. Default to 8192. this.TexMaxHeight = 8192 -- Maximum desired texture height. Must be a power of two. Default to 8192. this.TexRef = ImTextureRef() this.TexData = nil -- Latest texture. -- [Internal] this.TexList = ImVector() -- Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead! this.Locked = false -- Marked as locked during ImGui.NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert. this.RendererHasTextures = false -- Copy of (BackendFlags & ImGuiBackendFlags.RendererHasTextures) from supporting context. this.TexPixelsUseColors = nil -- Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process. this.TexUvScale = nil -- = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created. this.TexUvWhitePixel = nil -- Texture coordinates to a white pixel. May change as new texture gets created. this.Fonts = ImVector() -- Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui.NewFrame(), use ImGui.PushFont()/PopFont() to change the current font. this.Sources = ImVector() -- Source/configuration data this.TexUvLines = {} this.TexNextUniqueID = 1 -- Next value to be stored in TexData->UniqueID this.FontNextUniqueID = 1 -- Next value to be stored in ImFont->FontID this.DrawListSharedDatas = ImVector() -- List of users for this atlas. Typically one per Dear ImGui context. this.Builder = nil -- Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding. this.FontLoader = nil -- Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime. this.FontLoaderName = nil -- Font loader name (for display e.g. in About box) == FontLoader->Name this.FontLoaderData = nil -- Font backend opaque storage this.FontLoaderFlags = nil -- Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig). this.RefCount = 0 -- Number of contexts using this atlas this.OwnerContext = nil -- Context which own the atlas will be in charge of updating and destroying it. return this end -- Output of ImFontAtlas::GetCustomRect() when using custom rectangles. -- Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef -- (this is in theory derived from ImTextureRect but we use separate structures for reasons) --- @class ImFontAtlasRect --- @field x unsigned_short --- @field y unsigned_short --- @field w unsigned_short --- @field h unsigned_short --- @field uv0 ImVec2 --- @field uv1 ImVec2 -- An opaque identifier to a rectangle in the atlas. -1 when invalid. -- The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it. --- @alias ImFontAtlasRectId int ImFontAtlasRectId_Invalid = -1 --- @return ImFontAtlasRect --- @nodiscard function ImFontAtlasRect() return { x = nil, y = nil, -- Position (in current texture) w = nil, h = nil, -- Size uv0 = ImVec2(), -- UV coordinates (in current texture) uv1 = ImVec2() } end -- Hold rendering data for one glyph. --- @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, -- Horizontal distance to advance cursor/layout position. X0 = 0, Y0 = 0, X1 = 0, Y1 = 0, -- Glyph corners. Offsets from current cursor/layout position. U0 = 0, V0 = 0, U1 = 0, V1 = 0, -- Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. PackId = -1 -- [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?) } end ------------------------------------------------------------------------------- -- [SECTION] ImGuiIO ------------------------------------------------------------------------------- -- Communicate most settings and inputs/outputs to Dear ImGui using this structure. -- Access via ImGui.GetIO(). Read 'Programmer guide' section in .cpp file for general usage. -- It is generally expected that: -- - initialization: backends and user code writes to ImGuiIO. -- - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO. ------------------------------------------------------------------------------- -- Also see ImGui.GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc. ------------------------------------------------------------------------------- -- [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. -- If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. --- @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 -- Configuration flags stored in io.ConfigFlags. Set by user/application. -- Note that nowadays most of our configuration options are in other ImGuiIO fields, e.g. io.ConfigWindowsMoveFromTitleBarOnly. --- @enum ImGuiConfigFlags ImGuiConfigFlags = { None = 0, 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, -- Parent UI context (needs to be set explicitly by parent). KeyCtrl = false, -- Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS) KeyShift = false, -- Keyboard modifier down: Shift KeyAlt = false, -- Keyboard modifier down: Alt KeySuper = false, -- Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS) -- Other state maintained from data above + IO function calls KeyMods = nil, -- Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags). Read-only, updated by NewFrame() BackendFlags = 0 --[[ImGuiBackendFlags.None]], -- = 0 -- See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. ConfigFlags = 0 --[[ImGuiConfigFlags.None]], -- = 0 -- See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. DisplaySize = ImVec2(-1.0, -1.0), -- -- Main display size, in pixels (== GetMainViewport()->Size). May change every frame. DeltaTime = 1.0 / 60.0, -- = 1.0f/60.0f -- Time elapsed since last frame, in seconds. May change every frame. DisplayFramebufferScale = ImVec2(1.0, 1.0), -- = (1, 1) -- Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale. -- Font system FontAllowUserScaling = false, -- = false -- Allow user scaling text of individual window with Ctrl+Wheel. -- Main Input State -- (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) -- (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) MousePos = ImVec2(), -- Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) MousePosPrev = ImVec2(), -- Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) WantSetMousePos = false, -- MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. MouseDelta = ImVec2(), -- Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. MouseDown = {[0] = false, [1] = false, [2] = false}, -- Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton.COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. MouseWheel = 0, -- Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll. MouseWheelH = 0, -- Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. MouseCtrlLeftAsRightClick = false, -- (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click MouseWheelRequestAxisSwap = false, -- On a non-Mac system, holding Shift requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. ConfigColorEditFlags = 311427072 --[[ImGuiColorEditFlags.DefaultOptions_]], -- = -- Current settings for ColorEdit/ColorPicker widgets. Must have one bit of ImGuiColorEditFlags.DisplayMask_, one bit of ImGuiColorEditFlags.DataTypeMask_, one bit of ImGuiColorEditFlags.PickerMask_, one bit of ImGuiColorEditFlags.InputMask_. Defaults to ImGuiColorEditFlags.DefaultOptions_. May be further edited by users, unless you also set ImGuiColorEditFlags.NoOptions. -- Widget options ConfigMacOSXBehaviors = false, -- Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. ConfigNavCursorVisibleAuto = true, -- = true -- Using directional navigation key makes the cursor visible. Mouse click hides the cursor. ConfigNavCursorVisibleAlways = false, -- = false -- Navigation cursor is always visible. ConfigInputTrickleEventQueue = true, -- = true -- Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. ConfigWindowsResizeFromEdges = true, -- = true -- Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags.HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags.ResizeFromAnySide flag) ConfigDebugIniSettings = false, -- = false -- Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) ConfigWindowsCopyContentsWithCtrlC = false, -- = false -- [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. ConfigWindowsMoveFromTitleBarOnly = false, -- = false -- Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. ConfigScrollbarScrollByPage = true, -- = true -- Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. ConfigInputTextCursorBlink = true, -- = true -- Enable blinking cursor (optional as some users consider it to be distracting). ConfigInputTextEnterKeepActive = false, -- = false -- [BETA] Pressing Enter will reactivate item and select all text (single-line only). Ctrl+Enter or Shift+Enter will deactivate normally. ConfigDragClickToInputText = false, -- = false -- [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. -- Keyboard/Gamepad Navigation options ConfigNavSwapGamepadButtons = false, -- = false -- Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. ConfigNavMoveSetMousePos = false, -- = false -- Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. ConfigNavCaptureKeyboard = true, -- = true -- Sets io.WantCaptureKeyboard when io.NavActive is set. ConfigNavEscapeClearFocusItem = true, -- = true -- Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. ConfigNavEscapeClearFocusWindow = false, -- = false -- Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). -- DPI/Scaling options ConfigDpiScaleFonts = false, -- = false -- [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. ConfigDpiScaleViewports = false, -- = false -- [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes. -- Ini Settings options ConfigIniSettingsSaveLastUsedDate = true, -- = true -- Enable loading/saving last used day (YYYYMMDD) in some .ini struct, making things easier to audit and allowing custom tools to cleanup old data. ConfigIniSettingsAutoDiscardMonths = 0, -- = 0 -- [BETA] Set number of months after which unused .ini entries are discarded on load. Require platform_io.Platform_SessionDate to be set. For systems supporting the feature, .ini entries without a LastUsed field will always be discarded! Please report if you are using this. -- Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL] -- - Error recovery is provided as a way to facilitate: -- - Recovery after a programming error (native code or scripting language - the latter tends to facilitate iterating on code while running). -- - Recovery after running an exception handler or any error processing which may skip code after an error has been detected. -- - Error recovery is not perfect nor guaranteed! It is a feature to ease development. -- You not are not supposed to rely on it in the course of a normal application run. -- - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT(). -- - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked! -- - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls! -- Otherwise it would severely hinder your ability to catch and correct mistakes! -- Read https://github.com/ocornut/imgui/wiki/Error-Handling for details. -- - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!) -- - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.) -- - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings. ConfigErrorRecovery = true, -- = true -- Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. ConfigErrorRecoveryEnableAssert = true, -- = true -- Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() ConfigErrorRecoveryEnableDebugLog = true, -- = true -- Enable debug log output on recoverable errors. ConfigErrorRecoveryEnableTooltip = true, -- = true -- Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. -- Tools to detect code submitting items with conflicting/duplicate IDs -- - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers. -- - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead! -- - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system ConfigDebugHighlightIdConflicts = false, -- Highlight and show an error message popup when multiple items have conflicting identifiers. ConfigDebugHighlightIdConflictsShowItemPicker = true, -- =true -- Show "Item Picker" button in aforementioned popup. ConfigDebugIsDebuggerPresent = false, -- = false -- Enable various tools calling IM_DEBUG_BREAK(). -- Tools to test correct Begin/End and BeginChild/EndChild behaviors. ConfigDebugBeginReturnValueOnce = false, -- = false -- First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. ConfigDebugBeginReturnValueLoop = false, -- = false -- Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. -- Option to deactivate io.AddFocusEvent(false) handling. ConfigDebugIgnoreFocusLoss = false, -- = false -- Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. -- Option to default all ImDrawList to ImDrawListFlags_StrokeLegacy mode. ConfigDebugDrawListDefaultsToStrokeLegacy = false, -- false -- Default all ImDrawList to ImDrawList_StrokeLegacy mode, mimicking pre-1.93.0 rendering. [Port] the 1.93 stroke rendering is not ported yet: no effect. IniFilename = "imgui.ini", -- Roblox: no disk access, only used as a flag (nil disables .ini handling) IniSavingRate = 5.0, -- = 5.0f -- Minimum time between saving positions/sizes to .ini file, in seconds. LogFilename = "imgui_log.txt", -- = "imgui_log.txt"-- Path to .log file (default parameter to ImGui.LogToFile when no file is specified). WantSaveIniSettings = false, -- When manual .ini load/save is active (io.IniFilename == nil), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! -- Docking options (when ImGuiConfigFlags.DockingEnable is set) ConfigDockingNoSplit = false, -- = false -- Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. ConfigDockingNoDockingOver = false, -- = false -- Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows. ConfigDockingWithShift = false, -- = false -- Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) ConfigDockingAlwaysTabBar = false, -- = false -- [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. ConfigDockingTransparentPayload = false, -- = false -- [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. -- Viewport options (when ImGuiConfigFlags.ViewportsEnable is set) -- (sorry for the amount of "NoXXXX" flags, which may be harder to reason about! may rework someday) ConfigViewportsNoAutoMerge = false, -- = false; -- Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags.NoAutoMerge on individual viewport. ConfigViewportsNoTaskBarIcon = false, -- = false -- Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags.NoTaskBarIcon will be set on it. ConfigViewportsNoDecoration = true, -- = true -- Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags.NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). ConfigViewportsNoDefaultParent = true, -- = true -- Disable setting OS window parent to main viewport by default. The platform backend is expected to honor `viewport->ParentViewportID` to setup a parent/child relationship between the OS windows (supported if ImGuiBackendFlags.HasParentViewport is set). When parented: child windows always appear in front of their parent. Set to false if you want viewports to automatically be parent of main viewport, otherwise all viewports will be top-level OS windows. Parent/child relationship may be set on a per-window basis using ImGuiWindowClass. ConfigViewportsPlatformFocusSetsImGuiFocus = true, -- = true -- When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change). ConfigMemoryCompactTimer = 60.0, -- = 60.0f -- Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. -- Miscellaneous options -- (you can visualize and interact with all options in 'Demo->Configuration') MouseDrawCursor = false, -- = false -- Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. MouseClicked = {[0] = false, [1] = false, [2] = false}, -- Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) MouseReleased = {[0] = false, [1] = false, [2] = false}, -- Mouse button went from Down to !Down MouseClickedCount = {[0] = 0, [1] = 0, [2] = 0}, -- == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down MouseClickedLastCount = {[0] = 0, [1] = 0, [2] = 0}, -- Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. MouseDownDuration = {[0] = -1, [1] = -1, [2] = -1}, -- Duration the mouse button has been down (0.0f == just clicked) MouseDownDurationPrev = {[0] = -1, [1] = -1, [2] = -1}, -- Previous time the mouse button has been down MouseDragMaxDistanceAbs = {[0] = ImVec2(), [1] = ImVec2(), [2] = ImVec2()}, -- Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point MouseDragMaxDistanceSqr = {[0] = 0, [1] = 0, [2] = 0}, -- Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) MouseDownOwned = {[0] = nil, [1] = nil, [2] = nil}, -- Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. MouseDownOwnedUnlessPopupClose = {[0] = nil, [1] = nil, [2] = nil}, -- Track if button was clicked inside a dear imgui window. MouseClickedTime = {[0] = 0, [1] = 0, [2] = 0}, -- Time of last click (used to figure out double-click) MouseReleasedTime = {[0] = 0, [1] = 0, [2] = 0}, -- Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click). MouseClickedPos = {[0] = ImVec2(), [1] = ImVec2(), [2] = ImVec2()}, -- Position at time of clicking MouseDoubleClicked = {[0] = false, [1] = false, [2] = false}, -- Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) -- Inputs Behaviors -- (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle) MouseDoubleClickTime = 0.30, -- = 0.30f -- Time for consecutive clicks to account as a double-click, in seconds. MouseSingleClickDelay = 0.50, -- Time for a delayed click when using GetItemClickedCountWithSingleClickDelay() or IsMouseReleasedWithDelay(), in seconds. Must be > io.MouseDoubleClickTime. MouseDoubleClickMaxDist = 6.0, -- = 6.0f -- Distance threshold to stay in to validate a double-click or multiple clicks, in pixels. MouseDragThreshold = 6.0, -- = 6.0f -- Distance threshold before considering we are dragging. KeyRepeatDelay = 0.275, -- = 0.275f -- When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). KeyRepeatRate = 0.050, -- = 0.050f -- When holding a key/button, rate at which it repeats, in seconds. KeysData = {}, -- size = ImGuiKey.NamedKey_COUNT WantCaptureMouse = nil, -- Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). WantCaptureKeyboard = nil, -- Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). WantTextInput = nil, -- Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). Framerate = 0, -- Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. MetricsRenderVertices = 0, MetricsRenderIndices = 0, MetricsRenderWindows = 0, MetricsActiveWindows = 0, NavActive = false, -- Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey.NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags.NoNavInputs flag. NavVisible = false, -- Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey.NavXXX events). MetricsRenderWindows = 0, -- Number of visible windows -- Font system Fonts = nil, -- -- Font atlas: load, rasterize and pack one or more fonts into a single texture. FontDefault = nil, -- = nil -- Font to use on NewFrame(). Use nil to uses Fonts->Fonts[0]. BackendPlatformUserData = nil, -- = nil -- User data for platform backend BackendRendererUserData = nil, -- = nil -- User data for renderer backend InputQueueCharacters = ImVector(), -- Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. AppAcceptingEvents = true, -- Only modify via SetAppAcceptingEvents() InputQueueSurrogate = 0 -- For AddInputCharacterUTF16() } for i = 0, 155 --[[ImGuiKey.NamedKey_COUNT]] - 1 do this.KeysData[i] = ImGuiKeyData() end return setmetatable(this, MT.ImGuiIO) end -- (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame(). --- @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, -- A widget wants the IME to be visible. WantTextInput = false, -- A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput. InputPos = ImVec2(), -- Position of input cursor (for IME). InputLineHeight = 0.0, -- Line height (for IME). ViewportId = 0 -- ID of platform window/viewport. } 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 ------------------------------------------------------------------------------- -- [SECTION] Viewports ------------------------------------------------------------------------------- -- Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. --- @enum ImGuiViewportFlags ImGuiViewportFlags = { None = 0, IsPlatformWindow = bitLShift(1, 0), -- Represent a Platform Window IsPlatformMonitor = bitLShift(1, 1), -- Represent a Platform Monitor (unused yet) OwnedByApp = bitLShift(1, 2), -- Platform Window: Is created/managed by the user application? (rather than our backend) NoDecoration = bitLShift(1, 3), -- Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags.ViewportsDecoration is set we only set this on popups/tooltips) NoTaskBarIcon = bitLShift(1, 4), -- Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags.ViewportsNoTaskBarIcon is set) NoFocusOnAppearing = bitLShift(1, 5), -- Platform Window: Don't take focus when created. NoFocusOnClick = bitLShift(1, 6), -- Platform Window: Don't take focus when clicked on. NoInputs = bitLShift(1, 7), -- Platform Window: Make mouse pass through so we can drag this window while peaking behind it. NoRendererClear = bitLShift(1, 8), -- Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). NoAutoMerge = bitLShift(1, 9), -- Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). TopMost = bitLShift(1, 10), -- Platform Window: Display on top (for tooltips only). CanHostOtherWindows = bitLShift(1, 11), -- Viewport can host multiple imgui windows (secondary viewports are associated to a single window). -- FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport". -- Output status flags (from Platform) IsMinimized = bitLShift(1, 12), -- Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. IsFocused = bitLShift(1, 13) -- Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true) } -- - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. -- - With multi-viewport enabled, we extend this concept to have multiple active viewports. -- - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. -- - About Main Area vs Work Area: -- - Main Area = entire viewport. -- - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). -- - Windows are generally trying to stay within the Work Area of their host viewport. --- @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, -- Unique identifier for the viewport Flags = 0, -- See ImGuiViewportFlags_ Pos = ImVec2(), -- Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) Size = ImVec2(), -- Main Area: Size of the viewport. FramebufferScale = ImVec2(), -- Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density. WorkPos = ImVec2(), -- Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) WorkSize = ImVec2(), -- Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) DpiScale = 0, -- 1.0f = 96 DPI = No extra scale. PlatformHandle = nil, -- void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle(). PlatformHandleRaw = nil, -- void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms). PlatformWindowCreated = false -- Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. }, MT.ImGuiViewport) end ------------------------------------------------------------------------------- -- [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) ------------------------------------------------------------------------------- -- Access via ImGui.GetPlatformIO() --- @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 = { ------------------------------------------------------------------------------- -- Input - Interface with OS and Platform backend (most common stuff) ------------------------------------------------------------------------------- -- Optional: Access OS clipboard -- (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) Platform_GetClipboardTextFn = nil, -- Should return nil on failure (e.g. clipboard data is not text). Platform_SetClipboardTextFn = nil, -- Optional: Open link/folder/file in OS Shell -- (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true) Platform_OpenInShellFn = nil, Platform_OpenInShellUserData = nil, ------------------------------------------------------------------------------- -- Input - Interface with Renderer Backend ------------------------------------------------------------------------------- -- Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known. Renderer_TextureMaxWidth = 0, Renderer_TextureMaxHeight = 0, -- Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. Renderer_RenderState = nil, -- (Optional) Monitor list -- - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. -- - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. Monitors = ImVector(), -- Textures list (the list is updated by calling ImGui.EndFrame or ImGui.Render) -- The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown. Textures = ImVector(), -- List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this. -- Viewports list (the list is updated by calling ImGui.EndFrame or ImGui.Render) -- (in the future we will attempt to organize this feature to remove the need for a "main viewport") Viewports = ImVector(), -- Main viewports, followed by all secondary viewports. -- Optional: Platform locale -- [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point Platform_LocaleDecimalPoint = 46, -- '.' Platform_OnChangedViewport = nil, -- (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. } return setmetatable(this, MT.ImGuiPlatformIO) end -- (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. -- We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. --- @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), -- Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) MainSize = ImVec2(0, 0), WorkPos = ImVec2(0, 0), -- Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. WorkSize = ImVec2(0, 0), DpiScale = 1.0, -- 1.0f = 96 DPI PlatformHandle = nil -- Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) } end ------------------------------------------------------------------------------- -- [SECTION] Flags & Enumerations ------------------------------------------------------------------------------- -- Flags for ImGui.Begin() -- (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) --- @enum ImGuiWindowFlags ImGuiWindowFlags = { None = 0, NoTitleBar = bitLShift(1, 0), -- Disable title-bar NoResize = bitLShift(1, 1), -- Disable user resizing with the lower-right grip NoMove = bitLShift(1, 2), -- Disable user moving the window NoScrollbar = bitLShift(1, 3), -- Disable scrollbars (window can still scroll with mouse or programmatically) NoScrollWithMouse = bitLShift(1, 4), -- Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. NoCollapse = bitLShift(1, 5), -- Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). AlwaysAutoResize = bitLShift(1, 6), -- Resize every window to its content every frame NoBackground = bitLShift(1, 7), -- Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). NoSavedSettings = bitLShift(1, 8), -- Never load/save settings in .ini file NoMouseInputs = bitLShift(1, 9), -- Disable catching mouse, hovering test with pass through. MenuBar = bitLShift(1, 10), -- Has a menu-bar HorizontalScrollbar = bitLShift(1, 11), -- Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. NoFocusOnAppearing = bitLShift(1, 12), -- Disable taking focus when transitioning from hidden to visible state NoBringToFrontOnFocus = bitLShift(1, 13), -- Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) AlwaysVerticalScrollbar = bitLShift(1, 14), -- Always show vertical scrollbar (even if ContentSize.y < Size.y) AlwaysHorizontalScrollbar = bitLShift(1, 15), -- Always show horizontal scrollbar (even if ContentSize.x < Size.x) NoNavInputs = bitLShift(1, 16), -- No keyboard/gamepad navigation within the window NoNavFocus = bitLShift(1, 17), -- No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by Ctrl+Tab) UnsavedDocument = bitLShift(1, 18), -- Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. NoDocking = bitLShift(1, 19), -- Disable docking of this window -- [Internal] DockNodeHost = bitLShift(1, 23), -- Don't use! For internal use by Begin()/NewFrame() ChildWindow = bitLShift(1, 24), -- Don't use! For internal use by BeginChild() Tooltip = bitLShift(1, 25), -- Don't use! For internal use by BeginTooltip() Popup = bitLShift(1, 26), -- Don't use! For internal use by BeginPopup() Modal = bitLShift(1, 27), -- Don't use! For internal use by BeginPopupModal() ChildMenu = bitLShift(1, 28) -- Don't use! For internal use by BeginMenu() } -- [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) -- Flags for ImGui.PushItemFlag() -- (Those are shared by all submitted items) --- @enum ImGuiItemFlags ImGuiItemFlags = { None = 0, -- Default: NoTabStop = bitLShift(1, 0), -- false -- Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags.NoNav. NoNav = bitLShift(1, 1), -- false -- Disable any form of focusing: keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls. NoNavDefaultFocus = bitLShift(1, 2), -- false -- Disable item being a candidate for default focus (e.g. used by title bar items). ButtonRepeat = bitLShift(1, 3), -- false -- Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held. AutoClosePopups = bitLShift(1, 4), -- true -- MenuItem()/Selectable() automatically close their parent popup window. AllowDuplicateId = bitLShift(1, 5), -- false -- Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set. Disabled = bitLShift(1, 6), -- false -- [Internal] Disable interactions. DOES NOT affect visuals. This is used by BeginDisabled()/EndDisabled() and only provided here so you can read back via GetItemFlags(). ------------------------------------------------------------------------------- -- LiveEdit refers to applying edits to backing variables _while_ typing a value using the keyboard. -- Widget: | Input: | w/ LiveEdit: | Output: -- InputText() | "123" | on(default) | "1" then "12" then "123" -- InputText() | "123" | off | "123" after validating or tabbing out or losing focus. -- DragFloat(), SliderInt(), etc. | "123" | on* | 1 then 12 then 123 -- DragFloat(), SliderInt(), etc. | "123" | off(default)* | 123 after validation or tabbing out or losing focus. -- (*) Since 1.92.9 (July 2026), ImGuiItemFlags.LiveEditOnInputScalar is OFF by default. In prior version it was ON for everything. ------------------------------------------------------------------------------- LiveEditOnInputText = bitLShift(1, 7), -- true -- InputText: apply keyboard edits to backing value while typing. Otherwise, edits are applied when validating, tabbing out or losing focus. LiveEditOnInputScalar = bitLShift(1, 8) -- false -- DragXXX, SliderXXX, InputScalar: apply keyboard edits to backing value while typing. Otherwise, edits are applied when validating, tabbing out or losing focus. } ImGuiItemFlags.LiveEditOnInput = bitOr(ImGuiItemFlags.LiveEditOnInputText, ImGuiItemFlags.LiveEditOnInputScalar) -- Status flags for an already submitted item -- - output: stored in g.LastItemData.StatusFlags --- @enum ImGuiItemStatusFlags ImGuiItemStatusFlags = { None = 0, HoveredRect = bitLShift(1, 0), -- Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) HasDisplayRect = bitLShift(1, 1), -- g.LastItemData.DisplayRect is valid Edited = bitLShift(1, 2), -- Value exposed by item was edited in the current frame (should match the bool return value of most widgets) ToggledSelection = bitLShift(1, 3), -- Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. ToggledOpen = bitLShift(1, 4), -- Set when TreeNode() reports toggling their open state. HasDeactivated = bitLShift(1, 5), -- Set if the widget/group is able to provide data for the ImGuiItemStatusFlags.Deactivated flag. Deactivated = bitLShift(1, 6), -- Only valid if ImGuiItemStatusFlags.HasDeactivated is set. HoveredWindow = bitLShift(1, 7), -- Override the HoveredWindow test to allow cross-window hover testing. Visible = bitLShift(1, 8), -- [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). HasClipRect = bitLShift(1, 9), -- g.LastItemData.ClipRect is valid. HasShortcut = bitLShift(1, 10), -- g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd(). --ImGuiItemStatusFlags.FocusedByTabbing = 1 << 8, -- Removed IN 1.90.1 (Dec 2023). The trigger is part of g.NavActivateId. See commit 54c1bdeceb. EditedInternal = bitLShift(1, 11) -- Similar to ImGuiItemStatusFlags.Edited but bypassing ImGuiItemFlags.NoMarkEdited. } -- Flags for ImGui.BeginChild() -- (Legacy: bit 0 must always correspond to ImGuiChildFlags.Borders to be backward compatible with old API using 'bool border = false'.) -- About using AutoResizeX/AutoResizeY flags: -- - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). -- - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. -- - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. -- While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. -- - You may also use ImGuiChildFlags.AlwaysAutoResize to force an update even when child window is not in view. -- HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. --- @enum ImGuiChildFlags ImGuiChildFlags = { None = 0, Borders = bitLShift(1, 0), -- Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) AlwaysUseWindowPadding = bitLShift(1, 1), -- Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) ResizeX = bitLShift(1, 2), -- Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags.NoSavedSettings passed to window flags) ResizeY = bitLShift(1, 3), -- Allow resize from bottom border (layout direction). " AutoResizeX = bitLShift(1, 4), -- Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above. AutoResizeY = bitLShift(1, 5), -- Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. AlwaysAutoResize = bitLShift(1, 6), -- Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. FrameStyle = bitLShift(1, 7), -- Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. NavFlattened = bitLShift(1, 8) -- [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows. } 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) } -- Flags for ImDrawList functions --- @enum ImDrawFlags ImDrawFlags = { None = 0, -- - Rounding default to ImDrawFlags.RoundCornersAll when 'rounding > 0'. -- - So you only need to use the ImDrawFlags.RoundCornersXXX flags if you want a special configuration (e.g. a rectangle with one rounded corner). -- Rounding for AddRectXXX(), PathRect() ------ -- Prim/Scope? RoundCornersTopLeft = bitLShift(1, 4), -- OK -- -- Round top-left corner only (when 'rounding > 0.0f', we default to all corners). RoundCornersTopRight = bitLShift(1, 5), -- OK -- -- Round top-right corner only (when 'rounding > 0.0f', we default to all corners). RoundCornersBottomLeft = bitLShift(1, 6), -- OK -- -- Round bottom-left corner only (when 'rounding > 0.0f', we default to all corners). RoundCornersBottomRight = bitLShift(1, 7), -- OK -- -- Round bottom-right corner only (when 'rounding > 0.0f', we default to all corners). RoundCornersNone = bitLShift(1, 8), -- OK -- -- Disable rounding even when 'rounding > 0.0f'. This value is NOT zero, it is NOT an implicit flag! -- Stroke Options ----------------------------- -- Prim/Scope? Closed = bitLShift(1, 9) -- OK -- -- PathStroke(), AddPolyline(): specify that shape should be closed. } ImDrawFlags.RoundCornersTop = bitOr(ImDrawFlags.RoundCornersTopLeft, ImDrawFlags.RoundCornersTopRight) ImDrawFlags.RoundCornersBottom = bitOr(ImDrawFlags.RoundCornersBottomLeft, ImDrawFlags.RoundCornersBottomRight) ImDrawFlags.RoundCornersLeft = bitOr(ImDrawFlags.RoundCornersBottomLeft, ImDrawFlags.RoundCornersTopLeft) ImDrawFlags.RoundCornersRight = bitOr(ImDrawFlags.RoundCornersBottomRight, ImDrawFlags.RoundCornersTopRight) ImDrawFlags.RoundCornersAll = bitOr(ImDrawFlags.RoundCornersTopLeft, ImDrawFlags.RoundCornersTopRight, ImDrawFlags.RoundCornersBottomLeft, ImDrawFlags.RoundCornersBottomRight) -- (Default!!) ImDrawFlags.RoundCornersDefault_ = ImDrawFlags.RoundCornersAll ImDrawFlags.RoundCornersMask_ = bitOr(ImDrawFlags.RoundCornersAll, ImDrawFlags.RoundCornersNone) -- [Internal] ImDrawFlags.InvalidMask_ = 0x8000000F -- [Internal] == 0x8000000F. Reserved to detect misuses. --- @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) } -- Font flags -- (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use) --- @enum ImFontFlags ImFontFlags = { None = 0, NoLoadError = bitLShift(1, 1), -- Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value. NoLoadGlyphs = bitLShift(1, 2), -- [Internal] Disable loading new glyphs. LockBakedSizes = bitLShift(1, 3), -- [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display. ImplicitRefSize = bitLShift(1, 4) -- [Internal] Reference size was not set explicitly. } -- Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. -- Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() -- But that "Mouse" data can come from different source which occasionally may be useful for application to know about. -- You can submit a change of pointer type using io.AddMouseSourceEvent(). --- @enum ImGuiMouseSource ImGuiMouseSource = { Mouse = 0, -- Input is coming from an actual mouse. TouchScreen = 1, -- Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible). Pen = 2, -- Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates). COUNT = 3 } -- Enumeration for ImGui.SetNextWindow***(), SetWindow***(), SetNextItem***() functions -- Represent a condition. -- Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond.Always. --- @enum ImGuiCond ImGuiCond = { None = 0, -- No condition (always set the variable), same as _Always Always = bitLShift(1, 0), -- No condition (always set the variable), same as _None Once = bitLShift(1, 1), -- Set the variable once per runtime session (only the first call will succeed) FirstUseEver = bitLShift(1, 2), -- Set the variable if the object/window has no persistently saved data (no entry in .ini file) Appearing = bitLShift(1, 3) -- Set the variable if the object/window is appearing after being hidden/inactive (or the first time) } -- Flags for Shortcut(), SetNextItemShortcut(), -- (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) -- Don't mistake with ImGuiInputTextFlags! (which is for ImGui.InputText() function) --- @enum ImGuiInputFlags ImGuiInputFlags = { None = 0, Repeat = bitLShift(1, 0), -- Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. -- Flags for Shortcut(), SetNextItemShortcut() -- - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal. -- - Default policy is RouteFocused. Can select only 1 policy among all available. RouteActive = bitLShift(1, 10), -- Route to active item only. RouteFocused = bitLShift(1, 11), -- Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window. RouteGlobal = bitLShift(1, 12), -- Global route (unless a focused window or active item registered the route). RouteAlways = bitLShift(1, 13), -- Do not register route, poll keys directly. -- - Routing options RouteOverFocused = bitLShift(1, 14), -- Option: global route: higher priority than focused route (unless active item in focused route). RouteOverActive = bitLShift(1, 15), -- Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. Ctrl+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. RouteUnlessBgFocused = bitLShift(1, 16), -- Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. RouteFromRootWindow = bitLShift(1, 17), -- Option: route evaluated from the point of view of root window rather than current window. -- Flags for SetNextItemShortcut() Tooltip = bitLShift(1, 18) -- Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out) } -- Flags for InvisibleButton() [extended in imgui_internal.h] --- @enum ImGuiButtonFlags ImGuiButtonFlags = { None = 0, MouseButtonLeft = bitLShift(1, 0), -- React on left mouse button (default) MouseButtonRight = bitLShift(1, 1), -- React on right mouse button MouseButtonMiddle = bitLShift(1, 2), -- React on center mouse button EnableNav = bitLShift(1, 3), -- InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default. PressedOnClick = bitLShift(1, 4), -- return true on click (mouse down event) PressedOnClickRelease = bitLShift(1, 5), -- [Default] return true on click + release on same item <-- this is what the majority of Button are using PressedOnClickReleaseAnywhere = bitLShift(1, 6), -- return true on click + release even if the release event is not done while hovering the item PressedOnRelease = bitLShift(1, 7), -- return true on release (default requires click+release). Prior to 2026/03/20 this implied ImGuiButtonFlags.NoHoldingActiveId but they are separate now. PressedOnDoubleClick = bitLShift(1, 8), -- return true on double-click (default requires click+release) PressedOnDragDropHold = bitLShift(1, 9), -- return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) --ImGuiButtonFlags.Repeat = 1 << 10, -- hold to repeat -> use ImGuiItemFlags.ButtonRepeat instead. FlattenChildren = bitLShift(1, 11), -- allow interactions even if a child window is overlapping AllowOverlap = bitLShift(1, 12), -- Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap(). --ImGuiButtonFlags.DontClosePopups = 1 << 13, -- disable automatically closing parent popup on press --ImGuiButtonFlags.Disabled = 1 << 14, -- disable interactions -> use BeginDisabled() or ImGuiItemFlags.Disabled AlignTextBaseLine = bitLShift(1, 15), -- vertically align button to match text baseline - ButtonEx() only -- FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine NoKeyModsAllowed = bitLShift(1, 16), -- disable mouse interaction if a key modifier is held NoHoldingActiveId = bitLShift(1, 17), -- don't set ActiveId while holding the mouse (ImGuiButtonFlags.PressedOnClick only) NoNavFocus = bitLShift(1, 18), -- don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags.NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.ItemFlags) NoHoveredOnFocus = bitLShift(1, 19), -- don't report as hovered when nav focus is on this item NoSetKeyOwner = bitLShift(1, 20), -- don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey.MouseLeft!) NoTestKeyOwner = bitLShift(1, 21), -- don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey.MouseLeft!) NoFocus = bitLShift(1, 22) -- [EXPERIMENTAL: Not very well specced]. Don't focus parent window when clicking. } ImGuiButtonFlags.MouseButtonMask_ = bitOr(ImGuiButtonFlags.MouseButtonLeft, ImGuiButtonFlags.MouseButtonRight, ImGuiButtonFlags.MouseButtonMiddle) -- [Internal] ImGuiButtonFlags.PressedOnMask_ = bitOr(ImGuiButtonFlags.PressedOnClick, ImGuiButtonFlags.PressedOnClickRelease, ImGuiButtonFlags.PressedOnClickReleaseAnywhere, ImGuiButtonFlags.PressedOnRelease, ImGuiButtonFlags.PressedOnDoubleClick, ImGuiButtonFlags.PressedOnDragDropHold) ImGuiButtonFlags.PressedOnDefault_ = ImGuiButtonFlags.PressedOnClickRelease ImGuiButtonFlags.NoKeyModifiers = ImGuiButtonFlags.NoKeyModsAllowed -- Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. -- - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. -- During initialization or between frames, feel free to just poke into ImGuiStyle directly. -- - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. --- @enum ImGuiStyleVar ImGuiStyleVar = { -- Enum name -------------------------- -- Member in ImGuiStyle structure (see ImGuiStyle for descriptions) Alpha = 0, -- float Alpha DisabledAlpha = 1, -- float DisabledAlpha WindowPadding = 2, -- ImVec2 WindowPadding WindowRounding = 3, -- float WindowRounding WindowBorderSize = 4, -- float WindowBorderSize WindowMinSize = 5, -- ImVec2 WindowMinSize WindowTitleAlign = 6, -- ImVec2 WindowTitleAlign ChildRounding = 7, -- float ChildRounding ChildBorderSize = 8, -- float ChildBorderSize PopupRounding = 9, -- float PopupRounding PopupBorderSize = 10, -- float PopupBorderSize FramePadding = 11, -- ImVec2 FramePadding FrameRounding = 12, -- float FrameRounding FrameBorderSize = 13, -- float FrameBorderSize ItemSpacing = 14, -- ImVec2 ItemSpacing ItemInnerSpacing = 15, -- ImVec2 ItemInnerSpacing IndentSpacing = 16, -- float IndentSpacing CellPadding = 17, -- ImVec2 CellPadding ScrollbarSize = 18, -- float ScrollbarSize ScrollbarRounding = 19, -- float ScrollbarRounding ScrollbarPadding = 20, -- float ScrollbarPadding GrabMinSize = 21, -- float GrabMinSize GrabRounding = 22, -- float GrabRounding ImageRounding = 23, -- float ImageRounding ImageBorderSize = 24, -- float ImageBorderSize TabRounding = 25, -- float TabRounding TabBorderSize = 26, -- float TabBorderSize TabMinWidthBase = 27, -- float TabMinWidthBase TabMinWidthShrink = 28, -- float TabMinWidthShrink TabBarBorderSize = 29, -- float TabBarBorderSize TabBarOverlineSize = 30, -- float TabBarOverlineSize TableAngledHeadersAngle = 31, -- float TableAngledHeadersAngle TableAngledHeadersTextAlign = 32, -- ImVec2 TableAngledHeadersTextAlign TreeLinesSize = 33, -- float TreeLinesSize TreeLinesRounding = 34, -- float TreeLinesRounding MenuItemRounding = 35, -- float MenuItemRounding SelectableRounding = 36, -- float SelectableRounding DragDropTargetRounding = 37, -- float DragDropTargetRounding ButtonTextAlign = 38, -- ImVec2 ButtonTextAlign SelectableTextAlign = 39, -- ImVec2 SelectableTextAlign SeparatorTextBorderSize = 40, -- float SeparatorTextBorderSize SeparatorTextAlign = 41, -- ImVec2 SeparatorTextAlign SeparatorTextPadding = 42, -- ImVec2 SeparatorTextPadding COUNT = 43 } -- Flags for ImGui.IsItemHovered(), ImGui.IsWindowHovered() -- Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! -- Note: windows with the ImGuiWindowFlags.NoInputs flag are ignored by IsWindowHovered() calls. --- @enum ImGuiHoveredFlags ImGuiHoveredFlags = { None = 0, -- Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. ChildWindows = bitLShift(1, 0), -- IsWindowHovered() only: Return true if any children of the window is hovered RootWindow = bitLShift(1, 1), -- IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) AnyWindow = bitLShift(1, 2), -- IsWindowHovered() only: Return true if any window is hovered NoPopupHierarchy = bitLShift(1, 3), -- IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) DockHierarchy = bitLShift(1, 4), -- IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) AllowWhenBlockedByPopup = bitLShift(1, 5), -- Return true even if a popup window is normally blocking access to this item/window --ImGuiHoveredFlags.AllowWhenBlockedByModal = 1 << 6, -- Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. AllowWhenBlockedByActiveItem = bitLShift(1, 7), -- Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. AllowWhenOverlappedByItem = bitLShift(1, 8), -- IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item. AllowWhenOverlappedByWindow = bitLShift(1, 9), -- IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window. AllowWhenDisabled = bitLShift(1, 10), -- IsItemHovered() only: Return true even if the item is disabled NoNavOverride = bitLShift(1, 11), -- IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse -- Tooltips mode -- - typically used in IsItemHovered() + SetTooltip() sequence. -- - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. -- e.g. 'HoverFlagsForTooltipMouse' defaults to 'ImGuiHoveredFlags.Stationary | ImGuiHoveredFlags.DelayShort | ImGuiHoveredFlags.AllowWhenDisabled'. -- - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags.ForTooltip (stationary + delay) so the tooltip doesn't show too often. -- - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. ForTooltip = bitLShift(1, 12), -- Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. -- (Advanced) Mouse Hovering delays. -- - generally you can use ImGuiHoveredFlags.ForTooltip to use application-standardized flags. -- - use those if you need specific overrides. Stationary = bitLShift(1, 13), -- Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay. DelayNone = bitLShift(1, 14), -- IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this. DelayShort = bitLShift(1, 15), -- IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). DelayNormal = bitLShift(1, 16), -- IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). NoSharedDelay = bitLShift(1, 17) -- IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) } -- Flags for ImGui.IsWindowFocused() --- @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. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! NoPopupHierarchy = bitLShift(1, 3), -- Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) DockHierarchy = bitLShift(1, 4), -- Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) } 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_) -- A key identifier (ImGuiKey.XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. -- All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). -- Support for legacy keys was completely removed in 1.91.5. -- Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 -- Note that "Keys" related to physical keys and are not the same concept as input "Characters", the latter are submitted via io.AddInputCharacter(). -- The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. --- @enum ImGuiKey ImGuiKey = { -- Keyboard None = 0, NamedKey_BEGIN = 512, -- First valid key value (other than 0) Tab = 512, -- == ImGuiKey.NamedKey_BEGIN 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, -- Available on some keyboard/mouses. Often referred as "Browser Back" AppForward = 630, Oem102 = 631, -- Non-US backslash. -- Gamepad -- (analog values are 0.0f to 1.0f) -- (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) -- XBOX | SWITCH | PLAYSTA. | -> ACTION 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, -- [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey.NamedKey_BEGIN..ImGuiKey.NamedKey_END. NamedKey_END = 667 } ImGuiKey.NamedKey_COUNT = ImGuiKey.NamedKey_END - ImGuiKey.NamedKey_BEGIN -- Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) -- - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey.S). -- - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience, -- but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc. -- - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those -- and prefer using the real keys (e.g. ImGuiKey.LeftCtrl, ImGuiKey.RightCtrl instead of ImGuiMod_Ctrl). -- - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. -- In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and -- backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... -- - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call. ImGuiMod_None = 0 ImGuiMod_Ctrl = bitLShift(1, 12) -- Ctrl (non-macOS), Cmd (macOS) ImGuiMod_Shift = bitLShift(1, 13) -- Shift ImGuiMod_Alt = bitLShift(1, 14) -- Option/Menu ImGuiMod_Super = bitLShift(1, 15) -- Windows/Super (non-macOS), Ctrl (macOS) ImGuiMod_Mask_ = 0xF000 -- 4-bits -- Enumeration for PushStyleColor() / PopStyleColor() --- @enum ImGuiCol ImGuiCol = { Text = 0, TextDisabled = 1, WindowBg = 2, -- Background of normal windows ChildBg = 3, -- Background of child windows PopupBg = 4, -- Background of popups, menus, tooltips windows Border = 5, BorderShadow = 6, FrameBg = 7, -- Background of checkbox, radio button, plot, slider, text input FrameBgHovered = 8, FrameBgActive = 9, TitleBg = 10, -- Title bar TitleBgActive = 11, -- Title bar when focused TitleBgCollapsed = 12, -- Title bar when collapsed MenuBarBg = 13, ScrollbarBg = 14, ScrollbarGrab = 15, ScrollbarGrabHovered = 16, ScrollbarGrabActive = 17, CheckMark = 18, -- Checkbox tick and RadioButton circle CheckboxSelectedBg = 19, -- Checkbox background when Selected, otherwise use FrameBg SliderGrab = 20, SliderGrabActive = 21, Button = 22, ButtonHovered = 23, ButtonActive = 24, Header = 25, -- Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem HeaderHovered = 26, HeaderActive = 27, Separator = 28, SeparatorHovered = 29, SeparatorActive = 30, ResizeGrip = 31, -- Resize grip in lower-right and lower-left corners of windows. ResizeGripHovered = 32, ResizeGripActive = 33, InputTextCursor = 34, -- InputText cursor/caret TabHovered = 35, -- Tab background, when hovered Tab = 36, -- Tab background, when tab-bar is focused & tab is unselected TabSelected = 37, -- Tab background, when tab-bar is focused & tab is selected TabSelectedOverline = 38, -- Tab horizontal overline, when tab-bar is focused & tab is selected TabDimmed = 39, -- Tab background, when tab-bar is unfocused & tab is unselected TabDimmedSelected = 40, -- Tab background, when tab-bar is unfocused & tab is selected TabDimmedSelectedOverline = 41, -- ..horizontal overline, when tab-bar is unfocused & tab is selected DockingPreview = 42, -- Preview overlay color when about to docking something DockingEmptyBg = 43, -- Background color for empty node (e.g. CentralNode with no window docked into it) PlotLines = 44, PlotLinesHovered = 45, PlotHistogram = 46, PlotHistogramHovered = 47, TableHeaderBg = 48, -- Table header background TableBorderStrong = 49, -- Table outer and header borders (prefer using Alpha=1.0 here) TableBorderLight = 50, -- Table inner borders (prefer using Alpha=1.0 here) TableRowBg = 51, -- Table row background (even rows) TableRowBgAlt = 52, -- Table row background (odd rows) TextLink = 53, -- Hyperlink color TextSelectedBg = 54, -- Selected text inside an InputText TreeLines = 55, -- Tree node hierarchy outlines when using ImGuiTreeNodeFlags.DrawLines DragDropTarget = 56, -- Rectangle border highlighting a drop target DragDropTargetBg = 57, -- Rectangle background highlighting a drop target UnsavedMarker = 58, -- Unsaved Document marker (in window title and tabs) NavCursor = 59, -- Color of keyboard/gamepad navigation cursor/rectangle, when visible NavWindowingHighlight = 60, -- Highlight window when using Ctrl+Tab NavWindowingDimBg = 61, -- Darken/colorize entire screen behind the Ctrl+Tab window list, when active ModalWindowDimBg = 62, -- Darken/colorize entire screen behind a modal window, when one is active COUNT = 63 } -- Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. --- @enum ImGuiBackendFlags ImGuiBackendFlags = { None = 0, HasGamepad = bitLShift(1, 0), -- Backend Platform supports gamepad and currently has one connected. HasMouseCursors = bitLShift(1, 1), -- Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. HasSetMousePos = bitLShift(1, 2), -- Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). RendererHasVtxOffset = bitLShift(1, 3), -- Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. RendererHasTextures = bitLShift(1, 4), -- Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend. -- [BETA] Multi-Viewports RendererHasViewports = bitLShift(1, 10), -- Backend Renderer supports multiple viewports. PlatformHasViewports = bitLShift(1, 11), -- Backend Platform supports multiple viewports. HasMouseHoveredViewport = bitLShift(1, 12), -- Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags.NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. HasParentViewport = bitLShift(1, 13) -- Backend Platform supports honoring viewport->ParentViewport/ParentViewportId value, by applying the corresponding parent/child relationship at the Platform level. Child windows always appear in front of their parent window. } -- Flags for ImGui.BeginDragDropSource(), ImGui.AcceptDragDropPayload() --- @enum ImGuiDragDropFlags ImGuiDragDropFlags = { None = 0, -- BeginDragDropSource() flags SourceNoPreviewTooltip = bitLShift(1, 0), -- Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior. SourceNoDisableHover = bitLShift(1, 1), -- By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item. SourceNoHoldToOpenOthers = bitLShift(1, 2), -- Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. SourceAllowNullID = bitLShift(1, 3), -- Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. SourceExtern = bitLShift(1, 4), -- External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. PayloadAutoExpire = bitLShift(1, 5), -- Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) PayloadNoCrossContext = bitLShift(1, 6), -- Hint to specify that the payload may not be copied outside current dear imgui context. PayloadNoCrossProcess = bitLShift(1, 7), -- Hint to specify that the payload may not be copied outside current process. -- AcceptDragDropPayload() flags AcceptBeforeDelivery = bitLShift(1, 10), -- AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. AcceptNoDrawDefaultRect = bitLShift(1, 11), -- Do not draw the default highlight rectangle when hovering over target. AcceptNoPreviewTooltip = bitLShift(1, 12), -- Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. AcceptDrawAsHovered = bitLShift(1, 13) -- Accepting item will render as if hovered. Useful for e.g. a Button() used as a drop target. } ImGuiDragDropFlags.AcceptPeekOnly = bitOr(ImGuiDragDropFlags.AcceptBeforeDelivery, ImGuiDragDropFlags.AcceptNoDrawDefaultRect) -- For peeking ahead and inspecting the payload before delivery. -- Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. IMGUI_PAYLOAD_TYPE_COLOR_3F = "_COL3F" -- float[3]: Standard type for colors, without alpha. User code may use this type. [Port] payload.Data = { r, g, b } (1-based) IMGUI_PAYLOAD_TYPE_COLOR_4F = "_COL4F" -- float[4]: Standard type for colors. User code may use this type. [Port] payload.Data = { r, g, b, a } (1-based) -- Helpers macros to generate 32-bit encoded colors IM_COL32_R_SHIFT = 0 IM_COL32_G_SHIFT = 8 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_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) -- Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. -- - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157. -- - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). --- @enum ImGuiPopupFlags ImGuiPopupFlags = { None = 0, MouseButtonLeft = bitLShift(1, 2), -- For BeginPopupContext*(): open on Left Mouse release. Only one button allowed! MouseButtonRight = bitLShift(2, 2), -- For BeginPopupContext*(): open on Right Mouse release. Only one button allowed! (default) MouseButtonMiddle = bitLShift(3, 2), -- For BeginPopupContext*(): open on Middle Mouse release. Only one button allowed! NoReopen = bitLShift(1, 5), -- For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation) --ImGuiPopupFlags.NoReopenAlwaysNavInit = 1 << 6, -- For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening. NoOpenOverExistingPopup = bitLShift(1, 7), -- For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack NoOpenOverItems = bitLShift(1, 8), -- For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space AnyPopupId = bitLShift(1, 10), -- For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. AnyPopupLevel = bitLShift(1, 11) -- For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) } ImGuiPopupFlags.AnyPopup = bitOr(ImGuiPopupFlags.AnyPopupId, ImGuiPopupFlags.AnyPopupLevel) ImGuiPopupFlags.MouseButtonShift_ = 2 -- [Internal] ImGuiPopupFlags.MouseButtonMask_ = 0x0C -- [Internal] ImGuiPopupFlags.InvalidMask_ = 0x03 -- [Internal] Reserve legacy bits 0-1 to detect incorrectly passing 1 or 2 to the function. -- Flags for ImGui.BeginCombo() --- @enum ImGuiComboFlags ImGuiComboFlags = { None = 0, PopupAlignLeft = bitLShift(1, 0), -- Align the popup toward the left by default HeightSmall = bitLShift(1, 1), -- Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() HeightRegular = bitLShift(1, 2), -- Max ~8 items visible (default) HeightLarge = bitLShift(1, 3), -- Max ~20 items visible HeightLargest = bitLShift(1, 4), -- As many fitting items as possible NoArrowButton = bitLShift(1, 5), -- Display on the preview box without the square arrow button NoPreview = bitLShift(1, 6), -- Display only a square arrow button WidthFitPreview = bitLShift(1, 7) -- Width dynamically calculated from preview contents } ImGuiComboFlags.HeightMask_ = bitOr(ImGuiComboFlags.HeightSmall, ImGuiComboFlags.HeightRegular, ImGuiComboFlags.HeightLarge, ImGuiComboFlags.HeightLargest) ImGuiComboFlags.CustomPreview = bitLShift(1, 20) -- Flags for ImGui.Selectable() --- @enum ImGuiSelectableFlags ImGuiSelectableFlags = { None = 0, NoAutoClosePopups = bitLShift(1, 0), -- Clicking this doesn't close parent popup window (overrides ImGuiItemFlags.AutoClosePopups) SpanAllColumns = bitLShift(1, 1), -- Frame will span all columns of its container table (text will still fit in current column) AllowDoubleClick = bitLShift(1, 2), -- Generate press events on double clicks too Disabled = bitLShift(1, 3), -- Cannot be selected, display grayed out text AllowOverlap = bitLShift(1, 4), -- Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap(). Highlight = bitLShift(1, 5), -- Make the item be displayed as if it is hovered SelectOnNav = bitLShift(1, 6), -- Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block. -- NB: need to be in sync with last value of ImGuiSelectableFlags_ NoHoldingActiveID = bitLShift(1, 20), SelectOnClick = bitLShift(1, 22), -- Override button behavior to react on Click (default is Click+Release) SelectOnRelease = bitLShift(1, 23), -- Override button behavior to react on Release (default is Click+Release) SpanAvailWidth = bitLShift(1, 24), -- Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) SetNavIdOnHover = bitLShift(1, 25), -- Set Nav/Focus ID on mouse hover (used by MenuItem) NoPadWithHalfSpacing = bitLShift(1, 26), -- Disable padding each side with ItemSpacing * 0.5f NoSetKeyOwner = bitLShift(1, 27), -- Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey.MouseLeft!) } -- Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() --- @enum ImGuiColorEditFlags ImGuiColorEditFlags = { None = 0, NoAlpha = bitLShift(1, 1), -- ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). NoPicker = bitLShift(1, 2), -- ColorEdit: disable picker when clicking on color square. NoOptions = bitLShift(1, 3), -- ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. NoSmallPreview = bitLShift(1, 4), -- ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) NoInputs = bitLShift(1, 5), -- ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). NoTooltip = bitLShift(1, 6), -- ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. NoLabel = bitLShift(1, 7), -- ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). NoSidePreview = bitLShift(1, 8), -- ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. NoDragDrop = bitLShift(1, 9), -- ColorEdit: disable drag and drop target/source. ColorButton: disable drag and drop source. NoBorder = bitLShift(1, 10), -- ColorButton: disable border (which is enforced by default) NoColorMarkers = bitLShift(1, 11), -- ColorEdit: disable rendering R/G/B/A color marker. May also be disabled globally by setting style.ColorMarkerSize = 0. -- Alpha preview AlphaOpaque = bitLShift(1, 12), -- ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha. AlphaNoBg = bitLShift(1, 13), -- ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color. AlphaPreviewHalf = bitLShift(1, 14), -- ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview. -- User Options (right-click on widget to change some of them) AlphaBar = bitLShift(1, 18), -- ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. HDR = bitLShift(1, 19), -- (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags.Float flag as well). DisplayRGB = bitLShift(1, 20), -- [Display] -- ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. DisplayHSV = bitLShift(1, 21), -- [Display] -- " DisplayHex = bitLShift(1, 22), -- [Display] -- " Uint8 = bitLShift(1, 23), -- [DataType] -- ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. Float = bitLShift(1, 24), -- [DataType] -- ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. PickerHueBar = bitLShift(1, 25), -- [Picker] -- ColorPicker: bar for Hue, rectangle for Sat/Value. PickerHueWheel = bitLShift(1, 26), -- [Picker] -- ColorPicker: wheel for Hue, triangle for Sat/Value. PickerNoRotate = bitLShift(1, 27), -- [Picker] -- ColorPicker: disable rotating Sat/Value triangle. Best set in io.ConfigColorEditFlags once. InputRGB = bitLShift(1, 28), -- [Input] -- ColorEdit, ColorPicker: input and output data in RGB format. InputHSV = bitLShift(1, 29) -- [Input] -- ColorEdit, ColorPicker: input and output data in HSV format. } -- Defaults Options copied to io.ConfigColorEditFlags during initialization. -- The intent is that you probably don't want to override them in most of your calls. -- Let the user choose via the option menu and/or modify io.ConfigColorEditFlags directly during startup if you want. ImGuiColorEditFlags.DefaultOptions_ = bitOr(ImGuiColorEditFlags.Uint8, ImGuiColorEditFlags.DisplayRGB, ImGuiColorEditFlags.InputRGB, ImGuiColorEditFlags.PickerHueBar) -- [Internal] Masks 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 ) -- Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. -- We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. -- (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) --- @enum ImGuiSliderFlags ImGuiSliderFlags = { None = 0, Logarithmic = bitLShift(1, 5), -- Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags.NoRoundToFormat with this if using a format-string with small amount of digits. NoRoundToFormat = bitLShift(1, 6), -- Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). NoInput = bitLShift(1, 7), -- Disable Ctrl+Click or Enter key allowing to input text directly into the widget. WrapAround = bitLShift(1, 8), -- Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now. ClampOnInput = bitLShift(1, 9), -- Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds. ClampZeroRange = bitLShift(1, 10), -- Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it. NoSpeedTweaks = bitLShift(1, 11), -- Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic. ColorMarkers = bitLShift(1, 12), -- DragScalarN(), SliderScalarN(): Draw R/G/B/A color markers on each component. --ImGuiSliderFlags.LiveEditOnInput = 1 << 13, -- Shortcut to enable LiveEdit for this field. --ImGuiSliderFlags.NoLiveEditOnInput= 1 << 14, -- Shortcut to disable LiveEdit for this field. InvalidMask_ = 0x7000000F, -- [Internal] We treat using those bits as being potentially a 'float power' argument from legacy API (obsoleted 2020-08) that has got miscast to this enum, and will trigger an assert if needed. } ImGuiSliderFlags.AlwaysClamp = bitOr(ImGuiSliderFlags.ClampOnInput, ImGuiSliderFlags.ClampZeroRange) ImGuiSliderFlags.Vertical = bitLShift(1, 20) -- Should this slider be orientated vertically? ImGuiSliderFlags.ReadOnly = bitLShift(1, 21) -- Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags.ReadOnly instead. -- [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. -- Important: the content of this class is still highly WIP and likely to change and be refactored -- before we stabilize Docking features. Please be mindful if using this. -- Provide hints: -- - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) -- - To the platform backend for OS level parent/child relationships of viewport (otherwise: default is configured via io.ConfigViewportsNoDefaultParent) -- - To the docking system for various options and filtering. --- @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, -- User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. ParentViewportId = 0xFFFFFFFF, -- Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. FocusRouteParentWindowId = 0, -- ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. ViewportFlagsOverrideSet = 0, -- Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. ViewportFlagsOverrideClear = 0, -- Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. TabItemFlagsOverrideSet = 0, -- [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags.Leading or ImGuiTabItemFlags.Trailing. DockNodeFlagsOverrideSet = 0, -- [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) DockingAlwaysTabBar = false, -- Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) DockingAllowUnclassed = true -- Set to true to allow windows of this class to be docked/merged with an unclassed window. -- FIXME-DOCK: Move to DockNodeFlags override? } end -- Flags for ImGui.InputText() -- (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) --- @enum ImGuiInputTextFlags ImGuiInputTextFlags = { -- Basic filters (also see ImGuiInputTextFlags.CallbackCharFilter) None = 0, -- Basic filters (also see ImGuiInputTextFlags.CallbackCharFilter) CharsDecimal = bitLShift(1, 0), -- Allow 0123456789.+-*/ CharsHexadecimal = bitLShift(1, 1), -- Allow 0123456789ABCDEFabcdef CharsScientific = bitLShift(1, 2), -- Allow 0123456789.+-*/eE (Scientific notation input) CharsUppercase = bitLShift(1, 3), -- Turn a..z into A..Z CharsNoBlank = bitLShift(1, 4), -- Filter out spaces, tabs -- Inputs AllowTabInput = bitLShift(1, 5), -- Pressing TAB input a '\t' character into the text field EnterReturnsTrue = bitLShift(1, 6), -- Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider disabling LiveEdit! or using IsItemDeactivatedAfterEdit() instead! EscapeClearsAll = bitLShift(1, 7), -- Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) CtrlEnterForNewLine = bitLShift(1, 8), -- In multi-line mode: validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter). Note that Shift+Enter always enter a new line either way. -- Other options ReadOnly = bitLShift(1, 9), -- Read-only mode Password = bitLShift(1, 10), -- Password mode, display all characters as '*', disable copy AlwaysOverwrite = bitLShift(1, 11), -- Overwrite mode AutoSelectAll = bitLShift(1, 12), -- Select entire text when first taking mouse focus ParseEmptyRefVal = bitLShift(1, 13), -- InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value. DisplayEmptyRefVal = bitLShift(1, 14), -- InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags.ParseEmptyRefVal. NoHorizontalScroll = bitLShift(1, 15), -- Disable following the cursor horizontally NoUndoRedo = bitLShift(1, 16), -- Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). -- Elide display / Alignment ElideLeft = bitLShift(1, 17), -- When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only! -- Callback features CallbackCompletion = bitLShift(1, 18), -- Callback on pressing TAB (for completion handling) CallbackHistory = bitLShift(1, 19), -- Callback on pressing Up/Down arrows (for history handling) CallbackAlways = bitLShift(1, 20), -- Callback on each iteration. User code may query cursor position, modify text buffer. CallbackCharFilter = bitLShift(1, 21), -- Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. CallbackResize = bitLShift(1, 22), -- Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) CallbackEdit = bitLShift(1, 23), -- Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. -- Multi-line Word-Wrapping [BETA] WordWrap = bitLShift(1, 24), -- InputTextMultiline(): word-wrap lines that are too long. -- [Internal] Multiline = bitLShift(1, 26), -- For internal use by InputTextMultiline() TempInput = bitLShift(1, 27), -- For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. LocalizeDecimalPoint = bitLShift(1, 28), -- For internal use by InputScalar() and TempInputScalar() } ------------------------------------------------------------------------------- -- [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) ------------------------------------------------------------------------------- -- Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags.Callback* flag is used. -- The callback function should return 0 by default. -- Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) -- - ImGuiInputTextFlags.CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. -- - ImGuiInputTextFlags.CallbackAlways: Callback on each iteration -- - ImGuiInputTextFlags.CallbackCompletion: Callback on pressing TAB -- - ImGuiInputTextFlags.CallbackHistory: Callback on pressing Up/Down arrows -- - ImGuiInputTextFlags.CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. -- - ImGuiInputTextFlags.CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. --- @class ImGuiInputTextCallbackData --- @return ImGuiInputTextCallbackData -- Buf is a 1-based zero-terminated byte table; positions (CursorPos, pos...) are 0-based byte offsets like upstream. MT.ImGuiInputTextCallbackData = {} MT.ImGuiInputTextCallbackData.__index = MT.ImGuiInputTextCallbackData function ImGuiInputTextCallbackData() return setmetatable({}, MT.ImGuiInputTextCallbackData) end function MT.ImGuiInputTextCallbackData:DeleteChars(pos, bytes_count) assert(pos + bytes_count <= self.BufTextLen) local buf = self.Buf local n = self.BufTextLen - bytes_count - pos + 1 -- includes zero terminator for i = 1, n do buf[pos + i] = buf[pos + bytes_count + i] end if self.CursorPos >= pos + bytes_count then self.CursorPos = self.CursorPos - bytes_count elseif self.CursorPos >= pos then self.CursorPos = pos end self.SelectionStart = self.CursorPos; self.SelectionEnd = self.CursorPos self.BufDirty = true self.BufTextLen = self.BufTextLen - bytes_count end --- @param new_text string function MT.ImGuiInputTextCallbackData:InsertChars(pos, new_text) local new_text_len = #new_text if new_text_len == 0 then return end local is_resizable = bit32.band(self.Flags, 4194304 --[[ImGuiInputTextFlags.CallbackResize]]) ~= 0 -- We support partial insertion local avail = self.BufSize - 1 - self.BufTextLen if not is_resizable and new_text_len > avail then new_text_len = avail -- ponytail: truncates by bytes, not to the closest UTF-8 codepoint end if new_text_len <= 0 then return end -- ponytail: CallbackResize buffer growth not supported, text is truncated at BufSize instead if self.BufTextLen + new_text_len + 1 > self.BufSize then new_text_len = self.BufSize - 1 - self.BufTextLen if new_text_len <= 0 then return end end local buf = self.Buf for i = self.BufTextLen, pos + 1, -1 do buf[i + new_text_len] = buf[i] end for i = 1, new_text_len do buf[pos + i] = string.byte(new_text, i) end buf[self.BufTextLen + new_text_len + 1] = 0 self.BufDirty = true self.BufTextLen = self.BufTextLen + new_text_len if self.CursorPos >= pos then self.CursorPos = self.CursorPos + new_text_len end self.SelectionStart = self.CursorPos; self.SelectionEnd = self.CursorPos end function MT.ImGuiInputTextCallbackData:SelectAll() self.SelectionStart = 0; self.SelectionEnd = self.BufTextLen end function MT.ImGuiInputTextCallbackData:ClearSelection() self.SelectionStart = self.BufTextLen; self.SelectionEnd = self.BufTextLen end function MT.ImGuiInputTextCallbackData:HasSelection() return self.SelectionStart ~= self.SelectionEnd end -- Callback and functions types --- @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) -- ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] -- NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, -- you can poke into the draw list for that! Draw callback may be useful for example to: -- A) Change your GPU render state, -- B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. -- The expected behavior from your rendering function is 'if (cmd.UserCallback != nil) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' --- @alias ImDrawCallback fun(parent_list: ImDrawList, cmd: ImDrawCmd) -- Flags for ImGui.TreeNodeEx(), ImGui.CollapsingHeader*() --- @enum ImGuiTreeNodeFlags ImGuiTreeNodeFlags = { None = 0, Selected = bitLShift(1, 0), -- Draw as selected Framed = bitLShift(1, 1), -- Draw frame with background (e.g. for CollapsingHeader) AllowOverlap = bitLShift(1, 2), -- Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap(). NoTreePushOnOpen = bitLShift(1, 3), -- Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack NoAutoOpenOnLog = bitLShift(1, 4), -- Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) DefaultOpen = bitLShift(1, 5), -- Default node to be open OpenOnDoubleClick = bitLShift(1, 6), -- Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. OpenOnArrow = bitLShift(1, 7), -- Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. Leaf = bitLShift(1, 8), -- No collapsing, no arrow (use as a convenience for leaf nodes). Note: will always open a tree/id scope and return true. If you never use that scope, add ImGuiTreeNodeFlags.NoTreePushOnOpen. Bullet = bitLShift(1, 9), -- Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! FramePadding = bitLShift(1, 10), -- Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. SpanAvailWidth = bitLShift(1, 11), -- Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode. SpanFullWidth = bitLShift(1, 12), -- Extend hit box to the left-most and right-most edges (cover the indent area). SpanLabelWidth = bitLShift(1, 13), -- Narrow hit box + narrow hovering highlight, will only cover the label text. SpanAllColumns = bitLShift(1, 14), -- Frame will span all columns of its container table (label will still fit in current column) LabelSpanAllColumns = bitLShift(1, 15), -- Label will span all columns of its container table --ImGuiTreeNodeFlags.NoScrollOnOpen = 1 << 16, -- FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible NavLeftJumpsToParent = bitLShift(1, 17), -- Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfulfilled Left nav request remaining. -- [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920. -- Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls. DrawLinesNone = bitLShift(1, 18), -- No lines drawn DrawLinesFull = bitLShift(1, 19), -- Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees). DrawLinesToNodes = bitLShift(1, 20), -- Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees). NoNavFocus = bitLShift(1, 27), -- Don't claim nav focus when interacting with this item (#8551) ClipLabelForTrailingButton = bitLShift(1, 28), -- FIXME-WIP: Hard-coded for CollapsingHeader() UpsideDownArrow = bitLShift(1, 29), -- FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517) } 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) ------------------------------------------------------------------------------- -- [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) ------------------------------------------------------------------------------- -- Flags for ImGui.BeginTable() -- - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. -- Read comments/demos carefully + experiment with live demos to get acquainted with them. -- - The DEFAULT sizing policies are: -- - Default to ImGuiTableFlags.SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags.AlwaysAutoResize. -- - Default to ImGuiTableFlags.SizingStretchSame if ScrollX is off. -- - When ScrollX is off: -- - Table defaults to ImGuiTableFlags.SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags.WidthStretch with same weight. -- - Columns sizing policy allowed: Stretch (default), Fixed/Auto. -- - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). -- - Stretch Columns will share the remaining width according to their respective weight. -- - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. -- The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. -- (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). -- - When ScrollX is on: -- - Table defaults to ImGuiTableFlags.SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags.WidthFixed -- - Columns sizing policy allowed: Fixed/Auto mostly. -- - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. -- - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. -- - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). -- If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. -- - Read on documentation at the top of imgui_tables.cpp for details. --- @enum ImGuiTableFlags ImGuiTableFlags = { -- Features None = 0, Resizable = bitLShift(1, 0), -- Enable resizing columns. Reorderable = bitLShift(1, 1), -- Enable reordering columns in header row. (Need calling TableSetupColumn() + TableHeadersRow() to display headers, or using ImGuiTableFlags.ContextMenuInBody to access context-menu without headers). Hideable = bitLShift(1, 2), -- Enable hiding/disabling columns in context menu. Sortable = bitLShift(1, 3), -- Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags.SortMulti and ImGuiTableFlags.SortTristate. NoSavedSettings = bitLShift(1, 4), -- Disable persisting columns order, width, visibility and sort settings in the .ini file. ContextMenuInBody = bitLShift(1, 5), -- Right-click on columns body/contents will also display table context menu. By default it is available in TableHeadersRow(). -- Decorations RowBg = bitLShift(1, 6), -- Set each RowBg color with ImGuiCol.TableRowBg or ImGuiCol.TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags.RowBg0 on each row manually) BordersInnerH = bitLShift(1, 7), -- Draw horizontal borders between rows. BordersOuterH = bitLShift(1, 8), -- Draw horizontal borders at the top and bottom. BordersInnerV = bitLShift(1, 9), -- Draw vertical borders between columns. BordersOuterV = bitLShift(1, 10), -- Draw vertical borders on the left and right sides. NoBordersInBody = bitLShift(1, 11), -- [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style NoBordersInBodyUntilResize = bitLShift(1, 12), -- [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style -- Sizing Policy (read above for defaults) SizingFixedFit = bitLShift(1, 13), -- Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. SizingFixedSame = bitLShift(2, 13), -- Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags.NoKeepColumnsVisible. SizingStretchProp = bitLShift(3, 13), -- Columns default to _WidthStretch with default weights proportional to each columns contents widths. SizingStretchSame = bitLShift(4, 13), -- Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). -- Sizing Extra Options NoHostExtendX = bitLShift(1, 16), -- Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. NoHostExtendY = bitLShift(1, 17), -- Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. NoKeepColumnsVisible = bitLShift(1, 18), -- Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. PreciseWidths = bitLShift(1, 19), -- Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. -- Clipping NoClip = bitLShift(1, 20), -- Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). -- Padding PadOuterX = bitLShift(1, 21), -- Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. NoPadOuterX = bitLShift(1, 22), -- Default if BordersOuterV is off. Disable outermost padding. NoPadInnerX = bitLShift(1, 23), -- Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). -- Scrolling ScrollX = bitLShift(1, 24), -- Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. ScrollY = bitLShift(1, 25), -- Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. -- Sorting SortMulti = bitLShift(1, 26), -- Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). SortTristate = bitLShift(1, 27), -- Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). -- Miscellaneous HighlightHoveredColumn = bitLShift(1, 28), -- Highlight column headers when hovered (may evolve into a fuller highlight) } ImGuiTableFlags.BordersH = bitOr(ImGuiTableFlags.BordersInnerH, ImGuiTableFlags.BordersOuterH) -- Draw horizontal borders. ImGuiTableFlags.BordersV = bitOr(ImGuiTableFlags.BordersInnerV, ImGuiTableFlags.BordersOuterV) -- Draw vertical borders. ImGuiTableFlags.BordersInner = bitOr(ImGuiTableFlags.BordersInnerV, ImGuiTableFlags.BordersInnerH) -- Draw inner borders. ImGuiTableFlags.BordersOuter = bitOr(ImGuiTableFlags.BordersOuterV, ImGuiTableFlags.BordersOuterH) -- Draw outer borders. ImGuiTableFlags.Borders = bitOr(ImGuiTableFlags.BordersInner, ImGuiTableFlags.BordersOuter) -- Draw all borders. -- [Internal] Combinations and masks ImGuiTableFlags.SizingMask_ = bitOr(ImGuiTableFlags.SizingFixedFit, ImGuiTableFlags.SizingFixedSame, ImGuiTableFlags.SizingStretchProp, ImGuiTableFlags.SizingStretchSame) -- Flags for ImGui.TableSetupColumn() --- @enum ImGuiTableColumnFlags ImGuiTableColumnFlags = { -- Input configuration flags None = 0, Disabled = bitLShift(1, 0), -- Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) DefaultHide = bitLShift(1, 1), -- Default as a hidden/disabled column. DefaultSort = bitLShift(1, 2), -- Default as a sorting column. WidthStretch = bitLShift(1, 3), -- Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). WidthFixed = bitLShift(1, 4), -- Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). NoResize = bitLShift(1, 5), -- Disable manual resizing. NoReorder = bitLShift(1, 6), -- Disable manual reordering this column, this will also prevent other columns from crossing over this column. NoHide = bitLShift(1, 7), -- Disable ability to hide/disable this column. NoClip = bitLShift(1, 8), -- Disable clipping for this column (all NoClip columns will render in a same draw command). NoSort = bitLShift(1, 9), -- Disable ability to sort on this field (even if ImGuiTableFlags.Sortable is set on the table). NoSortAscending = bitLShift(1, 10), -- Disable ability to sort in the ascending direction. NoSortDescending = bitLShift(1, 11), -- Disable ability to sort in the descending direction. NoHeaderLabel = bitLShift(1, 12), -- TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call. NoHeaderWidth = bitLShift(1, 13), -- Disable header text width contribution to automatic column width. PreferSortAscending = bitLShift(1, 14), -- Make the initial sort direction Ascending when first sorting on this column (default). PreferSortDescending = bitLShift(1, 15), -- Make the initial sort direction Descending when first sorting on this column. IndentEnable = bitLShift(1, 16), -- Use current Indent value when entering cell (default for column 0). IndentDisable = bitLShift(1, 17), -- Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. AngledHeader = bitLShift(1, 18), -- TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row. -- Output status flags, read-only via TableGetColumnFlags() IsEnabled = bitLShift(1, 24), -- Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. IsVisible = bitLShift(1, 25), -- Status: is visible == is enabled AND not clipped by scrolling. IsSorted = bitLShift(1, 26), -- Status: is currently part of the sort specs IsHovered = bitLShift(1, 27), -- Status: is hovered by mouse NoDirectResize_ = bitLShift(1, 30), -- [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) } -- [Internal] Combinations and masks 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) -- Flags for ImGui.TableNextRow() -- - Headers: Identify header row (set default background color + width of its contents accounted differently for auto column width) --- @enum ImGuiTableRowFlags ImGuiTableRowFlags = { None = 0, Headers = bitLShift(1, 0) } -- Enum for ImGui.TableSetBgColor() -- Background colors are rendering in 3 layers: -- - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. -- - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. -- - Layer 2: draw with CellBg color if set. -- The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. -- When using ImGuiTableFlags.RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. -- If you set the color of RowBg0 target, your color will override the existing RowBg0 color. -- If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. -- - RowBg0: Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags.RowBg is used) -- - RowBg1: Set row background color 1 (generally used for selection marking) -- - CellBg: Set cell background color (top-most color) --- @enum ImGuiTableBgTarget ImGuiTableBgTarget = { None = 0, RowBg0 = 1, RowBg1 = 2, CellBg = 3 } -- A sorting direction -- - Ascending = 0->9, A->Z etc. -- - Descending = 9->0, Z->A etc. --- @enum ImGuiSortDirection ImGuiSortDirection = { None = 0, Ascending = 1, Descending = 2 } -- Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() --- @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 ------------------------------------------------------------------------------- -- [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) ------------------------------------------------------------------------------- -- Helper: Growable text buffer for logging/accumulating text -- (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') --- @class ImGuiTextBuffer # string builder: Buf is a list of string chunks 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 -- Helpers: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) -- Prefer using IM_COL32() macros. Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. -- **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed. -- [Luau] no implicit conversions: use :U32() / .Value (ImVec4). Overloads: ImColor(), ImColor(r, g, b, a) floats, -- ImColor(ImVec4), ImColor(ImU32). The C++ int (0-255) overload can't be told apart from floats: use ImColor(IM_COL32(r, g, b, a)). --- @class ImColor local ImColorMT = {} ImColorMT.__index = ImColorMT ImColor = setmetatable({}, { __call = function(_, r, g, b, a) local self = setmetatable({ Value = ImVec4() }, ImColorMT) if type(r) == "table" then ImVec4_Copy(self.Value, r) elseif r ~= nil and g == nil then local s = 1.0 / 255.0 self.Value.x = bit32.band(bit32.rshift(r, 0 --[[IM_COL32_R_SHIFT]]), 0xFF) * s; self.Value.y = bit32.band(bit32.rshift(r, 8 --[[IM_COL32_G_SHIFT]]), 0xFF) * s self.Value.z = bit32.band(bit32.rshift(r, 16 --[[IM_COL32_B_SHIFT]]), 0xFF) * s; self.Value.w = bit32.band(bit32.rshift(r, 24 --[[IM_COL32_A_SHIFT]]), 0xFF) * s elseif r ~= nil then self.Value.x = r; self.Value.y = g; self.Value.z = b; self.Value.w = a or 1.0 end return self end }) function ImColorMT:U32() return ImGui.ColorConvertFloat4ToU32(self.Value) end -- FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. function ImColorMT:SetHSV(h, s, v, a) self.Value.x, self.Value.y, self.Value.z = ImGui.ColorConvertHSVtoRGB(h, s, v); self.Value.w = a or 1.0 end function ImColor.HSV(h, s, v, a) local r, g, b = ImGui.ColorConvertHSVtoRGB(h, s, v); return ImColor(r, g, b, a or 1.0) end ------------------------------------------------------------------------------- -- [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage) ------------------------------------------------------------------------------- -- Multi-selection system -- Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select -- - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this. -- - This system implements standard multi-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc) -- with support for clipper (skipping non-visible items), box-select and many other details. -- - Selectable(), Checkbox() are supported but custom widgets may use it as well. -- - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree, -- which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it. -- - In the spirit of Dear ImGui design, your code owns actual selection data. -- This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash. -- About ImGuiSelectionBasicStorage: -- - This is an optional helper to store a selection state and apply selection requests. -- - It is used by our demos and provided as a convenience to quickly implement multi-selection. -- Usage: -- - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set. -- - Store and maintain actual selection data using persistent object identifiers. -- - Usage flow: -- BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO result. -- - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6. -- - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper:IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper:IncludeItemByIndex(ms_io.RangeSrcItem) call will work. -- LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls. -- END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO result. -- - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2. -- If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps. -- About ImGuiSelectionUserData: -- - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData(). -- - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO. -- - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because -- SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection. -- - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData. -- Our system never assume that you identify items by indices, it never attempts to interpolate between two values. -- - If you enable ImGuiMultiSelectFlags.NoRangeSelect then it is guaranteed that you will never have to interpolate -- between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work. -- - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*, -- being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside. -- [Port] ImGuiSelectionUserData is any Lua value compared with '==' (an integer index, or e.g. a table reference instead of a pointer). -- -1 (ImGuiSelectionUserData_Invalid) is reserved. ImGuiSelectionBasicStorage/ImGuiSelectionExternalStorage require integer indices. -- Flags for BeginMultiSelect() --- @enum ImGuiMultiSelectFlags ImGuiMultiSelectFlags = { None = 0, SingleSelect = bitLShift(1, 0), -- Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho! NoSelectAll = bitLShift(1, 1), -- Disable Ctrl+A shortcut to select all. NoRangeSelect = bitLShift(1, 2), -- Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests. NoAutoSelect = bitLShift(1, 3), -- Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes). NoAutoClear = bitLShift(1, 4), -- Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags.NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes). NoAutoClearOnReselect = bitLShift(1, 5), -- Disable clearing selection when clicking/selecting an already selected item. BoxSelect1d = bitLShift(1, 6), -- Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space. BoxSelect2d = bitLShift(1, 7), -- Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items. BoxSelectNoScroll = bitLShift(1, 8), -- Disable scrolling when box-selecting and moving mouse near edges of scope. ClearOnEscape = bitLShift(1, 9), -- Clear selection when pressing Escape while scope is focused. ClearOnClickVoid = bitLShift(1, 10), -- Clear selection when clicking on empty location within scope. ScopeWindow = bitLShift(1, 11), -- Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window. ScopeRect = bitLShift(1, 12), -- Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window. SelectOnAuto = bitLShift(1, 13), -- Apply selection on mouse down when clicking on unselected item, on mouse up when clicking on selected item. (Default) SelectOnClickAlways = bitLShift(1, 14), -- Apply selection on mouse down when clicking on any items. Prevents Drag and Drop from being used on multiple-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. (Excel style behavior) SelectOnClickRelease = bitLShift(1, 15), -- Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection. --RangeSelect2d = bitLShift(1, 15), -- Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does. NavWrapX = bitLShift(1, 16), -- [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one. NoSelectOnRightClick = bitLShift(1, 17), -- Disable default right-click processing, which selects item on mouse down, and is designed for context-menus. CheckboxMode_ = bitLShift(1, 20), -- [Internal] } ImGuiMultiSelectFlags.SelectOnMask_ = bit32.bor(ImGuiMultiSelectFlags.SelectOnAuto, ImGuiMultiSelectFlags.SelectOnClickAlways, ImGuiMultiSelectFlags.SelectOnClickRelease) ImGuiMultiSelectFlags.SelectOnClick = ImGuiMultiSelectFlags.SelectOnAuto -- RENAMED in 1.92.6 -- Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). -- This mainly contains a list of selection requests. -- - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. -- - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) -- - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. --- @class ImGuiMultiSelectIO --- @field Requests ImVector # ms:w, app:r / ms:w app:r // Requests to apply to your selection data. (1-based .Data) --- @field RangeSrcItem ImGuiSelectionUserData # ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper:IncludeItemByIndex() to ensure it is submitted. --- @field NavIdItem ImGuiSelectionUserData # ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). --- @field NavIdSelected bool # ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). --- @field RangeSrcReset bool # app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). --- @field ItemsCount int # ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. -- Selection request type --- @enum ImGuiSelectionRequestType ImGuiSelectionRequestType = { None = 0, SetAll = 1, -- Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index) SetRange = 2, -- Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false. } -- Selection request item --- @class ImGuiSelectionRequest --- @field Type ImGuiSelectionRequestType # ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. --- @field Selected bool # ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) --- @field RangeDirection int # / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. --- @field RangeFirstItem ImGuiSelectionUserData # / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). --- @field RangeLastItem ImGuiSelectionUserData # / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! function ImGuiSelectionRequest() return { Type = 0 --[[ImGuiSelectionRequestType.None]], Selected = false, RangeDirection = 0, RangeFirstItem = -1, RangeLastItem = -1 } end -- [Port] ImVector copy function: push_back() copies fields into the preallocated element (C++ copies by value), -- so callers can push a reused scratch request without allocating. function ImGuiSelectionRequest_Copy(t, k, v) local dst = t[k] dst.Type = v.Type; dst.Selected = v.Selected; dst.RangeDirection = v.RangeDirection; dst.RangeFirstItem = v.RangeFirstItem; dst.RangeLastItem = v.RangeLastItem end --- @return ImGuiMultiSelectIO function ImGuiMultiSelectIO() return { Requests = ImVector(ImGuiSelectionRequest, ImGuiSelectionRequest_Copy), RangeSrcItem = -1, NavIdItem = -1, NavIdSelected = false, RangeSrcReset = false, ItemsCount = 0 } end -- ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage: see [SECTION] Widgets: Multi-Select helpers in imgui_widgets.lua -- (constructors and methods are defined there, like upstream's out-of-line definitions in imgui_widgets.cpp). --- @class ImGuiSettingsHandler --- Fns take (ctx, handler, ...) like upstream. ReadOpenFn(ctx, handler, name) returns entry; ReadLineFn(ctx, handler, entry, line); --- WriteAllFn(ctx, handler, buf: ImGuiTextBuffer) 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_love.lua'] = function() --- Dear ImGui backend for LÖVE (11.x, LuaJIT). Platform (input, clipboard, cursors, IME) + renderer (Mesh per draw list). --- Built into build/imgui_love.lua by `python3 tools/bundle.py --target love`. --- Usage (see examples/example_love/main.lua): --- love.load: ImGui.CreateContext(); ImGui_ImplLove.Init({ root = "/" }) --- love.update: ImGui_ImplLove.NewFrame(); ImGui.NewFrame(); ...your UI...; ImGui.Render() --- love.draw: ImGui_ImplLove.RenderDrawData(ImGui.GetDrawData()) --- forward love.mousemoved/mousepressed/mousereleased/wheelmoved/keypressed/keyreleased/textinput to ImGui_ImplLove.* -- [SECTION] COMPAT (Luau stdlib for LuaJIT). tools/bundle.py --target love runs this section before the library. --@compat-begin local ffi = require("ffi") local floor = math.floor -- Luau standard library pieces the port uses, for LuaJIT (LÖVE). Prepended by `tools/bundle.py --target love` only: -- the Roblox build uses Luau's native bit32/buffer/table/utf8 and never sees this file. local bit = require("bit") local TWO32 = 4294967296 -- bit32: unsigned 32-bit results like Luau/Lua 5.2 (LuaJIT's `bit` returns signed values) if not bit32 then local band, bor, bxor, bnot, lshift, rshift, arshift, tobit = bit.band, bit.bor, bit.bxor, bit.bnot, bit.lshift, bit.rshift, bit.arshift, bit.tobit local function u(x) return x % TWO32 end local function t(x) return tobit(x % TWO32) end -- any number -> int32 (bit.* wraps doubles >= 2^31 unreliably) bit32 = {} function bit32.band(a, b, ...) if a == nil then return TWO32 - 1 end if b == nil then return u(t(a)) end local r = band(t(a), t(b)) if ... ~= nil then for i = 1, select("#", ...) do r = band(r, t((select(i, ...)))) end end return u(r) end function bit32.bor(a, b, ...) if a == nil then return 0 end if b == nil then return u(t(a)) end local r = bor(t(a), t(b)) if ... ~= nil then for i = 1, select("#", ...) do r = bor(r, t((select(i, ...)))) end end return u(r) end function bit32.bxor(a, b, ...) if a == nil then return 0 end if b == nil then return u(t(a)) end local r = bxor(t(a), t(b)) if ... ~= nil then for i = 1, select("#", ...) do r = bxor(r, t((select(i, ...)))) end end return u(r) end function bit32.bnot(a) return u(bnot(t(a))) end function bit32.lshift(a, n) if n >= 32 or n <= -32 then return 0 end if n < 0 then return u(rshift(t(a), -n)) end return u(lshift(t(a), n)) end function bit32.rshift(a, n) if n >= 32 or n <= -32 then return 0 end if n < 0 then return u(lshift(t(a), -n)) end return u(rshift(t(a), n)) end function bit32.arshift(a, n) if n >= 32 then n = 31 end return u(arshift(t(a), n)) end function bit32.btest(...) return bit32.band(...) ~= 0 end function bit32.extract(n, field, width) width = width or 1; return u(band(rshift(t(n), field), 2 ^ width - 1)) end end -- buffer: fixed-size byte buffers (subset used by the port), on FFI memory. Little-endian like Luau. if not buffer then ffi.cdef("void *memmove(void *dst, const void *src, size_t n); void *memset(void *s, int c, size_t n);") local C = ffi.C local u8p, u32p, f64p = ffi.typeof("uint8_t*"), ffi.typeof("uint32_t*"), ffi.typeof("double*") buffer = {} function buffer.create(n) local mem = ffi.new("uint8_t[?]", math.max(n, 1)) -- zero-filled return { p = ffi.cast(u8p, mem), n = n, mem = mem } end function buffer.len(b) return b.n end function buffer.readu8(b, o) return b.p[o] end function buffer.writeu8(b, o, v) b.p[o] = v end function buffer.readu32(b, o) return ffi.cast(u32p, b.p + o)[0] end function buffer.writeu32(b, o, v) ffi.cast(u32p, b.p + o)[0] = v % TWO32 end function buffer.readf64(b, o) return ffi.cast(f64p, b.p + o)[0] end function buffer.writef64(b, o, v) ffi.cast(f64p, b.p + o)[0] = v end function buffer.readstring(b, o, n) return ffi.string(b.p + o, n) end function buffer.writestring(b, o, s, n) ffi.copy(b.p + o, s, n or #s) end function buffer.copy(dst, doff, src, soff, n) soff = soff or 0 n = n or (src.n - soff) if n > 0 then C.memmove(dst.p + doff, src.p + soff, n) end end function buffer.fill(b, o, v, n) n = n or (b.n - o); if n > 0 then C.memset(b.p + o, v, n) end end function buffer.tostring(b) return ffi.string(b.p, b.n) end function buffer.fromstring(s) local b = buffer.create(#s); ffi.copy(b.p, s, #s); return b end end -- table / math / utf8 additions from Luau / Lua 5.3 do local ok, clear = pcall(require, "table.clear") table.clear = table.clear or (ok and clear) or function(t) for k in pairs(t) do t[k] = nil end end table.unpack = table.unpack or unpack table.find = table.find or function(t, v, init) for i = init or 1, #t do if t[i] == v then return i end end end table.move = table.move or function(a1, f, e, t, a2) a2 = a2 or a1 if e >= f then if t > f or t > e or a1 ~= a2 then for i = 0, e - f do a2[t + i] = a1[f + i] end else for i = e - f, 0, -1 do a2[t + i] = a1[f + i] end end end return a2 end math.pow = math.pow or function(a, b) return a ^ b end end if not utf8 then utf8 = { charpattern = "[\0-\x7F\xC2-\xFD][\x80-\xBF]*" } function utf8.char(...) local out = {} for i = 1, select("#", ...) do local c = select(i, ...) if c < 0x80 then out[#out + 1] = string.char(c) elseif c < 0x800 then out[#out + 1] = string.char(0xC0 + floor(c / 64), 0x80 + c % 64) elseif c < 0x10000 then out[#out + 1] = string.char(0xE0 + floor(c / 4096), 0x80 + floor(c / 64) % 64, 0x80 + c % 64) else out[#out + 1] = string.char(0xF0 + floor(c / 262144), 0x80 + floor(c / 4096) % 64, 0x80 + floor(c / 64) % 64, 0x80 + c % 64) end end return table.concat(out) end local function decode(s, i) local c = s:byte(i) if not c then return nil end if c < 0x80 then return c, 1 end if c < 0xE0 then return (c % 32) * 64 + s:byte(i + 1) % 64, 2 end if c < 0xF0 then return (c % 16) * 4096 + (s:byte(i + 1) % 64) * 64 + s:byte(i + 2) % 64, 3 end return (c % 8) * 262144 + (s:byte(i + 1) % 64) * 4096 + (s:byte(i + 2) % 64) * 64 + s:byte(i + 3) % 64, 4 end function utf8.codes(s) local i = 1 return function() if i > #s then return nil end local c, n = decode(s, i) local p = i; i = i + n return p, c end end function utf8.codepoint(s, i, j) i = i or 1; j = j or i local out = {} while i <= j do local c, n = decode(s, i); out[#out + 1] = c; i = i + n end return unpack(out) end function utf8.len(s) local n = 0; for _ in utf8.codes(s) do n = n + 1 end return n end function utf8.offset(s, n, i) i = i or (n >= 0 and 1 or #s + 1) if n > 0 then n = n - 1 while n > 0 and i <= #s do i = i + 1; while i <= #s and s:byte(i) >= 0x80 and s:byte(i) < 0xC0 do i = i + 1 end; n = n - 1 end if n > 0 then return nil end return i end return i end end --@compat-end local floor, min = math.floor, math.min local ImGui_ImplLOVE_GetBackendData local CURSOR_MAP = { [ImGuiMouseCursor.Arrow] = "arrow", [ImGuiMouseCursor.TextInput] = "ibeam", [ImGuiMouseCursor.ResizeAll] = "sizeall", [ImGuiMouseCursor.ResizeNS] = "sizens", [ImGuiMouseCursor.ResizeEW] = "sizewe", [ImGuiMouseCursor.ResizeNESW] = "sizenesw", [ImGuiMouseCursor.ResizeNWSE] = "sizenwse", [ImGuiMouseCursor.Hand] = "hand", [ImGuiMouseCursor.Wait] = "wait", [ImGuiMouseCursor.Progress] = "waitarrow", [ImGuiMouseCursor.NotAllowed] = "no", } local KEY_MAP = { ["return"] = ImGuiKey.Enter, ["escape"] = ImGuiKey.Escape, ["backspace"] = ImGuiKey.Backspace, ["tab"] = ImGuiKey.Tab, ["space"] = ImGuiKey.Space, ["kpenter"] = ImGuiKey.KeypadEnter, ["up"] = ImGuiKey.UpArrow, ["down"] = ImGuiKey.DownArrow, ["left"] = ImGuiKey.LeftArrow, ["right"] = ImGuiKey.RightArrow, ["home"] = ImGuiKey.Home, ["end"] = ImGuiKey.End, ["pageup"] = ImGuiKey.PageUp, ["pagedown"] = ImGuiKey.PageDown, ["insert"] = ImGuiKey.Insert, ["delete"] = ImGuiKey.Delete, ["lctrl"] = ImGuiKey.LeftCtrl, ["rctrl"] = ImGuiKey.RightCtrl, ["lshift"] = ImGuiKey.LeftShift, ["rshift"] = ImGuiKey.RightShift, ["lalt"] = ImGuiKey.LeftAlt, ["ralt"] = ImGuiKey.RightAlt, ["lgui"] = ImGuiKey.LeftSuper, ["rgui"] = ImGuiKey.RightSuper, ["-"] = ImGuiKey.Minus, ["="] = ImGuiKey.Equal, ["["] = ImGuiKey.LeftBracket, ["]"] = ImGuiKey.RightBracket, [";"] = ImGuiKey.Semicolon, ["'"] = ImGuiKey.Apostrophe, [","] = ImGuiKey.Comma, ["."] = ImGuiKey.Period, ["/"] = ImGuiKey.Slash, ["\\"] = ImGuiKey.Backslash, ["`"] = ImGuiKey.GraveAccent, } for i = 0, 9 do KEY_MAP[tostring(i)] = ImGuiKey["K" .. i]; KEY_MAP["kp" .. i] = ImGuiKey["Keypad" .. i] end for i = 1, 12 do KEY_MAP["f" .. i] = ImGuiKey["F" .. i] end for c in ("abcdefghijklmnopqrstuvwxyz"):gmatch(".") do KEY_MAP[c] = ImGuiKey[c:upper()] end local function UpdateKeyModifiers() local io = ImGui.GetIO() io:AddKeyEvent(4096 --[[ImGuiMod_Ctrl]], love.keyboard.isDown("lctrl", "rctrl")) io:AddKeyEvent(8192 --[[ImGuiMod_Shift]], love.keyboard.isDown("lshift", "rshift")) io:AddKeyEvent(16384 --[[ImGuiMod_Alt]], love.keyboard.isDown("lalt", "ralt")) io:AddKeyEvent(32768 --[[ImGuiMod_Super]], love.keyboard.isDown("lgui", "rgui")) end function ImGui_ImplLOVE_GetBackendData() return ImGui.GetCurrentContext() and ImGui.GetIO().BackendPlatformUserData or nil end local function UpdateMonitors(w, h) local platform_io = ImGui.GetPlatformIO() platform_io.Monitors:resize(0) local m = ImGuiPlatformMonitor() ImVec2_Copy(m.MainSize, ImVec2(w, h)) ImVec2_Copy(m.WorkSize, ImVec2(w, h)) platform_io.Monitors:push_back(m) end --------------------------------------------------------- -- PLATFORM DATA & CALLBACKS --------------------------------------------------------- local function PlatformSetImeData(ctx, vp, data) if data.WantVisible or data.WantTextInput then love.keyboard.setTextInput(true, data.InputPos.x, data.InputPos.y, 1, data.InputLineHeight) else love.keyboard.setTextInput(false) end end local function PlatformSetClipboardText(ctx, text) love.system.setClipboardText(text) end local function PlatformGetClipboardText(ctx) return love.system.getClipboardText() end local function PlatformOpenInShell(ctx, path) return love.system.openURL(path) end --------------------------------------------------------- -- FILE SYSTEM: love.filesystem (game folder), then io.open( .. path) so fonts/ etc. load from the repo --------------------------------------------------------- local function ReadFile(filename) local data = love.filesystem.getInfo(filename) and love.filesystem.read(filename) if data then return data end local bd = ImGui_ImplLOVE_GetBackendData() local f = io.open(((bd and bd.Root) or "") .. filename, "rb") if not f then return nil end data = f:read("*a"); f:close() return data end function ImStd.ImFileOpen(filename, mode) local data = ReadFile(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 --------------------------------------------------------- -- TEXTURES --------------------------------------------------------- local function CopyToImageData(tex, x, y, w, h) local img = love.image.newImageData(w, h, "rgba8") local dst = ffi.cast("uint8_t*", img:getFFIPointer()) local bpp = tex.BytesPerPixel for row = 0, h - 1 do local src, base = tex:GetPixelsAt(x, y + row) local d = row * w * 4 if bpp == 4 then for i = 0, w * 4 - 1 do dst[d + i] = src[base + i] end else -- Alpha8: white with alpha for i = 0, w - 1 do local o = d + i * 4 dst[o], dst[o + 1], dst[o + 2], dst[o + 3] = 255, 255, 255, src[base + i] end end end return img end function ImGui_ImplLOVE_UpdateTexture(tex) local bd = ImGui_ImplLOVE_GetBackendData() if tex.Status == 2 --[[ImTextureStatus.WantCreate]] then local data = CopyToImageData(tex, 0, 0, tex.Width, tex.Height) local image = love.graphics.newImage(data) image:setFilter("nearest", "nearest") bd.TextureCount = bd.TextureCount + 1 bd.Textures[bd.TextureCount] = image tex.BackendUserData = bd.TextureCount tex:SetTexID(bd.TextureCount) tex:SetStatus(0 --[[ImTextureStatus.OK]]) elseif tex.Status == 3 --[[ImTextureStatus.WantUpdates]] then local image = bd.Textures[tex.BackendUserData] for _, r in tex.Updates:iter() do local data = CopyToImageData(tex, r.x, r.y, r.w, r.h) image:replacePixels(data, nil, 1, r.x, r.y, false) data:release() end tex:SetStatus(0 --[[ImTextureStatus.OK]]) elseif tex.Status == 4 --[[ImTextureStatus.WantDestroy]] then local image = tex.BackendUserData and bd.Textures[tex.BackendUserData] if image then image:release(); bd.Textures[tex.BackendUserData] = nil end tex.BackendUserData = nil tex:SetTexID((-1) --[[ImTextureID_Invalid]]) tex:SetStatus(1 --[[ImTextureStatus.Destroyed]]) end end --- User texture from RGBA8 pixels (a `buffer` of w*h*4 bytes, or a love ImageData). Returns an ImTextureRef. function ImGui_ImplLOVE_CreateTexture(pixels, w, h) local bd = ImGui_ImplLOVE_GetBackendData() local data = pixels if type(pixels) == "table" and pixels.p then data = love.image.newImageData(w, h, "rgba8") ffi.copy(data:getFFIPointer(), pixels.p, w * h * 4) end bd.TextureCount = bd.TextureCount + 1 bd.Textures[bd.TextureCount] = love.graphics.newImage(data) return ImTextureRef(bd.TextureCount) end function ImGui_ImplLOVE_DestroyTexture(tex_ref) local bd = ImGui_ImplLOVE_GetBackendData() local image = bd.Textures[tex_ref._TexID] if image then image:release(); bd.Textures[tex_ref._TexID] = nil end end --------------------------------------------------------- -- RENDERING: one streamed Mesh per draw list; vertices converted from the port's flat VtxBuffer (f64 x, y, u, v, -- u32 col; 36 bytes) to LÖVE's float x, y, u, v + byte rgba (20 bytes); indices -> 0-based uint32 vertex map. --------------------------------------------------------- ffi.cdef("typedef struct { float x, y, u, v; uint8_t r, g, b, a; } ImGuiLoveVertex;") local VERTEX_FORMAT = { { "VertexPosition", "float", 2 }, { "VertexTexCoord", "float", 2 }, { "VertexColor", "byte", 4 } } local vtx_ct, u32p, f64p = ffi.typeof("ImGuiLoveVertex*"), ffi.typeof("uint32_t*"), ffi.typeof("double*") local function GetMesh(bd, draw_list, nvtx, nidx) local m = bd.Meshes[draw_list] if not m or m.VtxCap < nvtx or m.IdxCap < nidx then local vcap = math.max(nvtx, m and m.VtxCap * 2 or 256) local icap = math.max(nidx, m and m.IdxCap * 2 or 512) if m then m.Mesh:release() end m = { Mesh = love.graphics.newMesh(VERTEX_FORMAT, vcap, "triangles", "stream"), VtxData = love.data.newByteData(vcap * 20), IdxData = love.data.newByteData(icap * 4), VtxCap = vcap, IdxCap = icap, } bd.Meshes[draw_list] = m end m.Used = bd.FrameNo return m end function ImGui_ImplLOVE_RenderDrawData(draw_data) local bd = ImGui_ImplLOVE_GetBackendData() if draw_data.Textures ~= nil then for _, tex in draw_data.Textures:iter() do if tex.Status ~= 0 --[[ImTextureStatus.OK]] then ImGui_ImplLOVE_UpdateTexture(tex) end end end local fb_w, fb_h = draw_data.DisplaySize.x, draw_data.DisplaySize.y if fb_w <= 0 or fb_h <= 0 then return end bd.FrameNo = bd.FrameNo + 1 love.graphics.push("all") love.graphics.setBlendMode("alpha", "alphamultiply") love.graphics.setColor(1, 1, 1, 1) local ox, oy = draw_data.DisplayPos.x, draw_data.DisplayPos.y love.graphics.translate(-ox, -oy) for _, draw_list in draw_data.CmdLists:iter() do local nvtx, nidx = draw_list.VtxBuffer.Size, draw_list.IdxBuffer.Size if nvtx > 0 and nidx > 0 then local m = GetMesh(bd, draw_list, nvtx, nidx) local base = draw_list.VtxBuffer.Buf.p local srcu = ffi.cast(u32p, base) local dst = ffi.cast(vtx_ct, m.VtxData:getFFIPointer()) for i = 0, nvtx - 1 do local v, src = dst[i], ffi.cast(f64p, base + i * 36) -- 36-byte stride: cast per vertex v.x, v.y, v.u, v.v = src[0], src[1], src[2], src[3] local c = srcu[i * 9 + 8] v.r, v.g, v.b, v.a = c % 256, floor(c / 256) % 256, floor(c / 65536) % 256, floor(c / 16777216) end m.Mesh:setVertices(m.VtxData, 1, nvtx) -- vertex map: per command, 0-based vertex = VtxOffset + idx - 1 (port indices are 1-based) local map = ffi.cast(u32p, m.IdxData:getFFIPointer()) local idx = draw_list.IdxBuffer.Data for _, pcmd in draw_list.CmdBuffer:iter() do local vo = pcmd.VtxOffset for i = pcmd.IdxOffset + 1, pcmd.IdxOffset + pcmd.ElemCount do map[i - 1] = vo + idx[i] - 1 end end m.Mesh:setVertexMap(m.IdxData, "uint32") for _, pcmd in draw_list.CmdBuffer:iter() do if pcmd.UserCallback ~= nil then pcmd.UserCallback(draw_list, pcmd) elseif pcmd.ElemCount > 0 then local c = pcmd.ClipRect local x0, y0 = math.max(c.x - ox, 0), math.max(c.y - oy, 0) local x1, y1 = min(c.z - ox, fb_w), min(c.w - oy, fb_h) if x1 > x0 and y1 > y0 then love.graphics.setScissor(x0, y0, x1 - x0, y1 - y0) m.Mesh:setTexture(bd.Textures[pcmd:GetTexID()]) m.Mesh:setDrawRange(pcmd.IdxOffset + 1, pcmd.ElemCount) love.graphics.draw(m.Mesh) end end end end end -- free meshes of draw lists that went away for dl, m in pairs(bd.Meshes) do if bd.FrameNo - m.Used > 120 then m.Mesh:release(); bd.Meshes[dl] = nil end end love.graphics.setScissor() love.graphics.pop() end --------------------------------------------------------- -- LIFECYCLE --------------------------------------------------------- --- opts.root: path prefix for files not in the LÖVE game folder (e.g. the repo root, for fonts/) function ImGui_ImplLOVE_Init(opts) opts = opts or {} local io = ImGui.GetIO() local bd = { Time = love.timer.getTime(), Root = opts.root or "", Textures = {}, TextureCount = 0, Meshes = {}, FrameNo = 0 } io.BackendPlatformUserData = bd io.BackendFlags = bit32.bor(io.BackendFlags, 16 --[[ImGuiBackendFlags.RendererHasTextures]], 8 --[[ImGuiBackendFlags.RendererHasVtxOffset]], 2 --[[ImGuiBackendFlags.HasMouseCursors]]) local platform_io = ImGui.GetPlatformIO() platform_io.Platform_SetImeDataFn = PlatformSetImeData platform_io.Platform_SetClipboardTextFn = PlatformSetClipboardText platform_io.Platform_GetClipboardTextFn = PlatformGetClipboardText platform_io.Platform_OpenInShellFn = PlatformOpenInShell local w, h = love.graphics.getDimensions() UpdateMonitors(w, h) love.keyboard.setKeyRepeat(true) end function ImGui_ImplLOVE_Shutdown() local io = ImGui.GetIO() local bd = ImGui_ImplLOVE_GetBackendData() for _, m in pairs(bd.Meshes) do m.Mesh:release() end for _, t in pairs(bd.Textures) do t:release() end io.BackendPlatformUserData = nil io.BackendFlags = bit32.band(io.BackendFlags, bit32.bnot(bit32.bor(16 --[[ImGuiBackendFlags.RendererHasTextures]], 8 --[[ImGuiBackendFlags.RendererHasVtxOffset]], 2 --[[ImGuiBackendFlags.HasMouseCursors]]))) end function ImGui_ImplLOVE_NewFrame() local io = ImGui.GetIO() local bd = ImGui_ImplLOVE_GetBackendData() local w, h = love.graphics.getDimensions() if w ~= bd.ScreenW or h ~= bd.ScreenH then bd.ScreenW, bd.ScreenH = w, h; UpdateMonitors(w, h) end ImVec2_CopyV(io.DisplaySize, w, h) local now = love.timer.getTime() io.DeltaTime = (now > bd.Time) and (now - bd.Time) or (1.0 / 60.0) bd.Time = now if bit32.band(io.ConfigFlags, 32 --[[ImGuiConfigFlags.NoMouseCursorChange]]) == 0 then local cursor = ImGui.GetMouseCursor() if cursor ~= bd.LastCursor then bd.LastCursor = cursor local name = CURSOR_MAP[cursor] love.mouse.setVisible(cursor ~= (-1) --[[ImGuiMouseCursor.None]] and not io.MouseDrawCursor) love.mouse.setCursor(name and love.mouse.getSystemCursor(name) or nil) end end end --------------------------------------------------------- -- LÖVE EVENT HOOKS (forward from love.* callbacks) --------------------------------------------------------- local MOUSE_BUTTONS = { [1] = 0, [2] = 1, [3] = 2, [4] = 3, [5] = 4 } -- LÖVE: 1 left, 2 right, 3 middle local function MouseMoved(x, y) local io = ImGui.GetIO() io:AddMouseSourceEvent(0 --[[ImGuiMouseSource.Mouse]]) io:AddMousePosEvent(x, y) end local function MousePressed(x, y, button) local b = MOUSE_BUTTONS[button] if b then local io = ImGui.GetIO(); io:AddMouseSourceEvent(0 --[[ImGuiMouseSource.Mouse]]); io:AddMouseButtonEvent(b, true) end end local function MouseReleased(x, y, button) local b = MOUSE_BUTTONS[button] if b then ImGui.GetIO():AddMouseButtonEvent(b, false) end end local function WheelMoved(x, y) ImGui.GetIO():AddMouseWheelEvent(-x, y) end local function KeyPressed(key) UpdateKeyModifiers() local k = KEY_MAP[key] if k then ImGui.GetIO():AddKeyEvent(k, true) end end local function KeyReleased(key) UpdateKeyModifiers() local k = KEY_MAP[key] if k then ImGui.GetIO():AddKeyEvent(k, false) end end local function TextInput(text) local io = ImGui.GetIO() for _, c in utf8.codes(text) do io:AddInputCharacter(c) end end local function Focus(f) ImGui.GetIO():AddFocusEvent(f) end --- True when ImGui wants the mouse / keyboard (don't pass the event to your game) local function WantCaptureMouse() return ImGui.GetIO().WantCaptureMouse end local function WantCaptureKeyboard() return ImGui.GetIO().WantCaptureKeyboard end ImGui_ImplLove = { Init = ImGui_ImplLOVE_Init, Shutdown = ImGui_ImplLOVE_Shutdown, NewFrame = ImGui_ImplLOVE_NewFrame, RenderDrawData = ImGui_ImplLOVE_RenderDrawData, CreateTexture = ImGui_ImplLOVE_CreateTexture, DestroyTexture = ImGui_ImplLOVE_DestroyTexture, MouseMoved = MouseMoved, MousePressed = MousePressed, MouseReleased = MouseReleased, WheelMoved = WheelMoved, KeyPressed = KeyPressed, KeyReleased = KeyReleased, TextInput = TextInput, Focus = Focus, WantCaptureMouse = WantCaptureMouse, WantCaptureKeyboard = WantCaptureKeyboard, } return true end __FILES['imgui_internal.lua'] = function() -- dear imgui, v1.93.0 WIP -- (internal structures/api) -- You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. -- Index of this file: -- -- [SECTION] Context pointer -- [SECTION] Macros -- [SECTION] Generic helpers -- [SECTION] ImDrawList support -- [SECTION] Style support -- [SECTION] Data types support -- [SECTION] Widgets support: flags, enums, data structures -- [SECTION] Popup support -- [SECTION] Inputs support -- [SECTION] Navigation support -- [SECTION] Viewport support -- [SECTION] Settings support -- [SECTION] Localization support -- [SECTION] Metrics, Debug tools -- [SECTION] ImGuiContext (main imgui context) -- [SECTION] ImGuiWindowTempData, ImGuiWindow -- [SECTION] Tab bar, Tab item support -- [SECTION] ImGui internal API -- [SECTION] ImFontLoader -- [SECTION] ImFontAtlas internal API -- -- PORT: the order of declarations in this file does not strictly follow upstream's imgui_internal.h. --- @meta local type = type -- [Luau] builtin (FASTCALL); ImGui._GetTypeFunc() kept for compatibility 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 -- Helper: ImPool<> -- Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, -- Indexes have the same lifetime as the associated object. --- 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` ------------------------------------------------------------------------------- -- [SECTION] Context pointer -- See implementation of this variable in imgui.cpp for comments and details. ------------------------------------------------------------------------------- --- @type ImGuiContext? local GImGui -- Current implicit context pointer -- 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() ------------------------------------------------------------------------------- -- [SECTION] Macros ------------------------------------------------------------------------------- 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 -- Time before the highlight and screen dimming starts fading in NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10 -- Time to highlight an item activated by a shortcut. NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY = 0.60 -- Time to hold activation button (e.g. FaceDown) to turn the activation into a text input. IM_PI = math.pi ------------------------------------------------------------------------------- -- [SECTION] Generic helpers -- Note that the ImXXX helpers functions are lower-level than ImGui functions. -- ImGui functions or the ImGui context are never called/used from other ImXXX functions. ------------------------------------------------------------------------------- -- Helpers: Maths -- - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) ImPow = math.pow -- DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision ImLog = math.log -- DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision 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 -- - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double --- @overload fun(lhs: number, rhs: number): number --- @overload fun(lhs: ImVec2, rhs: ImVec2): ImVec2 --- @overload fun(lhs: number, rhs: number): number --- @overload fun(lhs: ImVec2, rhs: ImVec2): ImVec2 -- Helpers: Sorting --- @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 --- @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 --- @overload fun(v: float): float --- @overload fun(v: ImVec2): ImVec2 ImTrunc64 = _Trunc -- Consider using the bit-hack version (search for "0x1p120f"). --- @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 -- Positive values only! -- Decent replacement for floorf() -- [Luau] upstream: (int)f truncates, -1 for negatives == math.floor -- Helpers: Bit manipulation --- @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 --- @param x float --- @return float # Sign operator - returns -1, 0 or 1 based on sign of argument function ImSign(x) if x < 0.0 then return -1.0 elseif x > 0.0 then return 1.0 end return 0.0 end function ImLinearRemapClamp(s0, s1, d0, d1, x) return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0 end --- @param c int # byte --- @return int function ImToUpper(c) if c >= 97 and c <= 122 then return bit32.band(c, bit32.bnot(32)) end return c end IM_F32_TO_INT8_UNBOUND = function(val) return math.floor(val * 255.0 + (val >= 0 and 0.5 or -0.5)) end -- Unsaturated, for display purpose IM_F32_TO_INT8_SAT = function(val) return math.floor(ImSaturate(val) * 255.0 + 0.5) end -- Saturated, always output 0..255 --- @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 -- Stacked color modifier, backup of modified data so we can restore it --- @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 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 -- ImDrawList: Lookup tables IM_DRAWLIST_ARCFAST_TABLE_SIZE = 48 -- Number of samples in adaptive arc drawing lookup table. IM_DRAWLIST_ARCFAST_SAMPLE_MAX = IM_DRAWLIST_ARCFAST_TABLE_SIZE -- Sample index _PathArcToFastEx() for 360 angle. -- Macros used by Recoverable Error handling -- - Only dispatch error if _EXPR: evaluate as assert (similar to an assert macro). -- - The message will always be a string literal, in order to increase likelihood of being display by an assert handler. -- - See 'Demo->Configuration->Error Handling' and ImGuiIO definitions for details on error handling. -- - Read https://github.com/ocornut/imgui/wiki/Error-Handling for details on error handling. -- Upstream: `if (!(expr) && ErrorLog(msg)) IM_ASSERT(0)`. ErrorLog() returns io.ConfigErrorRecoveryEnableAssert. function IM_ASSERT_USER_ERROR(_EXPR, _MSG) if not (_EXPR) or (_EXPR) == 0 then if not ImGui.ErrorLog or ImGui.ErrorLog(_MSG) then error(_MSG, 2) end end end -- Recoverable User Error function IM_ASSERT_USER_ERROR_RET(_EXPR, _MSG) if not (_EXPR) or (_EXPR) == 0 then error(_MSG, 2) end end -- Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. local function DebugLogIf(flag, fmt, ...) local g = GImGui if g and bitAnd(g.DebugLogFlags, flag) ~= 0 then ImGui.DebugLog(fmt, ...) end end function IMGUI_DEBUG_LOG_ACTIVEID(...) DebugLogIf(2 --[[ImGuiDebugLogFlags.EventActiveId]], ...) end function IMGUI_DEBUG_LOG_POPUP(...) DebugLogIf(8 --[[ImGuiDebugLogFlags.EventPopup]], ...) end function IMGUI_DEBUG_LOG_FONT(...) DebugLogIf(256 --[[ImGuiDebugLogFlags.EventFont]], ...) end -- Called from ImFontAtlas function which may operate without a context. function IMGUI_DEBUG_LOG_VIEWPORT(...) DebugLogIf(2048 --[[ImGuiDebugLogFlags.EventViewport]], ...) end function IMGUI_DEBUG_LOG_FOCUS(...) DebugLogIf(4 --[[ImGuiDebugLogFlags.EventFocus]], ...) end function IMGUI_DEBUG_LOG_NAV(...) DebugLogIf(16 --[[ImGuiDebugLogFlags.EventNav]], ...) end function IMGUI_DEBUG_LOG_IO(...) DebugLogIf(128 --[[ImGuiDebugLogFlags.EventIO]], ...) end function IMGUI_DEBUG_LOG_INPUTROUTING(...) DebugLogIf(512 --[[ImGuiDebugLogFlags.EventInputRouting]], ...) end function IMGUI_DEBUG_LOG_TABLE(...) DebugLogIf(4096 --[[ImGuiDebugLogFlags.EventTable]], ...) end function IMGUI_DEBUG_LOG_DOCKING(...) DebugLogIf(1024 --[[ImGuiDebugLogFlags.EventDocking]], ...) end function IMGUI_DEBUG_LOG_SELECTION(...) DebugLogIf(64 --[[ImGuiDebugLogFlags.EventSelection]], ...) end function IMGUI_DEBUG_LOG_CLIPPER(...) DebugLogIf(32 --[[ImGuiDebugLogFlags.EventClipper]], ...) end function IMGUI_DEBUG_LOG_ERROR(...) DebugLogIf(1 --[[ImGuiDebugLogFlags.EventError]], ...) end --- @alias ImGuiSelectionUserData any ImGuiSelectionUserData_Invalid = -1 -- Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. ImGuiKeyOwner_Any = 0 -- Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags.LockThisFrame or ImGuiInputFlags.LockUntilRelease. ImGuiKeyOwner_NoOwner = 4294967295 -- Require key to have no owner. ------------------------------------------------------------------------------- -- [SECTION] ImGui internal API -- No guarantee of forward compatibility here! ------------------------------------------------------------------------------- -- Inputs -- FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. --- @param button ImGuiMouseButton --- @return ImGuiKey function ImGui.MouseButtonToKey(button) assert(button >= 0 and button < 5 --[[ImGuiMouseButton.COUNT]]) return 656 --[[ImGuiKey.MouseLeft]] + button end --- @param key ImGuiKey function ImGui.IsNamedKey(key) return key >= 512 --[[ImGuiKey.NamedKey_BEGIN]] and key < 667 --[[ImGuiKey.NamedKey_END]] end --- @param key ImGuiKey function ImGui.IsKeyboardKey(key) return key >= 512 --[[ImGuiKey_Keyboard_BEGIN]] and key < 632 --[[ImGuiKey_Keyboard_END]] end --- @param key ImGuiKey function ImGui.IsGamepadKey(key) return key >= 632 --[[ImGuiKey_Gamepad_BEGIN]] and key < 656 --[[ImGuiKey_Gamepad_END]] end --- @param key ImGuiKey function ImGui.IsMouseKey(key) return key >= 656 --[[ImGuiKey_Mouse_BEGIN]] and key < 663 --[[ImGuiKey_Mouse_END]] end --- @param key ImGuiKey function ImGui.IsAliasKey(key) return key >= 656 --[[ImGuiKey_Aliases_BEGIN]] and key < 663 --[[ImGuiKey_Aliases_END]] end --- @param key ImGuiKey function ImGui.IsLRModKey(key) return key >= 527 --[[ImGuiKey.LeftCtrl]] and key <= 534 --[[ImGuiKey.RightSuper]] end --- @param key ImGuiKey --- @return bool function ImGui.IsNamedKeyOrMod(key) return (key >= 512 --[[ImGuiKey.NamedKey_BEGIN]] and key < 667 --[[ImGuiKey.NamedKey_END]]) or key == 4096 --[[ImGuiMod_Ctrl]] or key == 8192 --[[ImGuiMod_Shift]] or key == 16384 --[[ImGuiMod_Alt]] or key == 32768 --[[ImGuiMod_Super]] end --- @param key ImGuiKey --- @return ImGuiKey function ImGui.ConvertSingleModFlagToKey(key) if key == 4096 --[[ImGuiMod_Ctrl]] then return 663 --[[ImGuiKey.ReservedForModCtrl]] elseif key == 8192 --[[ImGuiMod_Shift]] then return 664 --[[ImGuiKey.ReservedForModShift]] elseif key == 16384 --[[ImGuiMod_Alt]] then return 665 --[[ImGuiKey.ReservedForModAlt]] elseif key == 32768 --[[ImGuiMod_Super]] then return 666 --[[ImGuiKey.ReservedForModSuper]] end return key end -- [EXPERIMENTAL] Low-Level: Key/Input Ownership -- - The idea is that instead of "eating" a given input, we can link to an owner id. -- - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). -- - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. -- - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). -- - Input ownership is automatically released on the frame after a key is released. Therefore: -- - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). -- - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). -- - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. -- - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. -- Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. --- @param ctx ImGuiContext --- @param key ImGuiKey function ImGui.GetKeyOwnerData(ctx, key) if bitAnd(key, 61440 --[[ImGuiMod_Mask_]]) ~= 0 then key = ImGui.ConvertSingleModFlagToKey(key) end assert(ImGui.IsNamedKey(key)) return ctx.KeysOwnerData[key - 512 --[[ImGuiKey.NamedKey_BEGIN]]] end -- This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) -- Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. --- @class ImGuiKeyOwnerData --- @return ImGuiKeyOwnerData --- @nodiscard function ImGuiKeyOwnerData() return { OwnerCurr = 4294967295 --[[ImGuiKeyOwner_NoOwner]], OwnerNext = 4294967295 --[[ImGuiKeyOwner_NoOwner]], LockThisFrame = false, -- Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags.LockThisFrame. LockUntilRelease = false -- Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags.LockUntilRelease. When this is true LockThisFrame is always true as well. } 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 window ImGuiWindow --- @param p ImVec2 --- @return ImVec2 --- @nodiscard function ImGui.WindowPosRelToAbs(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), -- On failed request, restart from opposite side LoopY = bitLShift(1, 1), WrapX = bitLShift(1, 2), -- On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) WrapY = bitLShift(1, 3), -- This is not super useful but provided for completeness AllowCurrentNavId = bitLShift(1, 4), -- Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) AlsoScoreVisibleSet = bitLShift(1, 5), -- Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) ScrollToEdgeY = bitLShift(1, 6), -- Force scrolling to min/max (used by Home/End) -- FIXME-NAV: Aim to remove or reword as ImGuiScrollFlags Forwarded = bitLShift(1, 7), DebugNoResult = bitLShift(1, 8), -- Dummy scoring for debug purpose, don't apply result FocusApi = bitLShift(1, 9), -- Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) IsTabbing = bitLShift(1, 10), -- == Focus + Activate if item is Inputable + DontChangeNavHighlight IsPageMove = bitLShift(1, 11), -- Identify a PageDown/PageUp request. Activate = bitLShift(1, 12), -- Activate/select target item. NoSelect = bitLShift(1, 13), -- Don't trigger selection by not setting g.NavJustMovedTo NoSetNavCursorVisible = bitLShift(1, 14), -- Do not alter the nav cursor visible state NoClearActiveId = bitLShift(1, 15), -- (Experimental) Do not clear active id when applying move result } ImGuiNavMoveFlags.WrapMask_ = bitOr(ImGuiNavMoveFlags.LoopX, ImGuiNavMoveFlags.LoopY, ImGuiNavMoveFlags.WrapX, ImGuiNavMoveFlags.WrapY) --- @enum ImGuiNavLayer ImGuiNavLayer = { Main = 0, -- Main scrolling layer Menu = 1, -- Menu layer (access with Alt) COUNT = 2 } ------------------------------------------------------------------------------- -- [SECTION] Widgets support: flags, enums, data structures ------------------------------------------------------------------------------- -- Extend ImGuiItemFlags -- - input: PushItemFlag() manipulates g.CurrentItemFlags, g.NextItemData.ItemFlags, ItemAdd() calls may add extra flags too. -- - output: stored in g.LastItemData.ItemFlags -- Controlled by user ImGuiItemFlags.ReadOnly = bitLShift(1, 11) -- false -- [ALPHA] Allow hovering interactions but underlying value is not changed. ImGuiItemFlags.MixedValue = bitLShift(1, 12) ImGuiItemFlags.NoWindowHoverableCheck = bitLShift(1, 13) -- false -- Disable hoverable check in ItemHoverable() ImGuiItemFlags.AllowOverlap = bitLShift(1, 14) -- false -- Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. ImGuiItemFlags.NoNavDisableMouseHover = bitLShift(1, 15) -- false -- Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false). ImGuiItemFlags.NoMarkEdited = bitLShift(1, 16) -- false -- Skip calling MarkItemEdited() ImGuiItemFlags.NoFocus = bitLShift(1, 17) -- false -- [EXPERIMENTAL: Not very well specced] Clicking doesn't take focus. Automatically sets ImGuiButtonFlags.NoFocus + ImGuiButtonFlags.NoNavFocus in ButtonBehavior(). -- Controlled by widget code ImGuiItemFlags.Inputable = bitLShift(1, 20) -- false -- [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. ImGuiItemFlags.HasSelectionUserData = bitLShift(1, 21) -- false -- Set by SetNextItemSelectionUserData() ImGuiItemFlags.IsMultiSelect = bitLShift(1, 22) -- false -- Set by SetNextItemSelectionUserData() ImGuiItemFlags.Default_ = bitOr(ImGuiItemFlags.AutoClosePopups, ImGuiItemFlags.LiveEditOnInputText) -- Please don't change, use PushItemFlag() instead. -- Helpers: High-level text functions (DO NOT USE!!! THIS IS A MINIMAL SUBSET OF LARGER UPCOMING CHANGES) --- @enum ImDrawTextFlags ImDrawTextFlags = { None = 0, CpuFineClip = bitLShift(1, 0), -- Must be == 1/true for legacy with 'bool cpu_fine_clip' arg to RenderText() WrapKeepBlanks = bitLShift(1, 1), StopOnNewLine = bitLShift(1, 2) } -- Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags. -- FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf() -- and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in. --- @enum ImGuiFocusRequestFlags ImGuiFocusRequestFlags = { None = 0, RestoreFocusedChild = bitLShift(1, 0), -- Find last focused child (if any) and focus it instead. UnlessBelowModal = bitLShift(1, 1) -- Do not set focus if the window is below a modal. } --- @enum ImGuiTextFlags ImGuiTextFlags = { None = 0, NoWidthForLargeClippedText = bitLShift(1, 0) } -- Character classification for word-wrapping logic --- @enum ImWcharClass ImWcharClass = { Blank = 0, Punct = 1, Other = 2 } -- Helper: ImVec1 (1D vector) -- (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) --- @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 -- Helper: ImRect (2D axis aligned bounding-box) -- NB: we can't rely on ImVec2 math operators being available here! --- @class ImRect --- @field [1] ImVec2 --- @field [2] ImVec2 --- @field Min ImVec2 # Upper-left --- @field Max ImVec2 # Lower-right local IM_RECT = {} setmetatable(IM_RECT, { __index = function(_, k) if k ~= "Min" and k ~= "Max" then error("ImRect: unknown key " .. tostring(k), 2) end end }) --- @param t ImRect --- @param k string IM_RECT.__index = IM_RECT -- [Luau] plain table: fast method lookup. Use r.Min / r.Max (numeric r[1]/r[2] are not supported) -- [Luau] Min/Max are named fields, so `r.Min = v` assigns the reference: use ImVec2_Copy(r.Min, v) to keep copy semantics IM_RECT.__newindex = function(t, k, v) assert(false, "ImRect: unknown field " .. tostring(k)) end --- @return ImRect --- @nodiscard function ImRect(a, b, c, d) if c and d then return setmetatable({ Min = ImVec2(a, b), Max = ImVec2(c, d) }, IM_RECT) end return setmetatable({ Min = ImVec2(a and a.x or 0, a and a.y or 0), Max = ImVec2(b and b.x or 0, b and b.y or 0) }, IM_RECT) end function IM_RECT:__eq(other) return self.Min == other.Min and self.Max == other.Max 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.Min.x >= self.Min.x and p.Max.x <= self.Max.x and p.Min.y >= self.Min.y and p.Max.y <= self.Max.y else --- @cast p ImVec2 return p.x >= self.Min.x and p.y >= self.Min.y and p.x < self.Max.x and p.y < self.Max.y end end --- @param p ImVec2 --- @param pad ImVec2 function IM_RECT:ContainsWithPad(p, pad) return p.x >= self.Min.x - pad.x and p.y >= self.Min.y - pad.y and p.x < self.Max.x + pad.x and p.y < self.Max.y + pad.y end --- @param r ImRect function IM_RECT:Overlaps(r) return self.Min.x <= r.Max.x and self.Max.x >= r.Min.x and self.Min.y <= r.Max.y and self.Max.y >= r.Min.y end --- @nodiscard function IM_RECT:GetCenter() return ImVec2((self.Min.x + self.Max.x) * 0.5, (self.Min.y + self.Max.y) * 0.5) end function IM_RECT:GetWidth() return self.Max.x - self.Min.x end function IM_RECT:GetHeight() return self.Max.y - self.Min.y end --- @nodiscard function IM_RECT:GetSize() return ImVec2(self.Max.x - self.Min.x, self.Max.y - self.Min.y) end --- @nodiscard function IM_RECT:GetTL() return ImVec2(self.Min.x, self.Min.y) end -- Top-left --- @nodiscard function IM_RECT:GetTR() return ImVec2(self.Max.x, self.Min.y) end -- Top-right --- @nodiscard function IM_RECT:GetBL() return ImVec2(self.Min.x, self.Max.y) end -- Bottom-left --- @nodiscard function IM_RECT:GetBR() return ImVec2(self.Max.x, self.Max.y) end -- Bottom-right -- Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. --- @param r ImRect function IM_RECT:ClipWith(r) -- [Luau] scalar math, no temporary ImVec2 (= ImMax(Min, r.Min) / ImMin(Max, r.Max)) local smin, smax, rmin, rmax = self.Min, self.Max, r.Min, r.Max smin.x = mathMax(smin.x, rmin.x); smin.y = mathMax(smin.y, rmin.y) smax.x = mathMin(smax.x, rmax.x); smax.y = mathMin(smax.y, rmax.y) end -- Full version, ensure both points are fully clipped. --- @param r ImRect function IM_RECT:ClipWithFull(r) -- [Luau] scalar math, no temporary ImVec2 (= ImClamp(Min/Max, r.Min, r.Max)) local smin, smax, rmin, rmax = self.Min, self.Max, r.Min, r.Max local min_x, min_y, max_x, max_y = rmin.x, rmin.y, rmax.x, rmax.y smin.x = mathMax(min_x, mathMin(smin.x, max_x)); smin.y = mathMax(min_y, mathMin(smin.y, max_y)) smax.x = mathMax(min_x, mathMin(smax.x, max_x)); smax.y = mathMax(min_y, mathMin(smax.y, max_y)) end --- @param p ImRect|ImVec2 function IM_RECT:Add(p) if p.Min then --- @cast p ImRect if (self.Min.x > p.Min.x) then self.Min.x = p.Min.x end if (self.Min.y > p.Min.y) then self.Min.y = p.Min.y end if (self.Max.x < p.Max.x) then self.Max.x = p.Max.x end if (self.Max.y < p.Max.y) then self.Max.y = p.Max.y end else --- @cast p ImVec2 if p.x < self.Min.x then self.Min.x = p.x end if p.y < self.Min.y then self.Min.y = p.y end if p.x > self.Max.x then self.Max.x = p.x end if p.y > self.Max.y then self.Max.y = p.y end end end function IM_RECT:AddX(x) if self.Min.x > x then self.Min.x = x end if self.Max.x < x then self.Max.x = x end end function IM_RECT:AddY(y) if self.Min.y > y then self.Min.y = y end if self.Max.y < y then self.Max.y = y end end --- @param amount float|ImVec2 function IM_RECT:Expand(amount) if type(amount) == "number" then self.Min.x = self.Min.x - amount; self.Min.y = self.Min.y - amount self.Max.x = self.Max.x + amount; self.Max.y = self.Max.y + amount elseif type(amount) == "table" then self.Min.x = self.Min.x - amount.x; self.Min.y = self.Min.y - amount.y self.Max.x = self.Max.x + amount.x; self.Max.y = self.Max.y + amount.y end end --- @nodiscard function IM_RECT:ToVec4() return ImVec4(self.Min.x, self.Min.y, self.Max.x, self.Max.y) end --- @param d ImVec2 function IM_RECT:Translate(d) self.Min.x = self.Min.x + d.x; self.Min.y = self.Min.y + d.y self.Max.x = self.Max.x + d.x; self.Max.y = self.Max.y + d.y end --- @param dx float function IM_RECT:TranslateX(dx) self.Min.x = self.Min.x + dx; self.Max.x = self.Max.x + dx end --- @param dy float function IM_RECT:TranslateY(dy) self.Min.y = self.Min.y + dy; self.Max.y = self.Max.y + dy end function IM_RECT:IsInverted() return self.Min.x > self.Max.x or self.Min.y > self.Max.y end function IM_RECT:GetArea() return (self.Max.x - self.Min.x) * (self.Max.y - self.Min.y) end --- @nodiscard function IM_RECT:AsVec4() return ImVec4(self.Min.x, self.Min.y, self.Max.x, self.Max.y) end --- @param dest ImRect --- @param src ImRect function ImRect_Copy(dest, src) dest.Min.x = src.Min.x; dest.Min.y = src.Min.y dest.Max.x = src.Max.x; dest.Max.y = src.Max.y end --- @param dest ImRect --- @param src ImVec4 function ImRect_CopyFromV4(dest, src) dest.Min.x = src.x; dest.Min.y = src.y dest.Max.x = src.z; dest.Max.y = src.w end -- Helper: ImBitArray -- Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly! --- @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 -- Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly! --- @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 -- Bit array for named keys --- @alias ImBitArrayForNamedKeys ImBitArray -- Helper: ImBitArray class (wrapper over ImBitArray functions) -- Store 1-bit per value. --- 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; 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; assert(n >= 1 and n <= BITCOUNT); ImBitArraySetBit(self.Data, n); end this:ClearAllBits() return this end -- Stateful path API, add points then finish with PathFillConvex() or PathStroke() -- - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. -- so e.g. 'PathArcTo(center, radius, PI * -0.5, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5)' won't have correct anti-aliasing when followed by PathFillConvex(). function MT.ImDrawList:PathClear() self._Path:clear() end --- @param pos ImVec2 function MT.ImDrawList:PathLineTo(pos) -- [Luau] inline self._Path:push_back(pos) (ImVec2_TCopy into the preallocated slot) local path = self._Path local n = path.Size + 1 if n > path.Capacity then path:push_back(pos) return end local dest = path.Data[n] dest.x = pos.x; dest.y = pos.y path.Size = n 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, 32 --[[ImGuiNextItemDataFlags.HasColorMarker]]) g.NextItemData.ColorMarker = col end ------------------------------------------------------------------------------- -- [SECTION] ImDrawList support ------------------------------------------------------------------------------- -- Data shared between all ImDrawList instances -- Conceptually this could have been called e.g. ImDrawListSharedContext -- Typically one ImGui context would create and maintain one of this. -- You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. --- @class ImDrawListSharedData --- @field TexUvWhitePixel ImVec2 # UV of white pixel in the atlas (== FontAtlas->TexUvWhitePixel) --- @field TexUvLines ImVec4[] # UV of anti-aliased lines in the atlas (== FontAtlas->Builder->TexUvLines) --- @field FontAtlas ImFontAtlas # Current font atlas --- @field Font ImFont # Current font (used for simplified AddText overload) --- @field FontSize float # Current font size (used for simplified AddText overload) --- @field FontScale float # Current font scale (== FontSize / Font->FontSize) --- @field CurveTessellationTol float --- @field CircleTessellationMaxError float # Number of circle segments to use per pixel of radius for AddCircle() etc --- @field InitialFringeScale float --- @field InitialFlags ImDrawListFlags --- @field ClipRectFullscreen? ImVec4 # Value for PushClipRectFullscreen() --- @field TempBuffer ImVector # Temporary write buffer --- @field DrawLists ImVector # All draw lists associated to this ImDrawListSharedData --- @field Context? ImGuiContext # [OPTIONAL] Link to Dear ImGui context. 99% of ImDrawList/ImFontAtlas can function without an ImGui context, but this facilitate handling one legacy edge case. --- @field ArcFastVtx table # 1-based table. Sample points on the quarter of the circle. --- @field ArcFastRadiusCutoff float # Cutoff radius after which arc drawing will fallback to slower PathArcTo() --- @field CircleSegmentCounts table # 1-based table. Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) MT.ImDrawListSharedData = {} MT.ImDrawListSharedData.__index = MT.ImDrawListSharedData --- @return ImDrawListSharedData --- @nodiscard function ImDrawListSharedData() local this = setmetatable({ TexUvWhitePixel = nil, -- UV of white pixel in the atlas (== FontAtlas->TexUvWhitePixel) TexUvLines = nil, -- UV of anti-aliased lines in the atlas (== FontAtlas->Builder->TexUvLines) FontAtlas = nil, -- Current font atlas Font = nil, -- Current font (used for simplified AddText overload) FontSize = 0, -- Current font size (used for simplified AddText overload) FontScale = 0, -- Current font scale (== FontSize / Font->FontSize) CurveTessellationTol = 0, CircleTessellationMaxError = 0, -- Number of circle segments to use per pixel of radius for AddCircle() etc InitialFringeScale = 1, InitialFlags = 0, ClipRectFullscreen = nil, -- Value for PushClipRectFullscreen() TempBuffer = ImVector(ImVec2), -- Temporary write buffer DrawLists = ImVector(), -- All draw lists associated to this ImDrawListSharedData -- Lookup tables ArcFastVtx = {}, -- Sample points on the quarter of the circle. ArcFastRadiusCutoff = nil, -- Cutoff radius after which arc drawing will fallback to slower PathArcTo() CircleSegmentCounts = {}, -- Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) Context = nil -- [OPTIONAL] Link to Dear ImGui context. 99% of ImDrawList/ImFontAtlas can function without an ImGui context, but this facilitate handling one legacy edge case. }, MT.ImDrawListSharedData) for i = 1, 48 --[[IM_DRAWLIST_ARCFAST_TABLE_SIZE]] do local a = ((i - 1) * 2 * 3.141592653589793 --[[IM_PI]]) / 48 --[[IM_DRAWLIST_ARCFAST_TABLE_SIZE]] this.ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)) end return this end -- Internal storage for incrementally packing and building a ImFontAtlas --- @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]; }; -- Actually 'stbrp_context' but we don't want to define this in the header file. this.PackNodes = ImVector() this.Rects = ImVector() this.RectsIndex = ImVector() -- ImFontAtlasRectId -> index into Rects[] this.TempBuffer = ImVector() -- Misc scratch buffer this.RectsIndexFreeListStart = -1 -- First unused entry this.RectsPackedCount = 0 -- Number of packed rectangles. this.RectsPackedSurface = 0 -- Number of packed pixels. Used when compacting to heuristically find the ideal texture size. this.RectsDiscardedCount = 0 this.RectsDiscardedSurface = 0 this.FrameCount = -1 -- Current frame count this.MaxRectSize = ImVec2() -- Largest rectangle to pack (de-facto used as a "minimum texture size") this.MaxRectBounds = ImVec2() -- Bottom-right most used pixels this.LockDisableResize = false -- Disable resizing texture this.PreloadedAllGlyphsRanges = false -- Set when missing ImGuiBackendFlags.RendererHasTextures features forces atlas to preload everything. -- Cache of all ImFontBaked this.BakedPool = ImVector() -- ImStableVector this.BakedMap = {} -- BakedId --> ImFontBaked this.BakedDiscardedCount = 0 -- Custom rectangle identifiers this.PackIdMouseCursors = -1 -- White pixel + mouse cursors. Also happen to be fallback in case of packing failure. this.PackIdLinesTexData = -1 return this end --- @class ImFontStackData --- @field Font ImFont --- @field FontSizeBeforeScaling float # ~~ style.FontSizeBase --- @field FontSizeAfterScaling float # ~~ g.FontSize --- @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, -- ~~ style.FontSizeBase FontSizeAfterScaling = font_size_after_scaling -- ~~ g.FontSize } end ------------------------------------------------------------------------------- -- [SECTION] Style support ------------------------------------------------------------------------------- --- `GetVarPtr()` is currently only used on `g.Style` in Dear ImGui, and we don't have pointers! --- @class ImGuiStyleVarInfo --- @field Count ImU32 # 1+ --- @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 -- Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. --- @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 ------------------------------------------------------------------------------- -- [SECTION] Data types support ------------------------------------------------------------------------------- -- 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 -- Status storage for the last submitted item --- @class ImGuiLastItemData --- @field ID ImGuiID --- @field ItemFlags ImGuiItemFlags # See ImGuiItemFlags (called 'InFlags' before v1.91.4). --- @field StatusFlags ImGuiItemStatusFlags # See ImGuiItemStatusFlags --- @field Rect ImRect # Full rectangle --- @field NavRect ImRect # Navigation scoring rectangle (not displayed) --- @field DisplayRect ImRect # Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags.HasDisplayRect) is set. --- @field ClipRect ImRect # Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags.HasClipRect) is set.. --- @field Shortcut ImGuiKeyChord # Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags.HasShortcut) is set.. --- @return ImGuiLastItemData --- @nodiscard function ImGuiLastItemData() return { ID = 0, ItemFlags = 0, -- See ImGuiItemFlags (called 'InFlags' before v1.91.4). StatusFlags = 0, -- See ImGuiItemStatusFlags Rect = ImRect(), -- Full rectangle NavRect = ImRect(), -- Navigation scoring rectangle (not displayed) -- Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set. DisplayRect = ImRect(), -- Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags.HasDisplayRect) is set. ClipRect = ImRect(), -- Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags.HasClipRect) is set.. Shortcut = 0 -- Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags.HasShortcut) is set.. } 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 -- Store data emitted by TreeNode() for usage by TreePop() -- - To implement ImGuiTreeNodeFlags.NavLeftJumpsToParent: store the minimum amount of data -- which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult(). -- Only stored when the node is a potential candidate for landing on a Left arrow jump. --- @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, -- Used for nav landing NavRect = ImRect(), -- Used for nav landing DrawLinesX1 = nil, DrawLinesToNodesY2 = nil, DrawLinesTableColumn = nil } end -- Storage for SetNextItem** functions --- @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 -- Also cleared manually by ItemAdd()! function IMGUI_NEXT_ITEM_DATA:ClearFlags() self.HasFlags = 0 --[[ImGuiNextItemDataFlags.None]] self.ItemFlagsSet = 0 --[[ImGuiItemFlags.None]] end --- @return ImGuiNextItemData --- @nodiscard function ImGuiNextItemData() return setmetatable({ HasFlags = 0, -- Called HasFlags instead of Flags to avoid mistaking this ItemFlagsSet = 0, -- Currently only tested/used for ImGuiItemFlags.AllowOverlap and ImGuiItemFlags.HasSelectionUserData. -- Members below are NOT cleared by ItemAdd() meaning they are still valid during e.g. NavProcessItem(). Always rely on HasFlags. FocusScopeId = 0, -- Set by SetNextItemSelectionUserData() SelectionUserData = -1, -- Set by SetNextItemSelectionUserData() (note that nil/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) Width = 0.0, -- Set by SetNextItemWidth() Shortcut = 0, -- Set by SetNextItemShortcut() ShortcutFlags = 0, -- Set by SetNextItemShortcut() OpenVal = false, -- Set by SetNextItemOpen() OpenCond = 0, -- Set by SetNextItemOpen() RefVal = 0, -- Not exposed yet, for ImGuiInputTextFlags.ParseEmptyAsRefVal StorageId = 0, -- Set by SetNextItemStorageID() ColorMarker = 0 -- Set by SetNextItemColorMarker(). Not exposed yet, supported by DragScalar,SliderScalar and for ImGuiSliderFlags.ColorMarkers. }, IMGUI_NEXT_ITEM_DATA) end -- Storage for SetNexWindow** functions --- @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 = 0 --[[ImGuiNextWindowDataFlags.None]] end --- @return ImGuiNextWindowData --- @nodiscard function ImGuiNextWindowData() return setmetatable({ HasFlags = 0, -- Members below are NOT cleared. Always rely on HasFlags. PosCond = 0, SizeCond = 0, CollapsedCond = 0, PosVal = ImVec2(), PosPivotVal = ImVec2(), SizeVal = ImVec2(), ContentSizeVal = ImVec2(), ScrollVal = ImVec2(), WindowFlags = nil, ChildFlags = nil, WindowFlagsSet = 0, -- Flags to set. Use SetNextWindowFlags()! WindowFlagsClear = 0, ChildFlagsSet = 0, -- Flags to set. Use SetNextWindowChildFlags(). ChildFlagsClear = 0, ViewportId = 0, DockId = 0, DockCond = 0, PosUndock = false, WindowClass = nil, CollapsedVal = nil, SizeConstraintRect = nil, SizeCallback = nil, SizeCallbackUserData = nil, BgAlphaVal = nil, -- Override background alpha MenuBarOffsetMinVal = ImVec2(), -- (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) RefreshFlagsVal = nil, CacheKeySet = false, -- [Port] SetNextWindowCached() CacheKeyVal = nil }, IMGUI_NEXT_WINDOW_DATA) end --- @enum ImGuiWindowBgClickFlags ImGuiWindowBgClickFlags = { None = 0, Move = bitLShift(1, 0), -- Click on bg/void + drag to move window. Cleared by default when using io.ConfigWindowsMoveFromTitleBarOnly. } --- @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) } -- FIXME: this is in development, not exposed/functional as a generic feature yet. -- Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 --- @enum ImGuiLayoutType ImGuiLayoutType = { Horizontal = 0, 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, -- Will default to io.Fonts.Fonts[0] on first frame. FontScaleMain = 1.0, -- Main scale factor. May be set by application once, or exposed to end-user. FontScaleDpi = 1.0, -- Additional scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. Alpha = 1.0, -- Global alpha applies to everything in Dear ImGui. DisabledAlpha = 0.60, -- Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. FramePadding = ImVec2(4, 3), -- Padding within a framed rectangle (used by most widgets) FrameRounding = 0.0, -- Radius of frame corners rounding. Set to 0.0 to have rectangular frames (used by most widgets). FrameBorderSize = 0.0, -- Thickness of border around frames. Generally set to 0.0 or 1.0. Other values not well tested. WindowPadding = ImVec2(8, 8), -- Padding within a window TouchExtraPadding = ImVec2(0, 0), -- Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! IndentSpacing = 21.0, -- Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). WindowRounding = 0, -- Radius of window corners rounding. Set to 0.0 to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. WindowBorderSize = 1, -- Thickness of border around windows. Generally set to 0.0 or 1.0. Other values not well tested. ScrollbarSize = 14.0, -- Width of the vertical scrollbar, Height of the horizontal scrollbar ScrollbarRounding = 9.0, -- Radius of grab corners rounding for scrollbar ScrollbarPadding = 2.0, -- Padding of scrollbar grab within its frame (same for both axes) GrabMinSize = 12.0, -- Minimum width/height of a grab box for slider/scrollbar GrabRounding = 0.0, -- Radius of grabs corners rounding. Set to 0.0 to have rectangular slider grabs. ImageRounding = 0.0, -- Rounding of Image() calls. ImageBorderSize = 0.0, -- Thickness of border around Image() calls. WindowBorderHoverPadding = 4.0, -- Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. TreeLinesFlags = 262144 --[[ImGuiTreeNodeFlags.DrawLinesNone]], TreeLinesSize = 1.0, -- Thickness of outlines when using ImGuiTreeNodeFlags.DrawLines. TreeLinesRounding = 0.0, -- Radius of lines connecting child nodes to the vertical line. MenuItemRounding = 0.0, -- Radius of MenuItem, BeginMenu rounding. SelectableRounding = 0.0, -- Radius of selectable rounding. MODIFYING THIS IS DISCOURAGED. CONTIGUOUS SELECTIONS WILL NOT LOOK RIGHT. (#7589) ColorMarkerSize = 3.0, -- Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags.ColorMarkers. ColorButtonPosition = 1 --[[ImGuiDir.Right]], -- Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir.Right. InputTextCursorSize = 1.0, -- Thickness of cursor/caret in InputText(). SeparatorSize = 1.0, -- Thickness of border in Separator(). SeparatorTextBorderSize = 3.0, -- Thickness of border in SeparatorText(). SeparatorTextAlign = ImVec2(0.0, 0.5), -- Alignment of text within the separator. Defaults to (0.0, 0.5) (left aligned, center). SeparatorTextPadding = ImVec2(20.0, 3.0), -- Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. DisplaySafeAreaPadding = ImVec2(3, 3), -- If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. DisplayWindowPadding = ImVec2(19, 19), -- Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. -- Rendering & Tessellation AntiAliasedLines = true, -- Enable anti-aliased lines/borders. Used at the beginning of the frame to set ImDrawListFlags.AntiAliasedLines in all draw-lists. AntiAliasedLinesUseTex = true, -- Enable anti-aliased lines/borders using textures for legacy strokes. Require backend to render with bilinear filtering (NOT point/nearest filtering). AntiAliasedFill = true, -- Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Used at the beginning of the frame to set ImDrawListFlags.AntiAliasedFill in all draw-lists. CurveTessellationTol = 1.25, -- Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. CircleTessellationMaxError = 0.30, -- Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. -- Behaviors HoverStationaryDelay = 0.15, -- Delay for IsItemHovered(ImGuiHoveredFlags.Stationary). Time required to consider mouse stationary. HoverDelayShort = 0.15, -- Delay for IsItemHovered(ImGuiHoveredFlags.DelayShort). Usually used along with HoverStationaryDelay. HoverDelayNormal = 0.40, -- Delay for IsItemHovered(ImGuiHoveredFlags.DelayNormal). " Colors = {}, ButtonTextAlign = ImVec2(0.5, 0.5), -- Alignment of button text when button is larger than text. SelectableTextAlign = ImVec2(0.0, 0.0), -- Alignment of selectable text. Defaults to (0.0, 0.0) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. WindowMinSize = ImVec2(32, 32), -- Minimum window size WindowTitleAlign = ImVec2(0.0, 0.5), -- Alignment for title bar text WindowMenuButtonPosition = 0 --[[ImGuiDir.Left]], -- Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir.Left. ChildRounding = 0.0, -- Radius of child window corners rounding. Set to 0.0 to have rectangular child windows ChildBorderSize = 1.0, -- Thickness of border around child windows. Generally set to 0.0 or 1.0. Other values not well tested. PopupRounding = 0.0, -- Radius of popup window corners rounding. Set to 0.0 to have rectangular child windows PopupBorderSize = 1.0, -- Thickness of border around popup or tooltip windows. Generally set to 0.0 or 1.0. Other values not well tested. DockingSeparatorSize = 2.0, -- Thickness of resizing border between docked windows DockingNodeHasCloseButton = true, -- Docking nodes have their own CloseButton() to close all docked windows. MouseCursorScale = 1.0, -- Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. ItemSpacing = ImVec2(8, 4), -- Horizontal and vertical spacing between widgets/lines ItemInnerSpacing = ImVec2(4, 4), -- Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) CellPadding = ImVec2(4, 2), -- Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. ColumnsMinSpacing = 6.0, -- Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). LogSliderDeadzone = 4.0, -- The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. TabRounding = 5.0, -- Radius of upper corners of a tab. Set to 0.0 to have rectangular tabs. TabBorderSize = 0.0, -- Thickness of border around tabs. TabMinWidthBase = 1.0, -- Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected. TabMinWidthShrink = 80.0, -- Minimum tab width after shrinking, when using ImGuiTabBarFlags.FittingPolicyMixed policy. FLT_MAX: never shrink, will behave like ImGuiTabBarFlags.FittingPolicyScroll. TabCloseButtonMinWidthSelected = -1.0, -- -1: always visible. 0.0: visible when hovered. >0.0: visible when hovered if minimum width. TabCloseButtonMinWidthUnselected = 0.0, -- -1: always visible. 0.0: visible when hovered. >0.0: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. TabBarBorderSize = 1.0, -- Thickness of tab-bar separator, which takes on the tab active color to denote focus. TabBarOverlineSize = 1.0, -- Thickness of tab-bar overline, which highlights the selected tab-bar. TableAngledHeadersAngle = 35.0 * (3.141592653589793 --[[IM_PI]] / 180.0), -- Angle of angled headers (supported values range from -50 degrees to +50 degrees). TableAngledHeadersTextAlign = ImVec2(0.5, 0.0), -- Alignment of angled headers within the cell DragDropTargetRounding = 0.0, -- Radius of the drag and drop target frame. DragDropTargetBorderSize = 2.0, -- Thickness of the drag and drop target border. DragDropTargetPadding = 3.0, -- Size to expand the drag and drop target from actual target item size. HoverFlagsForTooltipMouse = bitOr(8192 --[[ImGuiHoveredFlags.Stationary]], 32768 --[[ImGuiHoveredFlags.DelayShort]], 1024 --[[ImGuiHoveredFlags.AllowWhenDisabled]]), -- Default flags when using IsItemHovered(ImGuiHoveredFlags.ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. HoverFlagsForTooltipNav = bitOr(131072 --[[ImGuiHoveredFlags.NoSharedDelay]], 65536 --[[ImGuiHoveredFlags.DelayNormal]], 1024 --[[ImGuiHoveredFlags.AllowWhenDisabled]]), -- Default flags when using IsItemHovered(ImGuiHoveredFlags.ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. -- [Internal] _MainScale = 1.0, _NextFrameFontSizeBase = 0.0 } -- Default theme ImGui.StyleColorsDark(this) setmetatable(this, MT.ImGuiStyle) return this end -- Storage for each window pushed into the stack. --- @class ImGuiWindowStackData --- @return ImGuiWindowStackData --- @nodiscard function ImGuiWindowStackData() return { Window = nil, ParentLastItemDataBackup = ImGuiLastItemData(), StackSizesInBegin = nil, -- Store size of various stacks for asserting DisabledOverrideReenable = nil, -- Non-child window override disabled flag DisabledOverrideReenableAlphaBackup = nil } end -- Storage data for BeginComboPreview()/EndComboPreview() --- @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 -- Internal state of the currently focused/edited text input box -- For a given item ID, access with ImGui.GetInputTextState() --- @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 # copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags.Password is set. --- @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, -- parent UI context (needs to be set explicitly by parent). Stb = STB_TexteditState(), -- FIXME: no global! -- State for stb_textedit.h Flags = 0, -- copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags.Password is set. ID = 0, -- widget id owning the text state TextLen = 0, -- UTF-8 length of the string in TextA (in bytes) TextSrc = nil, -- == TextA.Data unless read-only, in which case == buf passed to InputText(). For _ReadOnly fields, pointer will be null outside the InputText() call. TextA = ImVector(), -- main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1). TextToRevertTo = ImVector(), -- value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) CallbackTextBackup = ImVector(), -- temporary storage for callback to support automatic reconcile of undo-stack BufCapacity = 0, -- end-user buffer capacity (include zero terminator) Scroll = ImVec2(), -- horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) LineCount = 0, -- last line count (solely for debugging) WrapWidth = 0.0, -- word-wrapping width CursorAnim = 0.0, -- timer for cursor blink, reset on every user action so the cursor reappears immediately CursorFollow = false, -- set when we want scrolling to follow the current cursor position (not always!) CursorCenterY = false, -- set when we want scrolling to be centered over the cursor position (while resizing a word-wrapping field) SelectedAllMouseLock = false, -- after a double-click to select all, we ignore further mouse drags to update selection EditedBefore = false, -- edited since activated EditedThisFrame = false, -- edited this frame } return setmetatable(this, MT.ImGuiInputTextState) end -- Internal temporary state for deactivating InputText() instances. -- Store as part of ImGuiDeactivatedItemData? --- @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, -- widget id owning the text state (which just got deactivated) ElapseFrame = 0, TextA = ImVector() -- text buffer }, IMGUI_INPUT_TEXT_DEACTIVATED_STATE) end --- @alias ImGuiKeyRoutingIndex ImS16 -- Routing table entry (sizeof() == 16 bytes) --- @class ImGuiKeyRoutingData --- @field NextEntryIndex ImGuiKeyRoutingIndex --- @field Mods ImU16 # Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. --- @field RoutingCurrScore ImU16 # [DEBUG] For debug display --- @field RoutingNextScore ImU16 # Lower is better (0: perfect score) --- @field RoutingCurr ImGuiID --- @field RoutingNext ImGuiID --- @return ImGuiKeyRoutingData --- @nodiscard function ImGuiKeyRoutingData() return { NextEntryIndex = -1, Mods = 0, -- Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. RoutingCurrScore = 0, -- [DEBUG] For debug display RoutingNextScore = 0, -- Lower is better (0: perfect score) RoutingCurr = 4294967295 --[[ImGuiKeyOwner_NoOwner]], RoutingNext = 4294967295 --[[ImGuiKeyOwner_NoOwner]] } end -- Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. -- Stored in main context (1 instance) --- @class ImGuiKeyRoutingTable --- @field Index ImGuiKeyRoutingIndex[] # Index of first entry in Entries[] --- @field Entries ImVector --- @field EntriesNext ImVector # Double-buffer to avoid reallocation (could use a shared buffer) local _ImGuiKeyRoutingTable = {} _ImGuiKeyRoutingTable.__index = _ImGuiKeyRoutingTable function _ImGuiKeyRoutingTable:Clear() for n = 1, 155 --[[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 = {}, -- Index of first entry in Entries[] Entries = ImVector(), EntriesNext = ImVector() -- Double-buffer to avoid reallocation (could use a shared buffer) }, _ImGuiKeyRoutingTable) this:Clear() return this end -- Helper: ImGuiTextIndex -- Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. --- @class ImGuiTextIndex --- @field Offsets ImVector --- @field EndOffset int # Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) 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:size() return self.Offsets.Size end -- [Port] 'n' is a 0-based line number like upstream (Offsets.Data is 1-based), 'base' the 1-based position of the buffer start; returns 1-based positions function IMGUI_TEXT_INDEX:get_line_begin(base, n) return base + (self.Offsets.Size ~= 0 and self.Offsets.Data[n + 1] or 0) end function IMGUI_TEXT_INDEX:get_line_end(base, n) return base + ((n + 1 < self.Offsets.Size) and (self.Offsets.Data[n + 2] - 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 # Number of call to MemAlloc(). --- @field TotalFreeCount int --- @field LastEntriesIdx ImS16 # Current index in buffer --- @field LastEntriesBuf ImGuiDebugAllocEntry[] # Track last 6 frames that had allocations --- @return ImGuiDebugAllocInfo local function ImGuiDebugAllocInfo() local this = { TotalAllocCount = 0, -- Number of call to MemAlloc(). TotalFreeCount = 0, LastEntriesIdx = 1, -- Current index in buffer LastEntriesBuf = {nil, nil, nil, nil, nil, nil}, -- Track last 6 frames that had allocations } 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 -- Storage for navigation query/results --- @class ImGuiNavItemData --- @field Window ImGuiWindow? # Init,Move -- Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) --- @field ID ImGuiID # Init,Move -- Best candidate item ID --- @field FocusScopeId ImGuiID # Init,Move -- Best candidate focus scope ID --- @field RectRel ImRect # Init,Move -- Best candidate bounding box in window relative space --- @field ItemFlags ImGuiItemFlags # ????,Move -- Best candidate item flags --- @field SelectionUserData ImGuiSelectionUserData # I+Mov -- Best candidate SetNextItemSelectionUserData() value. Valid if (ItemFlags & ImGuiItemFlags.HasSelectionUserData) --- @field DistBox float # Move -- Best candidate box distance to current NavId --- @field DistCenter float # Move -- Best candidate center distance to current NavId --- @field DistAxial float # Move -- Best candidate axial distance to current NavId 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 = (-1) --[[ImGuiSelectionUserData_Invalid]] self.DistBox = 3.4028234663853e+38 --[[FLT_MAX]] self.DistCenter = 3.4028234663853e+38 --[[FLT_MAX]] self.DistAxial = 3.4028234663853e+38 --[[FLT_MAX]] end --- @return ImGuiNavItemData local function ImGuiNavItemData() local this = setmetatable({ }, IMGUI_NAV_ITEM_DATA) this.RectRel = ImRect() this:Clear() return this end ------------------------------------------------------------------------------- -- [SECTION] Typing-select support ------------------------------------------------------------------------------- -- Flags for GetTypingSelectRequest() --- @enum ImGuiTypingSelectFlags ImGuiTypingSelectFlags = { None = 0, AllowBackspace = bitLShift(1, 0), -- Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state) AllowSingleCharMode = bitLShift(1, 1), -- Allow "single char" search mode which is activated when pressing the same character multiple times. } -- Returned by GetTypingSelectRequest(), designed to eventually be public. --- @class ImGuiTypingSelectRequest --- @field Flags ImGuiTypingSelectFlags # Flags passed to GetTypingSelectRequest() --- @field SearchBufferLen int --- @field SearchBuffer string # Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize). --- @field SelectRequest bool # Set when buffer was modified this frame, requesting a selection. --- @field SingleCharMode bool # Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication. --- @field SingleCharSize int # Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input. local function ImGuiTypingSelectRequest() return { Flags = 0, SearchBufferLen = 0, SearchBuffer = "", SelectRequest = false, SingleCharMode = false, SingleCharSize = 0 } end -- Storage for GetTypingSelectRequest() -- [Port] SearchBuffer is an immutable Lua string (C++: char[64], 63 bytes max + zero terminator). SearchBuffer[0] != 0 -> #SearchBuffer ~= 0. --- @class ImGuiTypingSelectState --- @field Request ImGuiTypingSelectRequest # User-facing data --- @field SearchBuffer string # Search buffer: no need to make dynamic as this search is very transient. --- @field FocusScope ImGuiID --- @field LastRequestFrame int --- @field LastRequestTime float --- @field SingleCharModeLock bool # After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing. MT.ImGuiTypingSelectState = {} MT.ImGuiTypingSelectState.__index = MT.ImGuiTypingSelectState --- @return ImGuiTypingSelectState function ImGuiTypingSelectState() return setmetatable({ Request = ImGuiTypingSelectRequest(), SearchBuffer = "", FocusScope = 0, LastRequestFrame = 0, LastRequestTime = 0.0, SingleCharModeLock = false }, MT.ImGuiTypingSelectState) end function MT.ImGuiTypingSelectState:Clear() self.SearchBuffer = ""; self.SingleCharModeLock = false end -- We preserve remaining data for easier debugging ------------------------------------------------------------------------------- -- [SECTION] Box-select support ------------------------------------------------------------------------------- --- @class ImGuiBoxSelectState --- @field ID ImGuiID --- @field IsActive bool --- @field IsStarting bool --- @field IsStartedFromVoid bool # Starting click was not from an item. --- @field IsStartedSetNavIdOnce bool --- @field RequestClear bool --- @field KeyMods ImGuiKeyChord # Latched key-mods for box-select logic. --- @field StartPosRel ImVec2 # Start position in window-contents relative space (to support scrolling) --- @field EndPosRel ImVec2 # End position in window-contents relative space --- @field ScrollAccum ImVec2 # Scrolling accumulator (to behave at high-frame spaces) --- @field Window ImGuiWindow? --- @field UnclipMode bool # (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select. --- @field UnclipRect ImRect # Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets. --- @field UnclipRects ImRect[] # Per-axis versions. [Port] 1-based: [1] = upstream [0] (X), [2] = upstream [1] (Y) --- @field BoxSelectRectPrev ImRect # Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos) --- @field BoxSelectRectCurr ImRect --- @return ImGuiBoxSelectState function ImGuiBoxSelectState() return { -- Active box-selection data (persistent, 1 active at a time) ID = 0, IsActive = false, IsStarting = false, IsStartedFromVoid = false, IsStartedSetNavIdOnce = false, RequestClear = false, KeyMods = 0, StartPosRel = ImVec2(), EndPosRel = ImVec2(), ScrollAccum = ImVec2(), Window = nil, -- Temporary/Transient data UnclipMode = false, UnclipRect = ImRect(), UnclipRects = { ImRect(), ImRect() }, BoxSelectRectPrev = ImRect(), BoxSelectRectCurr = ImRect(), } end ------------------------------------------------------------------------------- -- [SECTION] Multi-select support ------------------------------------------------------------------------------- -- We always assume that -1 is an invalid value (which works for indices and pointers) -- (ImGuiSelectionUserData_Invalid is defined above with the ImGuiSelectionUserData alias) -- Temporary storage for multi-select --- @class ImGuiMultiSelectTempData --- @field IO ImGuiMultiSelectIO # MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop. --- @field Storage ImGuiMultiSelectState? --- @field FocusScopeId ImGuiID # Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually) --- @field Flags ImGuiMultiSelectFlags --- @field ScopeRectMin ImVec2 --- @field BackupCursorMaxPos ImVec2 --- @field BoxSelectId ImGuiID --- @field KeyMods ImGuiKeyChord --- @field LoopRequestSetAll int # -1: no operation, 0: clear all, 1: select all. --- @field IsEndIO bool # Set when switching IO from BeginMultiSelect() to EndMultiSelect() state. --- @field IsFocused bool # Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection. --- @field IsKeyboardSetRange bool # Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation. --- @field NavIdPassedBy bool --- @field RangeSrcPassedBy bool # Set by the item that matches RangeSrcItem. --- @field RangeDstPassedBy bool # Set by the item that matches NavJustMovedToId when IsSetRange is set. --- @field IsSoleOrUnknownSelectionSize bool MT.ImGuiMultiSelectTempData = {} MT.ImGuiMultiSelectTempData.__index = MT.ImGuiMultiSelectTempData --- @return ImGuiMultiSelectTempData function ImGuiMultiSelectTempData() local this = setmetatable({ IO = ImGuiMultiSelectIO(), ScopeRectMin = ImVec2(), BackupCursorMaxPos = ImVec2() }, MT.ImGuiMultiSelectTempData) this:Clear() return this end -- Zero-clear except IO as we preserve IO.Requests[] buffer allocation. function MT.ImGuiMultiSelectTempData:Clear() self:ClearIO() self.Storage = nil self.FocusScopeId = 0 self.Flags = 0 ImVec2_CopyV(self.ScopeRectMin, 0.0, 0.0) ImVec2_CopyV(self.BackupCursorMaxPos, 0.0, 0.0) self.BoxSelectId = 0 self.KeyMods = 0 self.LoopRequestSetAll = 0 self.IsEndIO = false self.IsFocused = false self.IsKeyboardSetRange = false self.NavIdPassedBy = false self.RangeSrcPassedBy = false self.RangeDstPassedBy = false self.IsSoleOrUnknownSelectionSize = false end function MT.ImGuiMultiSelectTempData:ClearIO() local io = self.IO; io.Requests:resize(0); io.RangeSrcItem = (-1) --[[ImGuiSelectionUserData_Invalid]]; io.NavIdItem = (-1) --[[ImGuiSelectionUserData_Invalid]]; io.NavIdSelected = false; io.RangeSrcReset = false end -- Persistent storage for multi-select (as long as selection is alive) --- @class ImGuiMultiSelectState --- @field Window ImGuiWindow? --- @field ID ImGuiID --- @field LastFrameActive int # Last used frame-count, for GC. --- @field LastSelectionSize int # Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown. --- @field RangeSelected int # -1 (don't have) or true/false --- @field NavIdSelected int # -1 (don't have) or true/false --- @field RangeSrcItem ImGuiSelectionUserData # --- @field NavIdItem ImGuiSelectionUserData # SetNextItemSelectionUserData() value for NavId (if part of submitted items) --- @return ImGuiMultiSelectState function ImGuiMultiSelectState() return { Window = nil, ID = 0, LastFrameActive = 0, LastSelectionSize = 0, RangeSelected = -1, NavIdSelected = -1, RangeSrcItem = (-1) --[[ImGuiSelectionUserData_Invalid]], NavIdItem = (-1) --[[ImGuiSelectionUserData_Invalid]] } end --- @param id ImGuiID --- @return ImGuiBoxSelectState? function ImGui.GetBoxSelectState(id) local g = GImGui; if id ~= 0 and g.BoxSelectState.ID == id and g.BoxSelectState.IsActive then return g.BoxSelectState end return nil end --- @param id ImGuiID --- @return ImGuiMultiSelectState? function ImGui.GetMultiSelectState(id) local g = GImGui; return g.MultiSelectStorage:GetByKey(id) end ------------------------------------------------------------------------------- -- [SECTION] ImGuiContext (main Dear ImGui context) ------------------------------------------------------------------------------- --- @class ImGuiContext --- @field Initialized bool --- @field WithinFrameScope bool # Set by NewFrame(), cleared by EndFrame() --- @field WithinFrameScopeWithImplicitWindow bool # Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed --- @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 -- PORT: public flags from imgui.h + private extensions ------------------------------------------------------------------------------- -- Flags for ImGui.BeginTabBar() --- @enum ImGuiTabBarFlags ImGuiTabBarFlags = { None = 0, Reorderable = bitLShift(1, 0), -- Allow manually dragging tabs to re-order them + New tabs are appended at the end of list AutoSelectNewTabs = bitLShift(1, 1), -- Automatically select new tabs when they appear TabListPopupButton = bitLShift(1, 2), -- Disable buttons to open the tab list popup NoCloseWithMiddleMouseButton = bitLShift(1, 3), -- Disable behavior of closing tabs (that are submitted with p_open ~= nil) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) p_open = false. NoTabListScrollingButtons = bitLShift(1, 4), -- Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags.FittingPolicyScroll) NoTooltip = bitLShift(1, 5), -- Disable tooltips when hovering a tab DrawSelectedOverline = bitLShift(1, 6), -- Draw selected overline markers over selected tab -- Fitting/Resize policy FittingPolicyMixed = bitLShift(1, 7), -- Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling. Setting TabMinWidthShrink to FLT_MAX makes this behave like ImGuiTabBarFlags.FittingPolicyScroll. FittingPolicyShrink = bitLShift(1, 8), -- Shrink down tabs when they don't fit FittingPolicyScroll = bitLShift(1, 9), -- Enable scrolling buttons when tabs don't fit -- Private DockNode = bitLShift(1, 20), -- Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] IsFocused = bitLShift(1, 21), SaveSettings = bitLShift(1, 22), -- FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs } ImGuiTabBarFlags.FittingPolicyMask_ = bitOr(ImGuiTabBarFlags.FittingPolicyMixed, ImGuiTabBarFlags.FittingPolicyShrink, ImGuiTabBarFlags.FittingPolicyScroll) ImGuiTabBarFlags.FittingPolicyDefault_ = ImGuiTabBarFlags.FittingPolicyMixed ImGuiTabBarFlags.FittingPolicyResizeDown = ImGuiTabBarFlags.FittingPolicyShrink -- Renamed in 1.92.2 -- Flags for ImGui.BeginTabItem() --- @enum ImGuiTabItemFlags ImGuiTabItemFlags = { None = 0, UnsavedDocument = bitLShift(1, 0), -- Display a dot next to the title + set ImGuiTabItemFlags.NoAssumedClosure. SetSelected = bitLShift(1, 1), -- Trigger flag to programmatically make the tab selected when calling BeginTabItem() NoCloseWithMiddleMouseButton = bitLShift(1, 2), -- Disable behavior of closing tabs (that are submitted with p_open ~= nil) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) p_open = false. NoPushId = bitLShift(1, 3), -- Don't call PushID()/PopID() on BeginTabItem()/EndTabItem() NoTooltip = bitLShift(1, 4), -- Disable tooltip for the given tab NoReorder = bitLShift(1, 5), -- Disable reordering this tab or having another tab cross over this tab Leading = bitLShift(1, 6), -- Enforce the tab position to the left of the tab bar (after the tab list popup button) Trailing = bitLShift(1, 7), -- Enforce the tab position to the right of the tab bar (before the scrolling buttons) NoAssumedClosure = bitLShift(1, 8), -- Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. -- Private NoCloseButton = bitLShift(1, 20), -- Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) Button = bitLShift(1, 21), -- Used by TabItemButton, change the tab item behavior to mimic a button Invisible = bitLShift(1, 22), -- To reserve space e.g. with ImGuiTabItemFlags.Leading Unsorted = bitLShift(1, 23), -- [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. } 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, -- Window: When TabItem is part of a DockNode's TabBar, we hold on to a window. LastFrameVisible = -1, LastFrameSelected = -1, -- LastFrameSelected: This allows us to infer an ordered list of the last activated tabs with little maintenance -- Offset: Position relative to beginning of tab bar -- Width: Width currently displayed -- ContentWidth: Width of label + padding, stored during BeginTabItem() call (misnamed as "Content" would normally imply width of label only) -- RequestedWidth: Width optionally requested by caller, -1.0 is unused Offset = 0.0, Width = 0.0, ContentWidth = 0.0, RequestedWidth = -1.0, NameOffset = -1, Name = nil, BeginOrder = -1, -- 0-based -- BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags.Reorderable IndexDuringLayout = -1, -- 0-based -- Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions. WantClose = false, -- Marked as closed by SetTabItemClosed() } 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, -- ID: Zero for tab-bars used by docking -- SelectedTabId: Selected tab/window -- NextSelectedTabId: Next selected tab/window. Will also trigger a scrolling animation -- VisibleTabId: Can occasionally be != SelectedTabId (e.g. when previewing contents for Ctrl+Tab preview) SelectedTabId = 0, NextSelectedTabId = 0, NextScrollToTabId = 0, VisibleTabId = 0, CurrFrameVisible = -1, PrevFrameVisible = -1, BarRect = ImRect(), BarRectPrevWidth = 0.0, -- BarRectPrevWidth: Backup of previous width. When width change we enforce keep horizontal scroll on focused tab. CurrTabsContentsHeight = 0.0, PrevTabsContentsHeight = 0.0, -- PrevTabsContentsHeight: Record the height of contents submitted below the tab bar -- WidthAllTabs: Actual width of all tabs (locked during layout) -- WidthAllTabsIdeal: Ideal width if all tabs were visible and not clipped 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, -- TabsAddedNew: Set to true when a new tab item or button has been added to the tab bar during last frame TabsActiveCount = 0, -- Number of tabs submitted this frame. LastTabItemIdx = -1, -- 0-based -- Index of last BeginTabItem() tab for use by EndTabItem() ItemSpacingY = 0.0, FramePadding = ImVec2(), BackupCursorPos = ImVec2(), -- FramePadding: style.FramePadding locked at the time of BeginTabBar() } 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(), -- Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() StyleVarStack = ImVector(), -- Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() Config = nil, Initialized = false, WithinFrameScope = false, -- Set by NewFrame(), cleared by EndFrame() WithinFrameScopeWithImplicitWindow = false, -- Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed Windows = ImVector(), -- Windows sorted in display order, back to front WindowsById = {}, -- Map window's ID to window ref WindowsBorderHoverPadding = 0, -- Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, style.WindowBorderHoverPadding). This isn't so multi-dpi friendly. WindowsActiveCount = 0, -- Number of unique windows submitted by frame WindowsTempSortBuffer = ImVector(), -- Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child CurrentWindowStack = ImVector(), CurrentWindow = nil, -- Window being drawn into WindowsFocusOrder = ImVector(), -- Root windows, sorted in focus order, back to front. IO = ImGuiIO(), PlatformIO = ImGuiPlatformIO(), ConfigFlagsCurrFrame = 0 --[[ImGuiConfigFlags.None]], -- = g.IO.ConfigFlags at the time of NewFrame() ConfigFlagsLastFrame = 0 --[[ImGuiConfigFlags.None]], MouseLastValidPos = ImVec2(), KeysMayBeCharInput = ImBitArray(155 --[[ImGuiKey.NamedKey_COUNT]], -512 --[[ImGuiKey.NamedKey_BEGIN]]), -- Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). KeysOwnerData = {}, -- size = ImGuiKey.NamedKey_COUNT KeysRoutingTable = ImGuiKeyRoutingTable(), InputEventsQueue = ImVector(), -- Input events which will be trickled/written into IO structure. InputEventsNextMouseSource = 0 --[[ImGuiMouseSource.Mouse]], InputEventsNextEventId = 1, MovingWindow = nil, -- Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow.RootWindowDockTree. WheelingWindow = nil, -- Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. WheelingWindowStartFrame = -1, WheelingWindowScrolledFrame = -1, -- This may be set one frame before WheelingWindow is ~= nil WheelingWindowReleaseTimer = 0.0, WheelingWindowRefMousePos = ImVec2(), WheelingWindowWheelRemainder = ImVec2(), WheelingAxisAvg = ImVec2(), ActiveIdClickOffset = ImVec2(), -- Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) HoveredWindow = nil, -- Window the mouse is hovering. Will typically catch mouse inputs. HoveredWindowUnderMovingWindow = nil, -- Hovered window ignoring MovingWindow. Only set if MovingWindow is set. HoveredIdIsDisabled = false, -- At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. ActiveIdFromShortcut = false, AnyIdHasBeenEditedThisFrame = false, ActiveId = 0, -- Active widget ActiveIdWindow = nil, ActiveIdMouseButton = -1, ActiveIdIsJustActivated = false, -- Set at the time of activation for one frame ActiveIdWasSelected = false, ActiveIdWasSoleSelected = false, -- Active ID was selected at the time of activating LastActiveIdWasSelected = false, LastActiveIdWasSoleSelected = false, ActiveIdNoClearOnFocusLoss = false, -- Disable losing active id if the active id window gets unfocused. ActiveIdHasBeenPressedBefore = false, -- Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. ActiveIdIsAlive = nil, -- Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) ActiveIdPreviousFrame = 0, ActiveIdTimer = 0.0, LastActiveId = 0, -- Store the last non-zero ActiveId, useful for animation. LastActiveIdTimer = 0.0, -- Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. ActiveIdUsingNavDirMask = 0x00, -- Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) ActiveIdUsingAllKeyboardKeys = false, -- Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations) DeactivatedItemData = { ID = 0, ElapseFrame = 0, HasBeenEditedBefore = false, IsAlive = false }, HoveredId = 0, -- Hovered widget, filled during the frame HoveredIdTimer = 0.0, -- Measure contiguous hovering time HoveredIdNotActiveTimer = 0.0, -- Measure contiguous hovering time where the item has not been active HoveredIdAllowOverlap = false, HoverItemDelayId = 0, HoverItemDelayIdPreviousFrame = 0, HoverItemUnlockedStationaryId = 0, HoverWindowUnlockedStationaryId = 0, HoverItemDelayTimer = 0.0, HoverItemDelayClearTimer = 0.0, -- Currently used by IsItemHovered() ActiveIdAllowOverlap = false, -- Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) NavLayer = 0 --[[ImGuiNavLayer.Main]], -- Focused layer (main scrolling layer, or menu/title bar layer) NavId = 0, -- Focused item for navigation NavOpenContextMenuItemId = 0, NavOpenContextMenuWindowId = 0, NavWindow = nil, -- Focused window for navigation. Could be called 'FocusedWindow' NavHighlightActivatedId = 0, NavHighlightActivatedTimer = 0.0, NavCursorVisible = false, -- Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move. NavCursorHideFrames = 0, NavHighlightItemUnderNav = false, -- Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item. NavIdIsAlive = false, -- Nav widget has been seen this frame ~~ NavRectRel is valid NavInputSource = 2 --[[ImGuiInputSource.Keyboard]], -- Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource.Keyboard or ImGuiInputSource.Gamepad NavLastValidSelectionUserData = (-1) --[[ImGuiSelectionUserData_Invalid]], -- Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. NavWindowingTarget = nil, NavWindowingTargetAnim = nil, NavWindowingListWindow = nil, -- Target window when doing Ctrl+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! NavWindowingTimer = 0.0, NavWindowingHighlightAlpha = 0.0, NavWindowingToggleLayer = false, -- Set while Alt or GamepadMenu is held, may be cleared by other operations, and processed when releasing the key. NavWindowingToggleKey = 0 --[[ImGuiKey.None]], -- Keyboard/gamepad key used when toggling to menu layer. NavWindowingInputSource = 0 --[[ImGuiInputSource.None]], NavWindowingAccumDeltaPos = ImVec2(0.0, 0.0), NavWindowingAccumDeltaSize = ImVec2(0.0, 0.0), DimBgRatio = 0.0, -- 0.0..1.0 animation when fading in a dimming background (for modal window and Ctrl+Tab list) LastKeyboardKeyPressTime = -1.0, LastKeyModsChangeTime = -1.0, LastKeyModsChangeFromNoneTime = -1.0, -- Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed. ConfigNavWindowingKeyNext = bit32.bor(4096 --[[ImGuiMod_Ctrl]], 512 --[[ImGuiKey.Tab]]), -- = ImGuiMod_Ctrl | ImGuiKey.Tab (or ImGuiMod_Super | ImGuiKey.Tab on OS X). Set to 0 to disable. For reconfiguration (see #4828) ConfigNavWindowingKeyPrev = bit32.bor(4096 --[[ImGuiMod_Ctrl]], 8192 --[[ImGuiMod_Shift]], 512 --[[ImGuiKey.Tab]]), -- = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey.Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey.Tab on OS X) ConfigNavWindowingWithGamepad = true, -- = true. Enable Ctrl+Tab by holding ImGuiKey.GamepadFaceLeft (== ImGuiKey.NavGamepadMenu). When false, the button may still be used to toggle Menu layer. NavFocusRoute = ImVector(), -- Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window.ParentWindowForFocusRoute chain. NavAnyRequest = false, -- ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() NavInitRequest = false, -- Init request for appearing window to select first item NavInitRequestFromMove = false, NavInitResult = ImGuiNavItemData(), -- Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) NavMoveSubmitted = false, -- Move request submitted, will process result on next NewFrame() NavMoveScoringItems = false, -- Move request submitted, still scoring incoming items NavMoveForwardToNextFrame = false, NavMoveFlags = 0 --[[ImGuiNavMoveFlags.None]], NavMoveScrollFlags = 0 --[[ImGuiScrollFlags.None]], NavMoveKeyMods = 0 --[[ImGuiMod_None]], NavMoveDir = (-1) --[[ImGuiDir.None]], NavMoveDirForDebug = (-1) --[[ImGuiDir.None]], NavMoveClipDir = (-1) --[[ImGuiDir.None]], -- Direction of the move request (left/right/up/down) NavMoveResultLocal = ImGuiNavItemData(), -- Best move request candidate within NavWindow NavMoveResultOther = ImGuiNavItemData(), -- Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags.NavFlattened flag) NavMoveResultLocalVisible = ImGuiNavItemData(), -- Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags.AlsoScoreVisibleSet flag) NavTabbingResultFirst = ImGuiNavItemData(), -- First tabbing request candidate within NavWindow and flattened hierarchy NavScoringRect = ImRect(), -- Rectangle used for scoring, in screen space. Based of window.NavRectRel[], modified for directional navigation scoring. NavScoringNoClipRect = ImRect(), -- Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted. Unset/invalid if inverted. ConfigNavEnableTabbing = true, -- = true. Enable tabbing (Tab, Shift+Tab). PLEASE LET ME KNOW IF YOU USE THIS. NavTabbingCounter = 0, -- >0 when counting items for tabbing NavTabbingDir = 0, -- Generally -1 or +1, 0 when tabbing without a nav id NavNextActivateId = 0, -- Set by ActivateItemByID(), queued until next frame. NavNextActivateFlags = 0 --[[ImGuiActivateFlags.None]], NavActivateId = 0, NavActivateDownId = 0, NavActivatePressedId = 0, -- ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey.Space) || IsKeyDown(ImGuiKey.Enter) || IsKeyPressed(ImGuiKey.NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItemByID() NavActivateFlags = 0 --[[ImGuiActivateFlags.None]], -- Navigation: record of last move request NavJustMovedFromFocusScopeId = 0, -- Just navigated from this focus scope id (result of a successfully MoveRequest). NavJustMovedToId = 0, -- Just navigated to this id (result of a successfully MoveRequest). NavJustMovedToFocusScopeId = 0, -- Just navigated to this focus scope id (result of a successfully MoveRequest). NavJustMovedToKeyMods = 0, NavJustMovedToIsTabbing = false, -- Copy of ImGuiNavMoveFlags.IsTabbing. Maybe we should store whole flags. NavJustMovedToHasSelectionData = false, -- Copy of move result's ItemFlags & ImGuiItemFlags.HasSelectionUserData). Maybe we should just store ImGuiNavItemData. FrameCount = 0, FrameCountEnded = -1, FrameCountPlatformEnded = -1, FrameCountRendered = -1, Time = 0, NextItemData = ImGuiNextItemData(), -- Storage for SetNextItem** functions LastItemData = ImGuiLastItemData(), -- Storage for last submitted item (setup by ItemAdd) NextWindowData = ImGuiNextWindowData(), -- Storage for SetNextWindow** functions Viewports = ImVector(), -- Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. FallbackMonitor = nil, -- Virtual monitor used as fallback if backend doesn't provide monitor information. GcCompactAll = false, -- Request full GC CurrentViewport = nil, MouseViewport = nil, MouseLastHoveredViewport = nil, PlatformLastFocusedViewportId = 1, ViewportCreatedCount = 0, PlatformWindowsCreatedCount = 0, -- Unique sequential creation counter (mostly for testing/debugging) ViewportFocusedStampCount = 0, -- Every time the front-most window changes, we stamp its viewport with an incrementing counter Font = nil, -- Currently bound font. (== FontStack.back().Font) FontSize = 0.0, -- Currently bound font size == line height (== FontSizeBase + externals scales applied in the UpdateCurrentFontSize() function). FontSizeBase = 0.0, -- Font size before scaling == style.FontSizeBase == value passed to PushFont() when specified. CurrentDpiScale = 0.0, -- Current window/viewport DpiScale == CurrentViewport.DpiScale FontRefSize = 0.0, FontRasterizerDensity = 1.0, FontAtlases = ImVector(), -- List of font atlases used by the context (generally only contains g.IO.Fonts aka the main font atlas) FontStack = ImVector(), -- Stack for PushFont()/PopFont() - inherited by Begin() OpenPopupStack = ImVector(), -- Which popups are open (persistent) BeginPopupStack = ImVector(), -- Which level of BeginPopup() we are in (reset every frame) TreeNodeStack = ImVector(ImGuiTreeNodeStackData), WithinEndChildID = 0, WithinEndPopupID = 0, -- Set within EndChild() BeginMenuDepth = 0, BeginComboDepth = 0, ColorEditCurrentID = 0, ColorEditSavedID = 0, -- Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). ColorEditSavedHue = 0.0, ColorEditSavedSat = 0.0, -- Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips ColorEditSavedColor = 0, -- RGB value with alpha set to 0. ColorPickerRef = ImVec4(), -- Initial/reference color at the time of opening the color picker. MenusIdSubmittedThisFrame = ImVector(), -- A list of menu IDs that were rendered at least once DrawListSharedData = ImDrawListSharedData(), StackSizesInBeginForCurrentWindow = nil, MouseCursor = 0 --[[ImGuiMouseCursor.Arrow]], MouseStationaryTimer = 0.0, -- Time the mouse has been stationary (with some loose heuristic) TypingSelectState = ImGuiTypingSelectState(), -- State for GetTypingSelectRequest() InputTextState = ImGuiInputTextState(), InputTextLineIndex = ImGuiTextIndex(), -- Temporary storage InputTextDeactivatedState = ImGuiInputTextDeactivatedState(), InputTextPasswordFontBackupBaked = ImFontBaked(), InputTextReactivateId = 0, -- ID of InputText to reactivate on next frame (for io.ConfigInputTextEnterKeepActive behavior) TempInputId = 0, -- Temporary text input when using Ctrl+Click on a slider, etc. ActiveIdValueOnActivation = 0, -- Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX. DataTypeZeroValue = 0, -- 0 for all data types ComboPreviewData = ImGuiComboPreviewData(), CurrentTabBar = nil, TabBars = ImPool(ImGuiTabBar), -- ImPool -- Docking DockContext = ImGuiDockContext(), DockNodeWindowMenuHandler = nil, DebugHoveredDockNode = nil, -- Hovered dock node. CurrentTabBarStack = ImVector(), -- holds ImGuiTabBar references directly (no ImGuiPtrOrIndex needed in Lua) ShrinkWidthBuffer = ImVector(), -- ImGuiShrinkWidthItem -- Multi-Select state BoxSelectState = ImGuiBoxSelectState(), CurrentMultiSelect = nil, MultiSelectTempDataStacked = 0, -- Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size) MultiSelectTempData = ImVector(), -- ImVector, 1-based MultiSelectStorage = ImPool(ImGuiMultiSelectState), -- ImPool WindowResizeBorderExpectedRect = ImRect(), -- Expected border rect, switch to relative edit if moving WindowResizeRelativeMode = false, ScrollbarSeekMode = 0, -- 0: scroll to clicked location, -1/+1: prev/next page. ScrollbarClickDeltaToGrabCenter = 0.0, -- When scrolling to mouse location: distance between mouse and center of grab box, normalized in parent space. SliderGrabClickOffset = 0.0, SliderCurrentAccum = 0.0, -- Accumulated slider delta when using navigation controls. SliderCurrentAccumDirty = false, -- Has the accumulated slider delta changed since last time we tried to apply it? DragCurrentAccumDirty = false, DragCurrentAccum = 0.0, -- Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings DragSpeedDefaultRatio = 1.0 / 100.0, -- If speed == 0.0, uses (max-min) * DragSpeedDefaultRatio TooltipOverrideCount = 0, TooltipPreviousWindow = nil, -- Window of last tooltip submitted during the frame FocusScopeStack = ImVector(), -- Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() CurrentFocusScopeId = 0, -- Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. CurrentItemFlags = 0 --[[ImGuiItemFlags.None]], -- Value for currently appending items == g.ItemFlagsStack.back() DisabledAlphaBackup = 0.0, -- Backup for style.Alpha for BeginDisabled() DisabledStackSize = 0, ItemFlagsStack = ImVector(), -- Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() GroupStack = ImVector(), -- Stack for BeginGroup()/EndGroup() - not inherited by Begin() PlatformImeData = ImGuiPlatformImeData(), -- Data updated by current frame. Will be applied at end of the frame. For some backends, this is required to have WantVisible=true in order to receive text message. PlatformImeDataPrev = ImGuiPlatformImeData(), -- Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. -- Extensions UserTextures = ImVector(), -- List of textures created/managed by user or third-party extension. Automatically appended into platform_io.Textures[]. -- Settings SettingsLoaded = false, SettingsDirtyTimer = 0.0, -- Save .ini Settings to memory when time reaches zero SettingsIniData = "", -- In memory .ini settings (string) SettingsHandlers = ImVector(), -- List of .ini settings handlers SettingsWindows = ImVector(), -- ImGuiWindow .ini settings entries SettingsTables = ImVector(), -- ImGuiTable .ini settings entries -- Hooks Hooks = ImVector(), -- Hooks for extensions (e.g. test engine) HookIdNext = 0, -- Next available HookId -- Drag and Drop DragDropActive = false, DragDropWithinSource = false, -- Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. DragDropWithinTarget = false, -- Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. DragDropSourceFlags = 0, DragDropSourceFrameCount = -1, DragDropMouseButton = -1, DragDropPayload = ImGuiPayload(), DragDropTargetRect = ImRect(), -- Store rectangle of current target candidate (we favor small targets when overlapping) DragDropTargetClipRect = ImRect(), -- Store ClipRect at the time of item's drawing DragDropTargetId = 0, DragDropTargetFullViewport = 0, DragDropAcceptFlagsCurr = 0, DragDropAcceptFlagsPrev = 0, DragDropAcceptIdCurrRectSurface = 0.0, -- Target item surface (we resolve overlapping targets by prioritizing the smaller surface) DragDropAcceptFrameCount = -1, -- Last time a target expressed a desire to accept the source DragDropHoldJustPressedId = 0, -- Set when holding a payload just made ButtonBehavior() return a press. DragDropAcceptIdPrev = 0, DragDropAcceptIdCurr = 0, -- Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) -- Clipper ClipperTempDataStacked = 0, ClipperTempData = ImVector(), -- Logging LogEnabled = false, -- Currently capturing LogLineFirstItem = false, LogFlags = 0, -- Capture flags/type LogWindow = nil, LogFile = nil, -- If ~= nil log to stdout/ file LogBuffer = ImGuiTextBuffer(), -- Accumulation buffer when log to clipboard. LogNextPrefix = nil, LogNextSuffix = nil, -- See comment in LogSetNextTextDecoration(): doesn't copy underlying data, use carefully! LogLinePosY = 3.4028234663853e+38 --[[FLT_MAX]], LogDepthRef = 0, LogDepthToExpand = 2, LogDepthToExpandDefault = 2, -- Error handling ErrorCallback = nil, ErrorCallbackUserData = nil, -- = nil. May be exposed in public API eventually. ErrorTooltipLockedPos = ImVec2(), ErrorFirst = true, ErrorCountCurrentFrame = 0, -- [Internal] Number of errors submitted this frame. StackSizesInNewFrame = nil, -- [Internal] ContextName = "", -- Storage for a context name (to facilitate debugging multi-context setups) DebugBreakInWindow = 0, -- Set to break in Begin() call. LocalizationTable = {}, DebugLogFlags = bitOr(1 --[[ImGuiDebugLogFlags.EventError]], 1048576 --[[ImGuiDebugLogFlags.OutputToTTY]]), DebugFlashStyleColorIdx = nil, DebugBeginReturnValueCullDepth = -1, -- Cycle between 0..9 then wrap around. DebugMetricsConfig = ImGuiMetricsConfig(), DebugHookIdInfoId = 0, -- Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool DebugAllocInfo = ImGuiDebugAllocInfo(), --- Misc FramerateSecPerFrame = {}, -- size = 60 FramerateSecPerFrameIdx = 0, FramerateSecPerFrameCount = 0, FramerateSecPerFrameAccum = 0, WantCaptureMouseNextFrame = -1, -- Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. WantCaptureKeyboardNextFrame = -1, -- " WantTextInputNextFrame = -1, -- Copied in EndFrame() from g.PlatformImeData.WantTextInput. Needs to be set for some backends (SDL3) to emit character inputs. TempBuffer = ImVector(), -- Temporary text buffer -- Tables (imgui_tables.lua) CurrentTable = nil, DebugBreakInTable = 0, -- Set to break in BeginTable() call. TablesTempDataStacked = 0, -- Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) TablesTempData = ImVector(), -- Temporary table data (buffers reused/shared across instances, support nesting) 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, 155 --[[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 ------------------------------------------------------------------------------- -- [SECTION] Settings support ------------------------------------------------------------------------------- -- Windows data saved in imgui.ini file --- @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), -- NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. Size = ImVec2(0, 0), Collapsed = false, IsChild = false, WantApply = false, -- Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) WantDelete = false, -- Set to invalidate/delete the settings entry Name = "", ViewportId = 0, ViewportPos = ImVec2(0, 0), DockId = 0, -- ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. DockOrder = -1, -- Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. ClassId = 0, -- ID of window class if specified LastUsedDate = 0, }, IMGUI_WINDOW_SETTINGS) end -- Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. --- @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, -- Always zero for now OffsetLabel = 0, -- Offsets are locked in Update() OffsetShortcut = 0, OffsetMark = 0, Widths = {0, 0, 0, 0} -- Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) }, MT.ImGuiMenuColumns) end ------------------------------------------------------------------------------- -- [SECTION] ImGuiWindowTempData, ImGuiWindow ------------------------------------------------------------------------------- -- Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. -- (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) --- @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(), -- Current emitting position, in absolute coordinates. CursorPosPrevLine = ImVec2(), CursorStartPos = ImVec2(), -- Initial position after Begin(), generally ~ window position + WindowPadding. CursorMaxPos = ImVec2(), -- Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. IdealMaxPos = ImVec2(), -- Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. CurrLineSize = ImVec2(), PrevLineSize = ImVec2(), CurrLineTextBaseOffset = 0, -- Baseline offset (0.0 by default on a new line, generally == style.FramePadding.y when a framed item has been added). PrevLineTextBaseOffset = 0, IsSameLine = false, IsSetPos = false, NavLayersActiveMask = 0, NavLayersActiveMaskNext = 0, -- Which layers have been written to (result from previous frame) Indent = ImVec1(), -- Indentation / start position from left of window (increased by TreePush/TreePop, etc.) ColumnsOffset = ImVec1(), -- Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree.Column.Tree. Need revamp columns API. GroupOffset = ImVec1(), CursorStartPosLossyness = ImVec2(), -- Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area. ItemWidth = 0, -- Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). ItemWidthDefault = 0, TextWrapPos = 0, -- Current text wrap pos. ItemWidthStack = ImVector(), -- Store item widths to restore (attention: .back() is not == ItemWidth) TextWrapPosStack = ImVector(), -- Store text wrap pos to restore (attention: .back() is not == TextWrapPos) MenuBarAppending = false, -- FIXME: Remove this MenuBarOffset = ImVec2(), -- MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. MenuColumns = ImGuiMenuColumns(), -- Simplified columns storage for menu items measurement TreeDepth = 0, -- Current tree depth. TreeHasStackDataDepthMask = nil, -- Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary. Sync any changes with TREE_NODE_MAX_DEPTH/TREE_NODE_GET_DEPTH_MASK! TreeRecordsClippedNodesY2Mask = nil, -- Store whether we should keep recording Y2. Cleared when passing clip max. Equivalent TreeHasStackDataDepthMask value should always be set. ChildWindows = ImVector(), CurrentTableIdx = -1, -- 0-based index into g.Tables, -1 if none CurrentColumns = nil, -- ImGuiOldColumns (legacy Columns API) StateStorage = nil, -- Current persistent per-window storage (store e.g. tree node open/close state) LayoutType = nil } end -- Storage for one window --- @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 -- We don't use g.FontSize because the window may be != g.CurrentWindow. --- @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, -- == ImHashStr(Name) MoveId = 0, -- == window.GetID("#MOVE") Ctx = ctx, -- Parent UI context (needs to be set explicitly by parent). Name = name, -- Window name Flags = 0, ChildFlags = 0, -- Set when window is a child window. See enum ImGuiChildFlags WindowClass = ImGuiWindowClass(), -- Advanced users only. Set with SetNextWindowClass() Pos = ImVec2(), -- Position (always rounded-up to nearest pixel) Size = ImVec2(), -- Current size (==SizeFull or collapsed title bar size) SizeFull = ImVec2(), -- Size when non collapsed Active = false, -- Set to true on Begin(), unless Collapsed WasActive = false, Collapsed = false, -- Set when collapsing window to become only title-bar SkipItems = false, -- Set when items can safely be all clipped (e.g. window not visible or collapsed) SkipRefresh = false, -- [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false. CacheSnap = nil, -- [Port] SetNextWindowCached(): state at the last refresh CacheSkipItemsBackup = nil, Appearing = false, -- Set during the frame where the window is appearing (or re-appearing) Hidden = false, -- Do not display (== HiddenFrames*** > 0) IsFallbackWindow = false, -- Set on the "Debug##Default" window. IsExplicitChild = nil, -- Set when passed _ChildWindow, left to false by BeginDocked() ResizeBorderHovered = -1, -- Current border being hovered for resize (-1: none, otherwise 0-3) ResizeBorderHeld = -1, -- Current border being held for resize (-1: none, otherwise 0-3) BeginCount = 0, -- Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) BeginCountPreviousFrame = 0, -- Number of Begin() during the previous frame BeginOrderWithinParent = 0, -- Begin() order within immediate parent window, if we are a child window. Otherwise 0. BeginOrderWithinContext = 0, -- Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. FocusOrder = nil, -- Order within WindowsFocusOrder[], altered when windows are focused. HiddenFramesCanSkipItems = 0, -- Hide the window for N frames HiddenFramesCannotSkipItems = 0, -- Hide the window for N frames while allowing items to be submitted so we can measure their size HiddenFramesForRenderOnly = 0, -- Hide the window until frame N at Render() time only DisableInputsFrames = 0, -- Disable window interactions for N frames WindowRounding = 0, -- Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. WindowBorderSize = 1, -- Window border size at the time of Begin(). TitleBarHeight = 0, MenuBarHeight = 0, DecoOuterSizeX1 = 0, DecoOuterSizeY1 = 0, DecoOuterSizeX2 = 0, DecoOuterSizeY2 = 0, DecoInnerSizeX1 = 0, DecoInnerSizeY1 = 0, ContentSize = ImVec2(), -- Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. ContentSizeIdeal = ImVec2(), ContentSizeExplicit = ImVec2(), -- Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). AutoFitFramesX = -1, AutoFitFramesY = -1, AutoFitOnlyGrows = false, HasCloseButton = true, -- Set when the window has a close button (p_open ~= nil) BgClickFlags = 0, -- Configure behavior of click+dragging on window bg/void or over items. Default sets by io.ConfigWindowsMoveFromTitleBarOnly. If you use this please report in #3379. SetWindowPosAllowFlags = 0, SetWindowSizeAllowFlags = 0, SetWindowCollapsedAllowFlags = 0, -- store acceptable condition flags for SetNextWindowPos() use. SetWindowPosVal = ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]), -- store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) SetWindowPosPivot = ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]), -- store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5, 0.5) for centering; ImVec2(1, 1) for bottom right. SettingsOffset = -1, -- Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) ScrollbarSizes = ImVec2(), -- Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. Scroll = ImVec2(), ScrollbarX = false, ScrollbarY = false, -- Are scrollbars visible? ScrollMax = ImVec2(), ScrollTarget = ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]), -- target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0. (FLT_MAX for no change) ScrollTargetCenterRatio = ImVec2(0.5, 0.5), -- 0.0 = scroll so that target position is at top, 0.5 = scroll so that target position is centered ScrollTargetEdgeSnapDist = ImVec2(), -- 0.0 = no snapping, >0.0 snapping threshold ScrollbarXStabilizeToggledHistory = 0, -- Used to stabilize scrollbar visibility in case of feedback loops DrawList = nil, -- == DrawListInst DrawListInst = ImDrawList(ctx.DrawListSharedData), RootWindow = nil, -- Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. RootWindowPopupTree = nil, -- Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. RootWindowDockTree = nil, -- Point to ourself or first ancestor that is not a child window. Cross through dock nodes. ParentWindow = nil, -- If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise nil. ParentWindowInBeginStack = nil, IDStack = ImVector(), -- ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) ViewportAllowPlatformMonitorExtend = -1, -- Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor Viewport = nil, -- Always set in Begin(). Inactive windows may have a nil value here if their viewport was discarded. ViewportId = 0, -- We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) ViewportPos = ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]), -- We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) ViewportOwned = nil, DC = ImGuiWindowTempData(), -- Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. OuterRectClipped = ImRect(), -- == Window.Rect() just after setup in Begin(). == window.Rect() for root window. InnerRect = ImRect(), -- Inner rectangle (omit title bar, menu bar, scroll bar) InnerClipRect = ImRect(), -- == InnerRect shrunk by WindowPadding*0.5 on each side, clipped within viewport or parent clip rect. WorkRect = ImRect(), -- Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0 on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). ParentWorkRect = ImRect(), -- Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. -- FIXME-WORKRECT: Could be a stack? ContentRegionRect = ImRect(), -- FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. ClipRect = ImRect(), -- Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList.clip_rect_stack.back(). LastFrameActive = -1, -- Last frame number the window was Active. LastFrameJustFocused = -1, -- Last frame number the window was made Focused. LastTimeActive = -1.0, -- Last timestamp the window was Active (using float as we don't need high precision there) StateStorage = {}, ColumnsStorage = ImVector(), -- ImVector WriteAccessed = false, -- Set to true when any widget access the current window FontWindowScale = 1.0, -- User scale multiplier per-window, via SetWindowFontScale() FontWindowScaleParents = 1.0, HitTestHoleSize = ImVec2(), -- Define an optional rectangular hole where mouse will pass-through the window. NavLastChildNavWindow = nil, -- When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) NavLastIds = {[0] = 0, [1] = 0}, -- FIXME: 1-based instead NavRectRel = {[0] = ImRect(), [1] = ImRect()}, -- Reference rectangle, in window relative space NavPreferredScoringPosRel = {[0] = ImVec2(), [1] = ImVec2()}, -- Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX. NavRootFocusScopeId = 0 -- Focus Scope ID at the time of Begin() } 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") -- == window.GetID("#TAB") -- Docking this.ChildId = this.ChildId or 0 -- ID of corresponding item in parent window (for navigation to return from child window to parent window) this.SetWindowDockAllowFlags = 0 -- store acceptable condition flags for SetNextWindowDock() use. this.ParentWindowForFocusRoute = nil -- Set to manual link a window to its logical parent so that Shortcut() chain are honored (e.g. Tool linked to Document) this.DockIsActive = false -- When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != nil. ~~ (DockNode != nil) && (DockNode.Windows.Size > 1). this.DockNodeIsVisible = false this.DockTabIsVisible = false -- Is our window visible this frame? ~~ is the corresponding tab selected? this.DockTabWantClose = false this.DockOrder = -1 -- Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. this.DockStyle = { Colors = {} } for i = 0, 8 do this.DockStyle.Colors[i] = 0 end this.DockNode = nil -- Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. this.DockNodeAsHost = nil -- Which node are we owning (for parent windows) this.DockId = 0 -- Backup of last valid DockNode.ID, so single window remember their dock node id even when they are not bound any more return this end --- @class ImDrawDataBuilder --- @field Layers [ImVector?, ImVector?] # Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData. --- @field LayerData1 ImVector --- @return ImDrawDataBuilder --- @nodiscard local function ImDrawDataBuilder() return { Layers = {nil, nil}, -- Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData. LayerData1 = ImVector() } end ------------------------------------------------------------------------------- -- [SECTION] Viewport support ------------------------------------------------------------------------------- -- ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) -- Every instance of ImGuiViewport is in fact a ImGuiViewportP. --- @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 -- Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) 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 -- Update public fields function IMGUI_VIEWPORT_P:UpdateWorkRect() self.WorkPos = self:CalcWorkRectPos(self.WorkInsetMin) self.WorkSize = self:CalcWorkRectSize(self.WorkInsetMin, self.WorkInsetMax) end -- Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) --- @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 -- Set when the viewport is owned by a window (and ImGuiViewportFlags.CanHostOtherWindows is NOT set) this.Idx = -1 this.LastFrameActive = -1 -- Last frame number this viewport was activated by a window this.LastFocusedStampCount = -1 -- Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback) this.LastNameHash = 0 this.LastPos = ImVec2() -- ImGuiViewport() { memset(this, 0, sizeof(*this)); } this.LastSize = ImVec2() this.Alpha = 1.0 -- Window opacity (when dragging dockable windows/viewports we make them transparent) this.LastAlpha = 1.0 this.LastFocusedHadNavWindow = false -- Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow ~= nil last time the viewport was focused. this.PlatformMonitor = -1 this.BgFgDrawListsLastTimeActive = {-1, -1} -- Timestamps for Gc. this.BgFgDrawLists = {nil, nil} -- Convenience background [1] and foreground [2] draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. this.DrawDataP = ImDrawData() this.DrawDataBuilder = ImDrawDataBuilder() -- Temporary data while building final ImDrawData this.LastPlatformPos = ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]) this.LastPlatformSize = ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]) this.LastRendererSize = ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]) -- Per-viewport work area -- - Insets are >= 0.0 values, distance from viewport corners to work area. -- - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents. -- - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. this.WorkInsetMin = ImVec2(0, 0) -- Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect(). this.WorkInsetMax = ImVec2(0, 0) -- " this.BuildWorkInsetMin = ImVec2(0, 0) -- Work Area inset accumulator for current frame, to become next frame's WorkInset this.BuildWorkInsetMax = ImVec2(0, 0) -- " return this end ------------------------------------------------------------------------------- -- [SECTION] ImFontLoader ------------------------------------------------------------------------------- -- Hooks and storage for a given font backend. -- This structure is likely to evolve as we add support for incremental atlas updates. -- Conceptually this could be public, but API is still going to be evolve. --- @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 -- Required -- Size of backend data, Per Baked * Per Source. Buffers are managed by core to avoid excessive allocations. -- FIXME: At this point the two other types of buffers may be managed by core to be consistent? this.FontBakedSrcLoaderDataSize = 0 return this end ------------------------------------------------------------------------------- -- [SECTION] ImFontAtlas internal API ------------------------------------------------------------------------------- -- Packed rectangle lookup entry (we need an indirection to allow removing/reordering rectangles) -- User are returned ImFontAtlasRectId values which are meant to be persistent. -- We handle this with an indirection. While Rects[] may be in theory shuffled, compacted etc., RectsIndex[] cannot it is keyed by ImFontAtlasRectId. -- RectsIndex[] is used both as an index into Rects[] and an index into itself. This is basically a free-list. See ImFontAtlasBuildAllocRectIndexEntry() code. -- Having this also makes it easier to e.g. sort rectangles during repack. --- @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 -- Refer to ImFontAtlasPackGetRect() to better understand how this works. local ImFontAtlasRectId_IndexMask_ = 0x0007FFFF -- 20-bits signed: index to access builder.RectsIndex[]. local ImFontAtlasRectId_GenerationMask_ = 0x3FF00000 -- 10-bits: entry generation, so each ID is unique and get can safely detected old identifiers. 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) 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 -- Data available to potential texture post-processing functions --- @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, -- Pixel data Pixels = pixels, _PixelsBase = pixels_base, Format = format, Pitch = pitch, Width = width, Height = height, } end ------------------------------------------------------------------------------- -- [SECTION] Inputs support ------------------------------------------------------------------------------- --- @enum ImGuiInputSource ImGuiInputSource = { None = 0, Mouse = 1, -- Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. 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 = 0 --[[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 = 0 --[[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 = 0 --[[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, -- Unique, sequential increasing integer to identify an event (if you need to correlate them to other data). -- 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 -- [Internal] Key ranges 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 -- [Internal] Named shortcuts for Navigation ImGuiKey.NavKeyboardTweakSlow = ImGuiMod_Ctrl ImGuiKey.NavKeyboardTweakFast = ImGuiMod_Shift ImGuiKey.NavGamepadTweakSlow = ImGuiKey.GamepadL1 ImGuiKey.NavGamepadTweakFast = ImGuiKey.GamepadR1 ImGuiKey.NavGamepadMenu = ImGuiKey.GamepadFaceLeft -- Toggle menu layer. Hold to enable Windowing. ImGuiKey.NavGamepadContextMenu = ImGuiKey.GamepadFaceUp -- Open context menu (same as Shift+F10) --- @enum ImGuiInputEventType ImGuiInputEventType = { None = 0, MousePos = 1, MouseWheel = 2, MouseButton = 3, MouseViewport = 4, Key = 5, Text = 6, Focus = 7, COUNT = 8 } -- Extend ImGuiInputFlags -- Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() -- Don't mistake with ImGuiInputTextFlags! (which is for ImGui.InputText() function) -- Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() -- - Repeat mode: Repeat rate selection ImGuiInputFlags.RepeatRateDefault = bitLShift(1, 1) -- Repeat rate: Regular (default) ImGuiInputFlags.RepeatRateNavMove = bitLShift(1, 2) -- Repeat rate: Fast ImGuiInputFlags.RepeatRateNavTweak = bitLShift(1, 3) -- Repeat rate: Faster -- - Repeat mode: Specify when repeating key pressed can be interrupted. -- - In theory ImGuiInputFlags.RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. ImGuiInputFlags.RepeatUntilRelease = bitLShift(1, 4) -- Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. ImGuiInputFlags.RepeatUntilKeyModsChange = bitLShift(1, 5) -- Stop repeating when released OR if keyboard mods are changed (default for Shortcut) ImGuiInputFlags.RepeatUntilKeyModsChangeFromNone = bitLShift(1, 6) -- Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod. ImGuiInputFlags.RepeatUntilOtherKeyPress = bitLShift(1, 7) -- Stop repeating when released OR if any other keyboard key is pressed during the repeat -- Flags for SetKeyOwner(), SetItemKeyOwner() -- - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary. ImGuiInputFlags.LockThisFrame = bitLShift(1, 20) -- Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. ImGuiInputFlags.LockUntilRelease = bitLShift(1, 21) -- Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. -- - Condition for SetItemKeyOwner() ImGuiInputFlags.CondHovered = bitLShift(1, 22) -- Only set if item is hovered (default to both) ImGuiInputFlags.CondActive = bitLShift(1, 23) -- Only set if item is active (default to both) ImGuiInputFlags.CondDefault_ = bitOr(ImGuiInputFlags.CondHovered, ImGuiInputFlags.CondActive) -- [Internal] Mask of which function support which flags 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 } ------------------------------------------------------------------------------- -- [SECTION] Navigation support ------------------------------------------------------------------------------- --- @enum ImGuiActivateFlags ImGuiActivateFlags = { None = 0, PreferInput = bitLShift(1, 0), -- Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key. PreferTweak = bitLShift(1, 1), -- Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. TryToPreserveState = bitLShift(1, 2), -- Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) FromTabbing = bitLShift(1, 3), -- Activation requested by a tabbing request (ImGuiNavMoveFlags.IsTabbing) FromShortcut = bitLShift(1, 4), -- Activation requested by an item shortcut via SetNextItemShortcut() function. FromFocusApi = bitLShift(1, 5) -- Activation requested by an api request (ImGuiNavMoveFlags.FocusApi) } -- Early work-in-progress API for ScrollToItem() -- FIXME: Missing flags to request making both edges visible when possible. --- @enum ImGuiScrollFlags ImGuiScrollFlags = { None = 0, KeepVisibleEdgeX = bitLShift(1, 0), -- If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] KeepVisibleEdgeY = bitLShift(1, 1), -- If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] KeepVisibleCenterX = bitLShift(1, 2), -- If item is not visible: scroll to make the item centered on X axis [rarely used] KeepVisibleCenterY = bitLShift(1, 3), -- If item is not visible: scroll to make the item centered on Y axis AlwaysCenterX = bitLShift(1, 4), -- Always center the result item on X axis [rarely used] AlwaysCenterY = bitLShift(1, 5), -- Always center the result item on Y axis [default for Y axis for appearing window) NoScrollParent = bitLShift(1, 6), -- Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). } ImGuiScrollFlags.MaskX_ = bitOr(ImGuiScrollFlags.KeepVisibleEdgeX, ImGuiScrollFlags.KeepVisibleCenterX, ImGuiScrollFlags.AlwaysCenterX) ImGuiScrollFlags.MaskY_ = bitOr(ImGuiScrollFlags.KeepVisibleEdgeY, ImGuiScrollFlags.KeepVisibleCenterY, ImGuiScrollFlags.AlwaysCenterY) -- Stacked storage data for BeginGroup()/EndGroup() --- @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) -- Clear/ignore previously submitted tooltip (defaults to append) } ------------------------------------------------------------------------------- -- [SECTION] Popup support ------------------------------------------------------------------------------- --- @enum ImGuiPopupPositionPolicy ImGuiPopupPositionPolicy = { Default = 0, ComboBox = 1, Tooltip = 2 } -- Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack) --- @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, -- Set on OpenPopup() Window = nil, -- Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() RestoreNavWindow = nil, -- Set on OpenPopup(), a NavWindow that will be restored on popup close ParentNavLayer = -1, -- Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value OpenFrameCount = -1, -- Set on OpenPopup() OpenParentId = 0, -- Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) OpenPopupPos = ImVec2(), -- Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) OpenMousePos = ImVec2() -- Set on OpenPopup(), copy of mouse position at the time of opening popup } end --- @enum ImGuiWindowRefreshFlags ImGuiWindowRefreshFlags = { None = 0, TryToAvoidRefresh = bitLShift(1, 0), -- [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND. RefreshOnHover = bitLShift(1, 1), -- [EXPERIMENTAL] Always refresh on hover RefreshOnFocus = bitLShift(1, 2) -- [EXPERIMENTAL] Always refresh on focus -- Refresh policy/frequency, Load Balancing etc. } --- @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. } ------------------------------------------------------------------------------- -- [SECTION] Metrics, Debug Tools ------------------------------------------------------------------------------- -- See IMGUI_DEBUG_LOG() and IMGUI_DEBUG_LOG_XXX() macros. --- @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), -- Also send output to TTY 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 ) ------------------------------------------------------------------------------- -- [SECTION] Localization support ------------------------------------------------------------------------------- -- This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack. --- @enum ImGuiLocKey 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 -- Get input text state if active --- @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() --- Dear ImGui WIP -- (tables and columns code) -- 1:1 port of imgui_tables.cpp (docking branch, 1.93 WIP) -- Index of this file: -- -- [SECTION] Commentary -- [SECTION] Structs (port: struct constructors from imgui_internal.h / imgui.h) -- [SECTION] Tables: Main code -- [SECTION] Tables: Simple accessors -- [SECTION] Tables: Row changes -- [SECTION] Tables: Columns changes -- [SECTION] Tables: Columns width management -- [SECTION] Tables: Drawing -- [SECTION] Tables: Sorting -- [SECTION] Tables: Headers -- [SECTION] Tables: Context Menu -- [SECTION] Tables: Settings (.ini data) -- [SECTION] Tables: Garbage Collection -- [SECTION] Columns, BeginColumns, EndColumns, etc. ------------------------------------------------------------------------------- -- [SECTION] Commentary ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- -- Typical tables call flow: (root level is generally public API): ------------------------------------------------------------------------------- -- - BeginTable() user begin into a table -- | BeginChild() - (if ScrollX/ScrollY is set) -- | TableBeginInitMemory() - first time table is used -- | TableResetSettings() - on settings reset -- | TableLoadSettings() - on settings load ------------------------------------------------------------------------------- -- - TableSetupColumn() user submit columns details (optional) -- - TableSetupScrollFreeze() user submit scroll freeze information (optional) ------------------------------------------------------------------------------- -- - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). -- | TableApplyQueuedRequests() - apply queued resizing/reordering/hiding requests -- | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) -- | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width -- | - TableSetColumnDisplayOrder() - apply reordering a column -- | TableSetupDrawChannels() - setup ImDrawList channels -- | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission -- | TableBeginContextMenuPopup() -- | - TableDrawDefaultContextMenu() - draw right-click context menu contents ------------------------------------------------------------------------------- -- - TableHeadersRow() or TableHeader() user submit a headers row (optional) -- | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction -- | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu -- - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) -- - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) -- | TableEndRow() - finish existing row -- | TableBeginRow() - add a new row -- - TableSetColumnIndex() / TableNextColumn() user begin into a cell -- | TableEndCell() - close existing column/cell -- | TableBeginCell() - enter into current column/cell -- - [...] user emit contents ------------------------------------------------------------------------------- -- - EndTable() user ends the table -- | TableDrawBorders() - draw outer borders, inner vertical borders -- | TableMergeDrawChannels() - merge draw channels if clipping isn't required -- | EndChild() - (if ScrollX/ScrollY is set) ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- -- TABLE SIZING ------------------------------------------------------------------------------- -- (Read carefully because this is subtle but it does make sense!) ------------------------------------------------------------------------------- -- About 'outer_size': -- Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. -- Default value is ImVec2(0.0, 0.0). -- X -- - outer_size.x <= 0.0 -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0 will align exactly on right-most edge. -- - outer_size.x > 0.0 -> Set Fixed width. -- Y with ScrollX/ScrollY disabled: we output table directly in current window -- - outer_size.y < 0.0 -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll. -- - outer_size.y = 0.0 -> No minimum height (but will auto extend, unless _NoHostExtendY is set) -- - outer_size.y > 0.0 -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set) -- Y with ScrollX/ScrollY enabled: using a child window for scrolling -- - outer_size.y < 0.0 -> Bottom-align. Not meaningful if parent window can vertically scroll. -- - outer_size.y = 0.0 -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. -- - outer_size.y > 0.0 -> Set Exact height. Recommended when using Scrolling on any axis. ------------------------------------------------------------------------------- -- Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. -- Important to note how the two flags have slightly different behaviors! -- - ImGuiTableFlags.NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. -- - ImGuiTableFlags.NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. -- In theory ImGuiTableFlags.NoHostExtendY could be the default and any non-scrolling tables with outer_size.y ~= 0.0 would use exact height. -- This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable). ------------------------------------------------------------------------------- -- About 'inner_width': -- With ScrollX disabled: -- - inner_width -> *ignored* -- With ScrollX enabled: -- - inner_width < 0.0 -> *illegal* fit in known width (right align from outer_size.x) <-- weird -- - inner_width = 0.0 -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. -- - inner_width > 0.0 -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! ------------------------------------------------------------------------------- -- Details: -- - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept -- of "available space" doesn't make sense. -- - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding -- of what the value does. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- -- COLUMNS SIZING POLICIES -- (Reference: ImGuiTableFlags.SizingXXX flags and ImGuiTableColumnFlags.WidthXXX flags) ------------------------------------------------------------------------------- -- About overriding column sizing policy and width/weight with TableSetupColumn(): -- We use a default parameter of -1 for 'init_width'/'init_weight'. -- - with ImGuiTableColumnFlags.WidthFixed, init_width <= 0 (default) --> width is automatic -- - with ImGuiTableColumnFlags.WidthFixed, init_width > 0 (explicit) --> width is custom -- - with ImGuiTableColumnFlags.WidthStretch, init_weight <= 0 (default) --> weight is 1.0 -- - with ImGuiTableColumnFlags.WidthStretch, init_weight > 0 (explicit) --> weight is custom -- Widths are specified _without_ CellPadding. If you specify a width of 100.0, the column will be cover (100.0 + Padding * 2.0) -- and you can fit a 100.0 wide item in it without clipping and with padding honored. ------------------------------------------------------------------------------- -- About default sizing policy (if you don't specify a ImGuiTableColumnFlags.WidthXXXX flag) -- - with Table policy ImGuiTableFlags.SizingFixedFit --> default Column policy is ImGuiTableColumnFlags.WidthFixed, default Width is equal to contents width -- - with Table policy ImGuiTableFlags.SizingFixedSame --> default Column policy is ImGuiTableColumnFlags.WidthFixed, default Width is max of all contents width -- - with Table policy ImGuiTableFlags.SizingStretchSame --> default Column policy is ImGuiTableColumnFlags.WidthStretch, default Weight is 1.0 -- - with Table policy ImGuiTableFlags.SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags.WidthStretch, default Weight is proportional to contents -- Default Width and default Weight can be overridden when calling TableSetupColumn(). ------------------------------------------------------------------------------- -- About mixing Fixed/Auto and Stretch columns together: -- - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. -- - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! -- that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. -- - when using ImGuiTableFlags.SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. -- - when using ImGuiTableFlags.SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths. ------------------------------------------------------------------------------- -- About using column width: -- If a column is manually resizable or has a width specified with TableSetupColumn(): -- - you may use GetContentRegionAvail().x to query the width available in a given column. -- - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. -- If the column is not resizable and has no width specified with TableSetupColumn(): -- - its width will be automatic and be set to the max of items submitted. -- - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). -- - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- -- TABLES CLIPPING/CULLING ------------------------------------------------------------------------------- -- About clipping/culling of Rows in Tables: -- - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows. -- ImGuiListClipper is reliant on the fact that rows are of equal height. -- See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. -- - Note that auto-resizing columns don't play well with using the clipper. -- By default a table with _ScrollX but without _Resizable will have column auto-resize. -- So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. ------------------------------------------------------------------------------- -- About clipping/culling of Columns in Tables: -- - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing -- width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know -- it is not going to contribute to row height. -- In many situations, you may skip submitting contents for every column but one (e.g. the first one). -- - Case A: column is not hidden by user, and at least partially in sight (most common case). -- - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. -- - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). -- -- [A] [B] [C] -- TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height. -- SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. -- ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. -- ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). -- -- - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. -- However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. ------------------------------------------------------------------------------- -- About clipping/culling of whole Tables: -- - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. ------------------------------------------------------------------------------- -- Port notes: -- - Column indices / display orders / draw channel indices are 0-based VALUES like upstream. -- Per-column arrays (table.Columns, table.DisplayOrderToIndex, table.RowCellData) are Lua tables with 0-based keys. -- table.ColumnsSize mirrors upstream `table->Columns.size()`. -- - ImBitArray masks are Lua tables { [n] = true }. -- - table.ColumnsNames is a Lua array of strings, column.NameOffset is a 0-based index into it (-1 = none). -- - g.SettingsTables is a plain vector of ImGuiTableSettings; table.SettingsOffset is a 1-based index into it (-1 = none). -- Each settings entry owns `Columns` (0-based Lua table of ImGuiTableColumnSettings). -- - ImGuiTableSortSpecs.Specs is a 1-based Lua array of ImGuiTableColumnSortSpecs. --- @type ImGuiContext? local GImGui local MT = ImGui.GetMetatables() -- 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 local bit32 = bit32 local band, bor, bnot, lshift, rshift = bit32.band, bit32.bor, bit32.bnot, bit32.lshift, bit32.rshift local mathMax, mathMin = math.max, math.min -- [Luau] scalar ImMax()/ImMin() in table code are written as mathMax()/mathMin() (no call through the vector-aware helper) IM_COL32_DISABLE = IM_COL32(0, 0, 0, 1) -- Special sentinel code which cannot be used as a regular color. IMGUI_TABLE_MAX_COLUMNS = 512 -- Arbitrary "safety" maximum, may be lifted in the future if needed. Must fit in ImGuiTableColumnIdx/ImGuiTableDrawChannelIdx. local function IMGUI_DEBUG_LOG_TABLE(fmt, ...) local g = GImGui if band(g.DebugLogFlags, 4096 --[[ImGuiDebugLogFlags.EventTable]]) ~= 0 then ImGui.DebugLog(fmt, ...) end end ------------------------------------------------------------------------------- -- [SECTION] Structs ------------------------------------------------------------------------------- local function BitArrayClearAll(arr) table.clear(arr) end local function BitArraySet(arr, n) arr[n] = true end local function BitTest(arr, n) return arr[n] == true end -- Sorting specification for one column of a table --- @class ImGuiTableColumnSortSpecs function ImGuiTableColumnSortSpecs() return { ColumnUserID = 0, ColumnIndex = 0, SortOrder = 0, SortDirection = 0 --[[ImGuiSortDirection.None]] } end -- Sorting specifications for a table (often handling sort specs for a single column, occasionally more) -- Obtained by calling TableGetSortSpecs(). -- When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. -- Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! --- @class ImGuiTableSortSpecs function ImGuiTableSortSpecs() return { Specs = nil, SpecsCount = 0, SpecsDirty = false } end -- We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. -- We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. -- This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". --- @class ImGuiTableColumn function ImGuiTableColumn() return { Flags = 0, WidthGiven = 0.0, MinX = 0.0, MaxX = 0.0, WidthRequest = -1.0, WidthAuto = 0.0, WidthMax = 0.0, StretchWeight = -1.0, InitStretchWeightOrWidth = 0.0, ClipRect = ImRect(), ID = 0, UserData = 0, WorkMinX = 0.0, WorkMaxX = 0.0, ItemWidth = 0.0, ContentMaxXFrozen = 0.0, ContentMaxXUnfrozen = 0.0, ContentMaxXHeadersUsed = 0.0, ContentMaxXHeadersIdeal = 0.0, NameOffset = -1, DisplayOrder = -1, IndexWithinEnabledSet = -1, PrevEnabledColumn = -1, NextEnabledColumn = -1, SortOrder = -1, DrawChannelCurrent = -1, DrawChannelFrozen = -1, DrawChannelUnfrozen = -1, IsEnabled = false, IsUserEnabled = false, IsUserEnabledNextFrame = false, IsVisibleX = false, IsVisibleY = false, IsRequestOutput = false, IsSkipItems = false, IsPreserveWidthAuto = false, IsJustCreated = true, IsLoadedSettings = false, IsNeedReconcileSrc = false, IsNeedReconcileDst = false, NavLayerCurrent = 0, AutoFitQueue = 0, CannotSkipItemsQueue = 0, SortDirection = 0 --[[ImGuiSortDirection.None]], SortDirectionsAvailCount = 0, SortDirectionsAvailMask = 0, SortDirectionsAvailList = 0, } end --- `*dst = *src` local function TableColumnCopy(dst, src) for k, v in pairs(src) do if k ~= "ClipRect" then dst[k] = v end end ImRect_Copy(dst.ClipRect, src.ClipRect) return dst end local function TableColumnClone(src) return TableColumnCopy(ImGuiTableColumn(), src) end -- Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) --- @class ImGuiTableInstanceData function ImGuiTableInstanceData() return { TableInstanceID = 0, LastOuterHeight = 0.0, LastTopHeadersRowHeight = 0.0, LastFrozenHeight = 0.0, HoveredRowLast = -1, HoveredRowNext = -1 } end -- Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). -- - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. -- - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. -- FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs. --- @class ImGuiTableTempData function ImGuiTableTempData() return { WindowID = 0, TableIndex = 0, LastTimeActive = -1.0, AngledHeadersExtraWidth = 0.0, AngledHeadersRequests = ImVector(), ReconcileColumnsRequests = ImVector(), OldColumnsRawData = nil, OldColumnsData = nil, OldColumnsDataSize = 0, UserOuterSize = ImVec2(), DrawSplitter = ImDrawListSplitter(), HostBackupWorkRect = ImRect(), HostBackupParentWorkRect = ImRect(), HostBackupPrevLineSize = ImVec2(), HostBackupCurrLineSize = ImVec2(), HostBackupCursorMaxPos = ImVec2(), HostBackupColumnsOffset = 0.0, HostBackupItemWidth = 0.0, HostBackupItemWidthStackSize = 0, } end -- Storage for a table --- @class ImGuiTable function ImGuiTable() return { ID = 0, Flags = 0, RawData = nil, TempData = nil, Columns = {}, ColumnsSize = 0, DisplayOrderToIndex = {}, RowCellData = {}, EnabledMaskByDisplayOrder = {}, EnabledMaskByIndex = {}, VisibleMaskByIndex = {}, SettingsLoadedFlags = 0, SettingsOffset = 0, LastFrameActive = -1, ColumnsCount = 0, CurrentRow = 0, CurrentColumn = 0, InstanceCurrent = 0, InstanceInteracted = 0, RowPosY1 = 0.0, RowPosY2 = 0.0, RowMinHeight = 0.0, RowCellPaddingY = 0.0, RowTextBaseline = 0.0, RowIndentOffsetX = 0.0, RowFlags = 0, LastRowFlags = 0, RowBgColorCounter = 0, RowBgColor = { [0] = 0, [1] = 0 }, BorderColorStrong = 0, BorderColorLight = 0, BorderX1 = 0.0, BorderX2 = 0.0, HostIndentX = 0.0, MinColumnWidth = 0.0, OuterPaddingX = 0.0, CellPaddingX = 0.0, CellSpacingX1 = 0.0, CellSpacingX2 = 0.0, InnerWidth = 0.0, ColumnsGivenWidth = 0.0, ColumnsAutoFitWidth = 0.0, ColumnsStretchSumWeights = 0.0, ResizedColumnNextWidth = 0.0, ResizeLockMinContentsX2 = 0.0, RefScale = 0.0, AngledHeadersHeight = 0.0, AngledHeadersSlope = 0.0, OuterRect = ImRect(), InnerRect = ImRect(), WorkRect = ImRect(), InnerClipRect = ImRect(), BgClipRect = ImRect(), Bg0ClipRectForDrawCmd = ImRect(), Bg2ClipRectForDrawCmd = ImRect(), HostClipRect = ImRect(), HostBackupInnerClipRect = ImRect(), OuterWindow = nil, InnerWindow = nil, ColumnsNames = {}, DrawSplitter = nil, InstanceDataFirst = ImGuiTableInstanceData(), InstanceDataExtra = ImVector(), SortSpecs = ImGuiTableSortSpecs(), SortSpecsMulti = {}, SortSpecsSingle = ImGuiTableColumnSortSpecs(), SortSpecsCount = 0, ColumnsEnabledCount = 0, ColumnsEnabledFixedCount = 0, DeclColumnsCount = 0, AngledHeadersCount = 0, HoveredColumnBody = 0, HoveredColumnBorder = 0, HighlightColumnHeader = 0, AutoFitSingleColumn = 0, ResizedColumn = 0, LastResizedColumn = 0, HeldHeaderColumn = 0, LastHeldHeaderColumn = 0, ReorderColumn = 0, ReorderColumnDstOrder = 0, LeftMostEnabledColumn = 0, RightMostEnabledColumn = 0, LeftMostStretchedColumn = 0, RightMostStretchedColumn = 0, ContextPopupColumn = 0, FreezeRowsRequest = 0, FreezeRowsCount = 0, FreezeColumnsRequest = 0, FreezeColumnsCount = 0, RowCellDataCurrent = 0, DummyDrawChannel = 0, Bg2DrawChannelCurrent = 0, Bg2DrawChannelUnfrozen = 0, NavLayer = 0, IsLayoutLocked = false, IsInsideRow = false, IsNewTable = false, IsInitializing = false, IsReconcileMode = false, IsSortSpecsDirty = false, IsUsingHeaders = false, IsContextPopupOpen = false, DisableDefaultContextMenu = false, IsSettingsRequestLoad = false, IsSettingsDirty = false, IsDefaultDisplayOrder = false, IsDefaultVisibility = false, IsResetAllRequest = false, IsResetDisplayOrderRequest = false, IsResetVisibilityRequest = false, IsUnfrozenRows = false, IsDefaultSizingPolicy = false, IsActiveIdAliveBeforeTable = false, IsActiveIdInTable = false, HasScrollbarYCurr = false, HasScrollbarYPrev = false, MemoryCompacted = false, HostSkipItems = false, } end --- @class ImGuiTableColumnSettings function ImGuiTableColumnSettings() return { WidthOrWeight = 0.0, ID = 0, Index = -1, DisplayOrder = -1, SortOrder = -1, SortDirection = 0 --[[ImGuiSortDirection.None]], IsEnabled = -1, IsStretch = 0, IsLoaded = false } end -- Storage for a table .ini settings --- @class ImGuiTableSettings function ImGuiTableSettings() return { ID = 0, SaveFlags = 0, RefScale = 0.0, ColumnsCount = 0, ColumnsCountMax = 0, LastUsedDate = 0, WantApply = false, Columns = {} } end -- Storage data for a single column for legacy Columns() api --- @class ImGuiOldColumnData function ImGuiOldColumnData() return { OffsetNorm = 0.0, OffsetNormBeforeResize = 0.0, Flags = 0, ClipRect = ImRect() } end --- @class ImGuiOldColumns function ImGuiOldColumns() return { ID = 0, Flags = 0, IsFirstFrame = false, IsBeingResized = false, Current = 0, Count = 0, OffMinX = 0.0, OffMaxX = 0.0, LineMinY = 0.0, LineMaxY = 0.0, HostCursorPosY = 0.0, HostCursorMaxPosX = 0.0, HostInitialClipRect = ImRect(), HostBackupClipRect = ImRect(), HostBackupParentWorkRect = ImRect(), Columns = ImVector(), Splitter = ImDrawListSplitter() } end -- Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays! ImGuiOldColumnFlags = ImGuiOldColumnFlags or { None = 0, NoBorder = lshift(1, 0), -- Disable column dividers NoResize = lshift(1, 1), -- Disable resizing columns when clicking on the dividers NoPreserveWidths = lshift(1, 2), -- Disable column width preservation when adjusting columns NoForceWithinWindow = lshift(1, 3), -- Disable forcing columns to fit within window GrowParentContentsSize = lshift(1, 4), -- Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. } ImGuiTableColumnFlags.NoDirectResize_ = ImGuiTableColumnFlags.NoDirectResize_ or lshift(1, 30) -- [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) local function Rect(r) return ImRect(r.Min.x, r.Min.y, r.Max.x, r.Max.y) end local function V2(v) return ImVec2(v.x, v.y) end ------------------------------------------------------------------------------- -- [SECTION] Tables: Main code ------------------------------------------------------------------------------- -- - TableFixFlags() [Internal] -- - TableFindByID() [Internal] -- - BeginTable() -- - BeginTableEx() [Internal] -- - TableBeginInitMemory() [Internal] -- - TableApplyQueuedRequests() [Internal] -- - TableSetupColumnFlags() [Internal] -- - TableUpdateLayout() [Internal] -- - TableUpdateBorders() [Internal] -- - EndTable() -- - TableSetupColumn() -- - TableSetupScrollFreeze() ------------------------------------------------------------------------------- -- Configuration local TABLE_DRAW_CHANNEL_BG0 = 0 local TABLE_DRAW_CHANNEL_BG2_FROZEN = 1 local TABLE_DRAW_CHANNEL_NOCLIP = 2 -- When using ImGuiTableFlags.NoClip (this becomes the last visible channel) local TABLE_BORDER_SIZE = 1.0 -- FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. local TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0 -- Extend outside inner borders. local TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06 -- Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. -- Helper local function TableFixFlags(flags, outer_window) -- Adjust flags: set default sizing policy if band(flags, 57344 --[[ImGuiTableFlags.SizingMask_]]) == 0 then flags = bor(flags, (band(flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) ~= 0 or band(outer_window.Flags, 64 --[[ImGuiWindowFlags.AlwaysAutoResize]]) ~= 0) and 8192 --[[ImGuiTableFlags.SizingFixedFit]] or 32768 --[[ImGuiTableFlags.SizingStretchSame]]) end -- Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags.SizingFixedSame if band(flags, 57344 --[[ImGuiTableFlags.SizingMask_]]) == 16384 --[[ImGuiTableFlags.SizingFixedSame]] then flags = bor(flags, 262144 --[[ImGuiTableFlags.NoKeepColumnsVisible]]) end -- Adjust flags: enforce borders when resizable if band(flags, 1 --[[ImGuiTableFlags.Resizable]]) ~= 0 then flags = bor(flags, 512 --[[ImGuiTableFlags.BordersInnerV]]) end -- Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on if band(flags, bor(16777216 --[[ImGuiTableFlags.ScrollX]], 33554432 --[[ImGuiTableFlags.ScrollY]])) ~= 0 then flags = band(flags, bnot(bor(65536 --[[ImGuiTableFlags.NoHostExtendX]], 131072 --[[ImGuiTableFlags.NoHostExtendY]]))) end -- Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody if band(flags, 4096 --[[ImGuiTableFlags.NoBordersInBodyUntilResize]]) ~= 0 then flags = band(flags, bnot(2048 --[[ImGuiTableFlags.NoBordersInBody]])) end -- Adjust flags: disable saved settings if there's nothing to save if band(flags, bor(1 --[[ImGuiTableFlags.Resizable]], 4 --[[ImGuiTableFlags.Hideable]], 2 --[[ImGuiTableFlags.Reorderable]], 8 --[[ImGuiTableFlags.Sortable]])) == 0 then flags = bor(flags, 16 --[[ImGuiTableFlags.NoSavedSettings]]) end -- Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) if band(outer_window.RootWindow.Flags, 256 --[[ImGuiWindowFlags.NoSavedSettings]]) ~= 0 then flags = bor(flags, 16 --[[ImGuiTableFlags.NoSavedSettings]]) end return flags end function ImGui.TableFindByID(id) local g = GImGui return g.Tables:GetByKey(id) end --- @param table_ ImGuiTable --- @param instance_no int function ImGui.TableGetInstanceData(table_, instance_no) if instance_no == 0 then return table_.InstanceDataFirst end return table_.InstanceDataExtra.Data[instance_no] end function ImGui.TableGetInstanceID(table_, instance_no) return ImGui.TableGetInstanceData(table_, instance_no).TableInstanceID end -- Read about "TABLE SIZING" at the top of this file. --- @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) local id = ImGui.GetID(str_id) return ImGui.BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width) end function ImGui.BeginTableEx(name, 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 local g = GImGui local outer_window = ImGui.GetCurrentWindow() if outer_window.SkipItems then -- Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. return false end -- Sanity checks assert(columns_count > 0 and columns_count < 512 --[[IMGUI_TABLE_MAX_COLUMNS]]) if band(flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) ~= 0 then assert(inner_width >= 0.0) end -- If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve. -- FIXME: coarse clipping because access to table data causes two issues: -- - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine. -- - can't implement support for ImGuiChildFlags.ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers. -- The side-effects of accessing table data on coarse clip would be: -- - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations. -- - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[]. local use_child_window = band(flags, bor(16777216 --[[ImGuiTableFlags.ScrollX]], 33554432 --[[ImGuiTableFlags.ScrollY]])) ~= 0 local avail_size = ImGui.GetContentRegionAvail() local actual_outer_size = ImTrunc(ImGui.CalcItemSize(outer_size, mathMax(avail_size.x, 4 --[[IMGUI_WINDOW_HARD_MIN_SIZE]]), use_child_window and mathMax(avail_size.y, 4 --[[IMGUI_WINDOW_HARD_MIN_SIZE]]) or 0.0)) local outer_rect = ImRect(outer_window.DC.CursorPos, outer_window.DC.CursorPos + actual_outer_size) local outer_window_is_measuring_size = (outer_window.AutoFitFramesX > 0) or (outer_window.AutoFitFramesY > 0) -- Doesn't apply to AlwaysAutoResize windows! if use_child_window and ImGui.IsClippedEx(outer_rect, 0) and not outer_window_is_measuring_size then ImGui.ItemSize(outer_rect) ImGui.ItemAdd(outer_rect, id) g.NextWindowData:ClearFlags() return false end -- Acquire storage for the table local table_ = g.Tables:GetOrAddByKey(id) if table_.Columns == nil then -- pool created a plain table for k, v in pairs(ImGuiTable()) do table_[k] = v end end -- Acquire temporary buffers local table_idx = g.Tables:GetIndex(table_) g.TablesTempDataStacked = g.TablesTempDataStacked + 1 while g.TablesTempDataStacked > g.TablesTempData.Size do g.TablesTempData:push_back(ImGuiTableTempData()) end local temp_data = g.TablesTempData.Data[g.TablesTempDataStacked] table_.TempData = temp_data temp_data.TableIndex = table_idx temp_data.ReconcileColumnsRequests:resize(0) -- FIXME: Use shrink(0) everywhere? table_.DrawSplitter = table_.TempData.DrawSplitter table_.DrawSplitter:Clear() -- Fix flags table_.IsDefaultSizingPolicy = band(flags, 57344 --[[ImGuiTableFlags.SizingMask_]]) == 0 flags = TableFixFlags(flags, outer_window) -- Initialize local previous_frame_active = table_.LastFrameActive local instance_no = (previous_frame_active ~= g.FrameCount) and 0 or (table_.InstanceCurrent + 1) local previous_flags = table_.Flags table_.ID = id table_.Flags = flags table_.LastFrameActive = g.FrameCount table_.OuterWindow = outer_window table_.InnerWindow = outer_window table_.ColumnsCount = columns_count table_.IsLayoutLocked = false table_.InnerWidth = inner_width table_.NavLayer = outer_window.DC.NavLayerCurrent table_.IsNewTable = (previous_frame_active == -1) ImVec2_Copy(temp_data.UserOuterSize, outer_size) -- Instance data (for instance 0, TableID == TableInstanceID) local instance_id table_.InstanceCurrent = instance_no if instance_no > 0 then assert(table_.ColumnsCount == columns_count, "BeginTable(): Cannot change columns count mid-frame while preserving same ID") if table_.InstanceDataExtra.Size < instance_no then table_.InstanceDataExtra:push_back(ImGuiTableInstanceData()) end instance_id = ImGui.GetIDWithSeed(instance_no, ImGui.GetIDWithSeed("##Instances", nil, id)) -- Push "##Instances" followed by (int)instance_no in ID stack. else instance_id = id end local table_instance = ImGui.TableGetInstanceData(table_, table_.InstanceCurrent) table_instance.TableInstanceID = instance_id -- When not using a child window, WorkRect.Max will grow as we append contents. if use_child_window then -- Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent -- (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) local override_content_size = ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]) if band(flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) ~= 0 and band(flags, 33554432 --[[ImGuiTableFlags.ScrollY]]) == 0 then override_content_size.y = 1.1754943508223e-38 --[[FLT_MIN]] end -- Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and -- never lead to any scrolling). We don't handle inner_width < 0.0, we could potentially use it to right-align -- based on the right side of the child window work rect, which would require knowing ahead if we are going to -- have decoration taking horizontal spaces (typically a vertical scrollbar). if band(flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) ~= 0 and inner_width > 0.0 then override_content_size.x = inner_width end if override_content_size.x ~= 3.4028234663853e+38 --[[FLT_MAX]] or override_content_size.y ~= 3.4028234663853e+38 --[[FLT_MAX]] then ImGui.SetNextWindowContentSize(ImVec2((override_content_size.x ~= 3.4028234663853e+38 --[[FLT_MAX]]) and override_content_size.x or 0.0, (override_content_size.y ~= 3.4028234663853e+38 --[[FLT_MAX]]) and override_content_size.y or 0.0)) end -- Reset scroll if we are reactivating it if band(previous_flags, bor(16777216 --[[ImGuiTableFlags.ScrollX]], 33554432 --[[ImGuiTableFlags.ScrollY]])) == 0 then if band(g.NextWindowData.HasFlags, 128 --[[ImGuiNextWindowDataFlags.HasScroll]]) == 0 then ImGui.SetNextWindowScroll(ImVec2(0.0, 0.0)) end end -- Create scrolling region (without border and zero window padding) local child_window_flags = (band(flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) ~= 0) and 2048 --[[ImGuiWindowFlags.HorizontalScrollbar]] or 0 --[[ImGuiWindowFlags.None]] ImGui.BeginChildEx(name, instance_id, outer_rect:GetSize(), 0 --[[ImGuiChildFlags.None]], child_window_flags) table_.InnerWindow = g.CurrentWindow ImRect_Copy(table_.WorkRect, table_.InnerWindow.WorkRect) ImRect_Copy(table_.OuterRect, table_.InnerWindow:Rect()) ImRect_Copy(table_.InnerRect, table_.InnerWindow.InnerRect) assert(table_.InnerWindow.WindowPadding.x == 0.0 and table_.InnerWindow.WindowPadding.y == 0.0 and table_.InnerWindow.WindowBorderSize == 0.0) -- Allow submitting when host is measuring if table_.InnerWindow.SkipItems and outer_window_is_measuring_size then table_.InnerWindow.SkipItems = false end -- When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned if instance_no == 0 then table_.HasScrollbarYPrev = table_.HasScrollbarYCurr table_.HasScrollbarYCurr = false end table_.HasScrollbarYCurr = table_.HasScrollbarYCurr or table_.InnerWindow.ScrollbarY else -- For non-scrolling tables, WorkRect == OuterRect == InnerRect. -- But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). ImRect_Copy(table_.WorkRect, outer_rect) ImRect_Copy(table_.OuterRect, outer_rect) ImRect_Copy(table_.InnerRect, outer_rect) table_.HasScrollbarYPrev = false table_.HasScrollbarYCurr = false table_.InnerWindow.DC.TreeDepth = table_.InnerWindow.DC.TreeDepth + 1 -- This is designed to always linking ImGuiTreeNodeFlags.DrawLines linking across a table end -- Push a standardized ID for both child-using and not-child-using tables ImGui.PushOverrideID(id) if instance_no > 0 then ImGui.PushOverrideID(instance_id) -- FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol. end -- Backup a copy of host window members we will modify local inner_window = table_.InnerWindow table_.HostIndentX = inner_window.DC.Indent.x ImRect_Copy(table_.HostClipRect, inner_window.ClipRect) table_.HostSkipItems = inner_window.SkipItems temp_data.WindowID = inner_window.ID ImRect_Copy(temp_data.HostBackupWorkRect, inner_window.WorkRect) ImRect_Copy(temp_data.HostBackupParentWorkRect, inner_window.ParentWorkRect) temp_data.HostBackupColumnsOffset = outer_window.DC.ColumnsOffset.x ImVec2_Copy(temp_data.HostBackupPrevLineSize, inner_window.DC.PrevLineSize) ImVec2_Copy(temp_data.HostBackupCurrLineSize, inner_window.DC.CurrLineSize) ImVec2_Copy(temp_data.HostBackupCursorMaxPos, inner_window.DC.CursorMaxPos) temp_data.HostBackupItemWidth = outer_window.DC.ItemWidth temp_data.HostBackupItemWidthStackSize = outer_window.DC.ItemWidthStack.Size inner_window.DC.PrevLineSize.x = 0.0; inner_window.DC.PrevLineSize.y = 0.0 inner_window.DC.CurrLineSize.x = 0.0; inner_window.DC.CurrLineSize.y = 0.0 -- Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752) -- (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the -- limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap -- problem only affect scrolling tables in this case we can get away with doing it without extra cost). if inner_window ~= outer_window then -- FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window.WindowBorderSize, -- it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with -- different x/y values to BeginChild(). local border_size = TABLE_BORDER_SIZE if band(flags, 1024 --[[ImGuiTableFlags.BordersOuterV]]) ~= 0 then table_.HostClipRect.Min.x = mathMin(table_.HostClipRect.Min.x + border_size, table_.HostClipRect.Max.x) if inner_window.DecoOuterSizeX2 == 0.0 then table_.HostClipRect.Max.x = mathMax(table_.HostClipRect.Max.x - border_size, table_.HostClipRect.Min.x) end end if band(flags, 256 --[[ImGuiTableFlags.BordersOuterH]]) ~= 0 then table_.HostClipRect.Min.y = mathMin(table_.HostClipRect.Min.y + border_size, table_.HostClipRect.Max.y) if inner_window.DecoOuterSizeY2 == 0.0 then table_.HostClipRect.Max.y = mathMax(table_.HostClipRect.Max.y - border_size, table_.HostClipRect.Min.y) end end end -- Padding and Spacing -- - None ........Content..... Pad .....Content........ -- - PadOuter | Pad ..Content..... Pad .....Content.. Pad | -- - PadInner ........Content.. Pad | Pad ..Content........ -- - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | local pad_outer_x if band(flags, 4194304 --[[ImGuiTableFlags.NoPadOuterX]]) ~= 0 then pad_outer_x = false elseif band(flags, 2097152 --[[ImGuiTableFlags.PadOuterX]]) ~= 0 then pad_outer_x = true else pad_outer_x = band(flags, 1024 --[[ImGuiTableFlags.BordersOuterV]]) ~= 0 end local pad_inner_x = band(flags, 8388608 --[[ImGuiTableFlags.NoPadInnerX]]) == 0 local inner_spacing_for_border = (band(flags, 512 --[[ImGuiTableFlags.BordersInnerV]]) ~= 0) and TABLE_BORDER_SIZE or 0.0 local inner_spacing_explicit = (pad_inner_x and band(flags, 512 --[[ImGuiTableFlags.BordersInnerV]]) == 0) and g.Style.CellPadding.x or 0.0 local inner_padding_explicit = (pad_inner_x and band(flags, 512 --[[ImGuiTableFlags.BordersInnerV]]) ~= 0) and g.Style.CellPadding.x or 0.0 table_.CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border table_.CellSpacingX2 = inner_spacing_explicit table_.CellPaddingX = inner_padding_explicit local outer_padding_for_border = (band(flags, 1024 --[[ImGuiTableFlags.BordersOuterV]]) ~= 0) and TABLE_BORDER_SIZE or 0.0 local outer_padding_explicit = pad_outer_x and g.Style.CellPadding.x or 0.0 table_.OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table_.CellPaddingX table_.CurrentColumn = -1 table_.CurrentRow = -1 table_.RowBgColorCounter = 0 table_.LastRowFlags = 0 --[[ImGuiTableRowFlags.None]] ImRect_Copy(table_.InnerClipRect, (inner_window == outer_window) and table_.WorkRect or inner_window.ClipRect) table_.InnerClipRect:ClipWith(table_.WorkRect) -- We need this to honor inner_width table_.InnerClipRect:ClipWithFull(table_.HostClipRect) table_.InnerClipRect.Max.y = (band(flags, 131072 --[[ImGuiTableFlags.NoHostExtendY]]) ~= 0) and mathMin(table_.InnerClipRect.Max.y, inner_window.WorkRect.Max.y) or table_.HostClipRect.Max.y table_.RowPosY1 = table_.WorkRect.Min.y -- This is needed somehow table_.RowPosY2 = table_.WorkRect.Min.y table_.RowTextBaseline = 0.0 -- This will be cleared again by TableBeginRow() table_.RowCellPaddingY = 0.0 table_.FreezeRowsRequest = 0; table_.FreezeRowsCount = 0 -- This will be setup by TableSetupScrollFreeze(), if any table_.FreezeColumnsRequest = 0; table_.FreezeColumnsCount = 0 table_.IsUnfrozenRows = true table_.DeclColumnsCount = 0; table_.AngledHeadersCount = 0 if previous_frame_active + 1 < g.FrameCount then table_.IsActiveIdInTable = false end table_.AngledHeadersHeight = 0.0 temp_data.AngledHeadersExtraWidth = 0.0 -- Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() table_.BorderColorStrong = ImGui.GetColorU32(49 --[[ImGuiCol.TableBorderStrong]]) table_.BorderColorLight = ImGui.GetColorU32(50 --[[ImGuiCol.TableBorderLight]]) -- Make table current g.CurrentTable = table_ inner_window.DC.NavIsScrollPushableX = false -- Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); outer_window.DC.CurrentTableIdx = table_idx if inner_window ~= outer_window then -- So EndChild() within the inner window can restore the table properly. inner_window.DC.CurrentTableIdx = table_idx end if band(previous_flags, 2 --[[ImGuiTableFlags.Reorderable]]) ~= 0 and band(flags, 2 --[[ImGuiTableFlags.Reorderable]]) == 0 then table_.IsResetDisplayOrderRequest = true end -- Mark as used to avoid GC while table_idx >= g.TablesLastTimeActive.Size do g.TablesLastTimeActive:push_back(-1.0) end g.TablesLastTimeActive.Data[table_idx + 1] = g.Time temp_data.LastTimeActive = g.Time table_.MemoryCompacted = false -- Setup memory buffer (clear data if columns count changed) local old_columns_count = table_.ColumnsSize if old_columns_count ~= 0 and old_columns_count ~= columns_count then -- Attempt to preserve width and other settings on column count/specs change (#4046, #9108) IMGUI_DEBUG_LOG_TABLE("[table] Table 0x%08X column count %d -> %d, recreating storage.\n", table_.ID, old_columns_count, columns_count) assert(temp_data.OldColumnsRawData == nil) temp_data.OldColumnsRawData = table_.RawData -- Freed during layout temp_data.OldColumnsData = table_.Columns temp_data.OldColumnsDataSize = table_.ColumnsSize for n = 0, temp_data.OldColumnsDataSize - 1 do temp_data.OldColumnsData[n].IsNeedReconcileSrc = true end table_.RawData = nil end if table_.RawData == nil then ImGui.TableBeginInitMemory(table_, columns_count) table_.IsInitializing = true end if table_.IsResetAllRequest then ImGui.TableResetSettings(table_) end if table_.IsInitializing then -- Initialize if table_.IsNewTable then table_.SettingsOffset = -1 table_.IsSettingsRequestLoad = true end table_.IsSortSpecsDirty = true table_.IsSettingsDirty = true -- Records itself into .ini file even when in default state (#7934) table_.IsReconcileMode = false table_.InstanceInteracted = -1 table_.ContextPopupColumn = -1 table_.ReorderColumn = -1; table_.ReorderColumnDstOrder = -1; table_.ResizedColumn = -1; table_.LastResizedColumn = -1 table_.AutoFitSingleColumn = -1 table_.HoveredColumnBody = -1; table_.HoveredColumnBorder = -1 for n = 0, columns_count - 1 do local column = table_.Columns[n] if temp_data.OldColumnsData and n < temp_data.OldColumnsDataSize then TableColumnCopy(column, temp_data.OldColumnsData[n]) else local width_auto = column.WidthAuto TableColumnCopy(column, ImGuiTableColumn()) column.WidthAuto = width_auto column.IsPreserveWidthAuto = true -- Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker column.IsEnabled = true; column.IsUserEnabled = true; column.IsUserEnabledNextFrame = true column.DisplayOrder = n end table_.DisplayOrderToIndex[n] = column.DisplayOrder end end -- Load settings if table_.IsSettingsRequestLoad then ImGui.TableLoadSettings(table_) end -- Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. -- This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. -- Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. inner_window.SkipItems = true -- Clear names -- At this point the .NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() if #table_.ColumnsNames > 0 then table.clear(table_.ColumnsNames) end return true end function ImGui.TableBeginInitMemory(table_, columns_count) table_.RawData = true table_.Columns = {} table_.DisplayOrderToIndex = {} table_.RowCellData = {} for n = 0, columns_count - 1 do table_.Columns[n] = ImGuiTableColumn() table_.Columns[n].WidthAuto = 0.0 table_.DisplayOrderToIndex[n] = 0 table_.RowCellData[n] = { BgColor = 0, Column = 0 } end table_.ColumnsSize = columns_count table_.EnabledMaskByDisplayOrder = {} table_.EnabledMaskByIndex = {} table_.VisibleMaskByIndex = {} end -- Apply queued resizing/reordering/hiding requests function ImGui.TableApplyQueuedRequests(table_) -- Handle resizing request -- (We process this in the TableBegin() of the first instance of each table) -- FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? if table_.InstanceCurrent == 0 then if table_.ResizedColumn ~= -1 and table_.ResizedColumnNextWidth ~= 3.4028234663853e+38 --[[FLT_MAX]] then ImGui.TableSetColumnWidth(table_.ResizedColumn, table_.ResizedColumnNextWidth) end table_.LastResizedColumn = table_.ResizedColumn table_.ResizedColumnNextWidth = 3.4028234663853e+38 --[[FLT_MAX]] table_.ResizedColumn = -1 -- Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. -- FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. if table_.AutoFitSingleColumn ~= -1 then ImGui.TableSetColumnWidth(table_.AutoFitSingleColumn, table_.Columns[table_.AutoFitSingleColumn].WidthAuto) table_.AutoFitSingleColumn = -1 end end -- Handle reordering request -- Note: we don't clear ReorderColumn after handling the request (FIXME: clarify why or add a test). if table_.InstanceCurrent == 0 then table_.LastHeldHeaderColumn = table_.HeldHeaderColumn table_.HeldHeaderColumn = -1 if table_.ReorderColumn ~= -1 and table_.ReorderColumnDstOrder ~= -1 then ImGui.TableSetColumnDisplayOrder(table_, table_.ReorderColumn, table_.ReorderColumnDstOrder) table_.ReorderColumnDstOrder = -1 end -- Release local g = GImGui if g.ActiveId == 0 then -- FIXME: Need to revisit. See 38f5e5a. table_.ReorderColumn = -1 end --if (table.HeldHeaderColumn == -1 and table.ReorderColumn ~= -1) -- table.ReorderColumn = -1 end -- Handle display order / visibility reset requests if table_.IsResetDisplayOrderRequest then for n = 0, table_.ColumnsCount - 1 do table_.Columns[n].DisplayOrder = n table_.DisplayOrderToIndex[n] = n end table_.IsResetDisplayOrderRequest = false table_.IsSettingsDirty = true end if table_.IsResetVisibilityRequest then for n = 0, table_.ColumnsSize - 1 do local column = table_.Columns[n] local v = band(column.Flags, 2 --[[ImGuiTableColumnFlags.DefaultHide]]) == 0 column.IsUserEnabled = v; column.IsUserEnabledNextFrame = v end table_.IsResetVisibilityRequest = false table_.IsSettingsDirty = true end end -- Apply immediately. See TableQueueSetColumnDisplayOrder() for additional checks/constraints. function ImGui.TableSetColumnDisplayOrder(table_, column_n, dst_order) assert(column_n >= 0 and column_n < table_.ColumnsCount) assert(dst_order >= 0 and dst_order < table_.ColumnsCount) local src_column = table_.Columns[column_n] local src_order = src_column.DisplayOrder if src_order == dst_order then return end local reorder_dir = (dst_order < src_order) and -1 or 1 src_column.DisplayOrder = dst_order local order_n = src_order + reorder_dir while order_n ~= dst_order + reorder_dir do local c = table_.Columns[table_.DisplayOrderToIndex[order_n]] c.DisplayOrder = c.DisplayOrder - reorder_dir order_n = order_n + reorder_dir end --IM_ASSERT(dst_column.DisplayOrder == dst_order - reorder_dir) -- Display order is stored in both columns.IndexDisplayOrder and table.DisplayOrder[]. Rebuild later from the former. -- FIXME-OPT: If this is called multiple times we'd effectively have a O(N^2) thing going on. for n = 0, table_.ColumnsCount - 1 do table_.DisplayOrderToIndex[table_.Columns[n].DisplayOrder] = n end table_.IsSettingsDirty = true end local function TableGetMaxDisplayOrderAllowed(table_, src_order, dst_order) dst_order = ImClamp(dst_order, 0, table_.ColumnsCount - 1) if src_order == dst_order then return dst_order end -- Cannot cross over the frozen column limit when interactively reordering. -- TableSetupScrollFreeze() enforce a display order range for frozen columns. Reordering across the frozen column barrier is illegal and will be undone. if table_.FreezeColumnsRequest > 0 then dst_order = (src_order < table_.FreezeColumnsRequest) and ImMin(dst_order, table_.FreezeColumnsRequest - 1) or ImMax(dst_order, table_.FreezeColumnsRequest) end -- Cannot cross over a column with the ImGuiTableColumnFlags.NoReorder flag. local reorder_dir = (src_order < dst_order) and 1 or -1 local order_n = src_order while (src_order < dst_order and order_n <= dst_order) or (dst_order < src_order and order_n >= dst_order) do if band(table_.Columns[table_.DisplayOrderToIndex[order_n]].Flags, 64 --[[ImGuiTableColumnFlags.NoReorder]]) ~= 0 then dst_order = (order_n == src_order) and src_order or (order_n - reorder_dir) break end order_n = order_n + reorder_dir end return dst_order end -- Reorder requested by user interaction. function ImGui.TableQueueSetColumnDisplayOrder(table_, column_n, dst_order) local src_order = table_.Columns[column_n].DisplayOrder table_.ReorderColumn = column_n table_.ReorderColumnDstOrder = -1 dst_order = TableGetMaxDisplayOrderAllowed(table_, src_order, dst_order) if table_.IsLayoutLocked and dst_order == src_order then -- We allow calling the function before layout w/ reconcile so don't early out. return end table_.ReorderColumnDstOrder = dst_order end -- Adjust flags: default width mode + stretch columns are not allowed when auto extending local function TableSetupColumnFlags(table_, column, column_n, flags_in) local flags = flags_in -- Sizing Policy if band(flags, 24 --[[ImGuiTableColumnFlags.WidthMask_]]) == 0 then local table_sizing_policy = band(table_.Flags, 57344 --[[ImGuiTableFlags.SizingMask_]]) if table_sizing_policy == 8192 --[[ImGuiTableFlags.SizingFixedFit]] or table_sizing_policy == 16384 --[[ImGuiTableFlags.SizingFixedSame]] then flags = bor(flags, 16 --[[ImGuiTableColumnFlags.WidthFixed]]) else flags = bor(flags, 8 --[[ImGuiTableColumnFlags.WidthStretch]]) end else assert(ImIsPowerOfTwo(band(flags, 24 --[[ImGuiTableColumnFlags.WidthMask_]]))) -- Check that only 1 of each set is used. end -- Resize if band(table_.Flags, 1 --[[ImGuiTableFlags.Resizable]]) == 0 then flags = bor(flags, 32 --[[ImGuiTableColumnFlags.NoResize]]) end -- Sorting if band(flags, 1024 --[[ImGuiTableColumnFlags.NoSortAscending]]) ~= 0 and band(flags, 2048 --[[ImGuiTableColumnFlags.NoSortDescending]]) ~= 0 then flags = bor(flags, 512 --[[ImGuiTableColumnFlags.NoSort]]) end -- Indentation if band(flags, 196608 --[[ImGuiTableColumnFlags.IndentMask_]]) == 0 then flags = bor(flags, (column_n == 0) and 65536 --[[ImGuiTableColumnFlags.IndentEnable]] or 131072 --[[ImGuiTableColumnFlags.IndentDisable]]) end -- Alignment --if (flags & ImGuiTableColumnFlags.AlignMask_) == 0 then -- flags = bor(flags, ImGuiTableColumnFlags.AlignCenter) --IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags.AlignMask_)) -- Check that only 1 of each set is used. -- Preserve status flags column.Flags = bor(flags, band(column.Flags, 251658240 --[[ImGuiTableColumnFlags.StatusMask_]])) -- Build an ordered list of available sort directions column.SortDirectionsAvailCount = 0; column.SortDirectionsAvailMask = 0; column.SortDirectionsAvailList = 0 if band(table_.Flags, 8 --[[ImGuiTableFlags.Sortable]]) ~= 0 then local count, mask, list = 0, 0, 0 local Asc, Desc = 1 --[[ImGuiSortDirection.Ascending]], 2 --[[ImGuiSortDirection.Descending]] if band(flags, 16384 --[[ImGuiTableColumnFlags.PreferSortAscending]]) ~= 0 and band(flags, 1024 --[[ImGuiTableColumnFlags.NoSortAscending]]) == 0 then mask = bor(mask, lshift(1, Asc)); list = bor(list, lshift(Asc, lshift(count, 1))); count = count + 1 end if band(flags, 32768 --[[ImGuiTableColumnFlags.PreferSortDescending]]) ~= 0 and band(flags, 2048 --[[ImGuiTableColumnFlags.NoSortDescending]]) == 0 then mask = bor(mask, lshift(1, Desc)); list = bor(list, lshift(Desc, lshift(count, 1))); count = count + 1 end if band(flags, 16384 --[[ImGuiTableColumnFlags.PreferSortAscending]]) == 0 and band(flags, 1024 --[[ImGuiTableColumnFlags.NoSortAscending]]) == 0 then mask = bor(mask, lshift(1, Asc)); list = bor(list, lshift(Asc, lshift(count, 1))); count = count + 1 end if band(flags, 32768 --[[ImGuiTableColumnFlags.PreferSortDescending]]) == 0 and band(flags, 2048 --[[ImGuiTableColumnFlags.NoSortDescending]]) == 0 then mask = bor(mask, lshift(1, Desc)); list = bor(list, lshift(Desc, lshift(count, 1))); count = count + 1 end if band(table_.Flags, 134217728 --[[ImGuiTableFlags.SortTristate]]) ~= 0 or count == 0 then mask = bor(mask, lshift(1, 0 --[[ImGuiSortDirection.None]])); count = count + 1 end column.SortDirectionsAvailList = band(list, 0xFF) column.SortDirectionsAvailMask = band(mask, 0xFF) column.SortDirectionsAvailCount = count ImGui.TableFixColumnSortDirection(table_, column) end end -- Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function. -- Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first. -- FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. -- Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? function ImGui.TableUpdateLayout(table_) local g = GImGui local temp_data = table_.TempData assert(table_.IsLayoutLocked == false) local columns_count = table_.ColumnsCount -- Reconcile moved columns if temp_data.ReconcileColumnsRequests.Size > 0 then ImGui.TableReconcileColumns(table_) end if temp_data.OldColumnsRawData then temp_data.OldColumnsRawData = nil temp_data.OldColumnsData = nil temp_data.OldColumnsDataSize = 0 end -- Apply columns settings if table_.IsSettingsRequestLoad then ImGui.TableLoadSettingsForColumns(table_) end if table_.IsInitializing or table_.IsSettingsRequestLoad then for n = 0, table_.ColumnsSize - 1 do local column = table_.Columns[n] local init_flags if table_.IsSettingsRequestLoad then init_flags = column.IsLoadedSettings and bnot(table_.SettingsLoadedFlags) or bnot(0) else init_flags = column.IsJustCreated and bnot(0) or 0 end ImGui.TableInitColumnDefaults(table_, column, n, init_flags) end ImGui.TableFixDisplayOrder(table_) -- Call even for non _Reorderable table as we loaded .ini data. table_.IsSettingsRequestLoad = false end -- Apply queued resizing/reordering/hiding requests ImGui.TableApplyQueuedRequests(table_) -- Handle DPI/font resize -- This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. -- It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. -- FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. -- This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. local new_ref_scale_unit = g.FontSize -- g.Font.GetCharAdvance('A') ? if table_.RefScale ~= 0.0 and table_.RefScale ~= new_ref_scale_unit then local scale_factor = new_ref_scale_unit / table_.RefScale for n = 0, columns_count - 1 do table_.Columns[n].WidthRequest = table_.Columns[n].WidthRequest * scale_factor end end table_.RefScale = new_ref_scale_unit local table_sizing_policy = band(table_.Flags, 57344 --[[ImGuiTableFlags.SizingMask_]]) table_.IsDefaultDisplayOrder = true; table_.IsDefaultVisibility = true table_.ColumnsEnabledCount = 0 BitArrayClearAll(table_.EnabledMaskByIndex) BitArrayClearAll(table_.EnabledMaskByDisplayOrder) table_.LeftMostEnabledColumn = -1 table_.MinColumnWidth = mathMax(1.0, g.Style.FramePadding.x * 1.0) -- g.Style.ColumnsMinSpacing -- FIXME-TABLE -- [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. -- Process columns in their visible orders as we are building the Prev/Next indices. local count_fixed = 0 -- Number of columns that have fixed sizing policies local count_stretch = 0 -- Number of columns that have stretch sizing policies local prev_visible_column_idx = -1 local has_auto_fit_request = false local has_resizable = false local stretch_sum_width_auto = 0.0 local fixed_max_width_auto = 0.0 for order_n = 0, columns_count - 1 do local column_n = table_.DisplayOrderToIndex[order_n] local column = table_.Columns[column_n] -- Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. -- It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. -- We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. if table_.DeclColumnsCount <= column_n then TableSetupColumnFlags(table_, column, column_n, 0 --[[ImGuiTableColumnFlags.None]]) column.NameOffset = -1 column.ID = 0; column.UserData = 0 column.InitStretchWeightOrWidth = -1.0 end -- Update Enabled state, mark settings and sort specs dirty if band(table_.Flags, 4 --[[ImGuiTableFlags.Hideable]]) == 0 or band(column.Flags, 128 --[[ImGuiTableColumnFlags.NoHide]]) ~= 0 then column.IsUserEnabledNextFrame = true end if column.IsUserEnabled ~= column.IsUserEnabledNextFrame then column.IsUserEnabled = column.IsUserEnabledNextFrame table_.IsSettingsDirty = true end column.IsEnabled = column.IsUserEnabled and band(column.Flags, 1 --[[ImGuiTableColumnFlags.Disabled]]) == 0 column.IsJustCreated = false if column.IsEnabled ~= (band(column.Flags, 2 --[[ImGuiTableColumnFlags.DefaultHide]]) == 0) then table_.IsDefaultVisibility = false end if column_n ~= order_n then table_.IsDefaultDisplayOrder = false end if column.SortOrder ~= -1 and not column.IsEnabled then table_.IsSortSpecsDirty = true end if column.SortOrder > 0 and band(table_.Flags, 67108864 --[[ImGuiTableFlags.SortMulti]]) == 0 then table_.IsSortSpecsDirty = true end -- Auto-fit unsized columns local start_auto_fit if band(column.Flags, 16 --[[ImGuiTableColumnFlags.WidthFixed]]) ~= 0 then start_auto_fit = column.WidthRequest < 0.0 else start_auto_fit = column.StretchWeight < 0.0 end if start_auto_fit then column.AutoFitQueue = lshift(1, 3) - 1 -- Fit for three frames column.CannotSkipItemsQueue = lshift(1, 3) - 1 end if not column.IsEnabled then column.IndexWithinEnabledSet = -1 else -- Mark as enabled and link to previous/next enabled column column.PrevEnabledColumn = prev_visible_column_idx column.NextEnabledColumn = -1 if prev_visible_column_idx ~= -1 then table_.Columns[prev_visible_column_idx].NextEnabledColumn = column_n else table_.LeftMostEnabledColumn = column_n end column.IndexWithinEnabledSet = table_.ColumnsEnabledCount table_.ColumnsEnabledCount = table_.ColumnsEnabledCount + 1 BitArraySet(table_.EnabledMaskByIndex, column_n) BitArraySet(table_.EnabledMaskByDisplayOrder, column.DisplayOrder) prev_visible_column_idx = column_n assert(column.IndexWithinEnabledSet <= column.DisplayOrder) -- Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) -- Combine width from regular rows + width from headers unless requested not to. if not column.IsPreserveWidthAuto and table_.InstanceCurrent == 0 then column.WidthAuto = ImGui.TableGetColumnWidthAuto(table_, column) end -- Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) local column_is_resizable = band(column.Flags, 32 --[[ImGuiTableColumnFlags.NoResize]]) == 0 if column_is_resizable then has_resizable = true end if band(column.Flags, 16 --[[ImGuiTableColumnFlags.WidthFixed]]) ~= 0 and column.InitStretchWeightOrWidth > 0.0 and not column_is_resizable then column.WidthAuto = column.InitStretchWeightOrWidth end if column.AutoFitQueue ~= 0x00 then has_auto_fit_request = true end if band(column.Flags, 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ~= 0 then stretch_sum_width_auto = stretch_sum_width_auto + column.WidthAuto count_stretch = count_stretch + 1 else fixed_max_width_auto = mathMax(fixed_max_width_auto, column.WidthAuto) count_fixed = count_fixed + 1 end end end if band(table_.Flags, 8 --[[ImGuiTableFlags.Sortable]]) ~= 0 and table_.SortSpecsCount == 0 and band(table_.Flags, 134217728 --[[ImGuiTableFlags.SortTristate]]) == 0 then table_.IsSortSpecsDirty = true end table_.RightMostEnabledColumn = prev_visible_column_idx assert(table_.LeftMostEnabledColumn >= 0 and table_.RightMostEnabledColumn >= 0) -- [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid -- the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510. -- FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. if has_auto_fit_request and table_.OuterWindow ~= table_.InnerWindow then table_.InnerWindow.SkipItems = false end if has_auto_fit_request then table_.IsSettingsDirty = true end -- [Part 3] Fix column flags and record a few extra information. local sum_width_requests = 0.0 -- Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. local stretch_sum_weights = 0.0 -- Sum of all weights for stretch columns. table_.LeftMostStretchedColumn = -1; table_.RightMostStretchedColumn = -1 for column_n = 0, columns_count - 1 do if BitTest(table_.EnabledMaskByIndex, column_n) then local column = table_.Columns[column_n] local column_is_resizable = band(column.Flags, 32 --[[ImGuiTableColumnFlags.NoResize]]) == 0 if band(column.Flags, 16 --[[ImGuiTableColumnFlags.WidthFixed]]) ~= 0 then -- Apply same widths policy local width_auto = column.WidthAuto if table_sizing_policy == 16384 --[[ImGuiTableFlags.SizingFixedSame]] and (column.AutoFitQueue ~= 0x00 or not column_is_resizable) then width_auto = fixed_max_width_auto end -- Apply automatic width -- Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) if column.AutoFitQueue ~= 0x00 then column.WidthRequest = width_auto elseif band(column.Flags, 16 --[[ImGuiTableColumnFlags.WidthFixed]]) ~= 0 and not column_is_resizable and column.IsRequestOutput then column.WidthRequest = width_auto end -- FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets -- (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very -- large height (= first frame scrollbar display very off + clipper would skip lots of items). -- This is merely making the side-effect less extreme, but doesn't properly fixes it. -- FIXME: Move this to .WidthGiven to avoid temporary lossyness? -- FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. if column.AutoFitQueue > 0x01 and table_.IsInitializing and not column.IsPreserveWidthAuto then column.WidthRequest = mathMax(column.WidthRequest, table_.MinColumnWidth * 4.0) -- FIXME-TABLE: Another constant/scale? end sum_width_requests = sum_width_requests + column.WidthRequest else -- Initialize stretch weight if column.AutoFitQueue ~= 0x00 or column.StretchWeight < 0.0 or not column_is_resizable then if column.InitStretchWeightOrWidth > 0.0 then column.StretchWeight = column.InitStretchWeightOrWidth elseif table_sizing_policy == 24576 --[[ImGuiTableFlags.SizingStretchProp]] then column.StretchWeight = (column.WidthAuto / stretch_sum_width_auto) * count_stretch else column.StretchWeight = 1.0 end end stretch_sum_weights = stretch_sum_weights + column.StretchWeight if table_.LeftMostStretchedColumn == -1 or table_.Columns[table_.LeftMostStretchedColumn].DisplayOrder > column.DisplayOrder then table_.LeftMostStretchedColumn = column_n end if table_.RightMostStretchedColumn == -1 or table_.Columns[table_.RightMostStretchedColumn].DisplayOrder < column.DisplayOrder then table_.RightMostStretchedColumn = column_n end end column.IsPreserveWidthAuto = false sum_width_requests = sum_width_requests + table_.CellPaddingX * 2.0 end end table_.ColumnsEnabledFixedCount = count_fixed table_.ColumnsStretchSumWeights = stretch_sum_weights -- [Part 4] Apply final widths based on requested widths local work_rect = Rect(table_.WorkRect) local width_spacings = (table_.OuterPaddingX * 2.0) + (table_.CellSpacingX1 + table_.CellSpacingX2) * (table_.ColumnsEnabledCount - 1) local width_removed = (table_.HasScrollbarYPrev and not table_.InnerWindow.ScrollbarY) and g.Style.ScrollbarSize or 0.0 -- To synchronize decoration width of synced tables with mismatching scrollbar state (#5920) local width_avail = mathMax(1.0, ((band(table_.Flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) ~= 0 and table_.InnerWidth == 0.0) and table_.InnerClipRect:GetWidth() or work_rect:GetWidth()) - width_removed) local width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests local width_remaining_for_stretched_columns = width_avail_for_stretched_columns table_.ColumnsGivenWidth = width_spacings + (table_.CellPaddingX * 2.0) * table_.ColumnsEnabledCount for column_n = 0, columns_count - 1 do if BitTest(table_.EnabledMaskByIndex, column_n) then local column = table_.Columns[column_n] -- Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) if band(column.Flags, 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ~= 0 then local weight_ratio = column.StretchWeight / stretch_sum_weights column.WidthRequest = IM_TRUNC(mathMax(width_avail_for_stretched_columns * weight_ratio, table_.MinColumnWidth) + 0.01) width_remaining_for_stretched_columns = width_remaining_for_stretched_columns - column.WidthRequest end -- [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column -- See additional comments in TableSetColumnWidth(). if column.NextEnabledColumn == -1 and table_.LeftMostStretchedColumn ~= -1 then column.Flags = bor(column.Flags, 1073741824 --[[ImGuiTableColumnFlags.NoDirectResize_]]) end -- Assign final width, record width in case we will need to shrink column.WidthGiven = ImTrunc(mathMax(column.WidthRequest, table_.MinColumnWidth)) table_.ColumnsGivenWidth = table_.ColumnsGivenWidth + column.WidthGiven end end -- [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0 * number of Stretch column). -- Using right-to-left distribution (more likely to match resizing cursor). if width_remaining_for_stretched_columns >= 1.0 and band(table_.Flags, 524288 --[[ImGuiTableFlags.PreciseWidths]]) == 0 then local order_n = columns_count - 1 while stretch_sum_weights > 0.0 and width_remaining_for_stretched_columns >= 1.0 and order_n >= 0 do if BitTest(table_.EnabledMaskByDisplayOrder, order_n) then local column = table_.Columns[table_.DisplayOrderToIndex[order_n]] if band(column.Flags, 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ~= 0 then column.WidthRequest = column.WidthRequest + 1.0 column.WidthGiven = column.WidthGiven + 1.0 width_remaining_for_stretched_columns = width_remaining_for_stretched_columns - 1.0 end end order_n = order_n - 1 end end -- Determine if table is hovered which will be used to flag columns as hovered. -- - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByActiveItem), -- but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily -- clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem). -- - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop. local table_instance = ImGui.TableGetInstanceData(table_, table_.InstanceCurrent) table_instance.HoveredRowLast = table_instance.HoveredRowNext table_instance.HoveredRowNext = -1 table_.HoveredColumnBody = -1; table_.HoveredColumnBorder = -1 local mouse_hit_rect = ImRect(table_.OuterRect.Min.x, table_.OuterRect.Min.y, table_.OuterRect.Max.x, mathMax(table_.OuterRect.Max.y, table_.OuterRect.Min.y + table_instance.LastOuterHeight)) local backup_active_id = g.ActiveId g.ActiveId = 0 local is_hovering_table = ImGui.ItemHoverable(mouse_hit_rect, 0, 0 --[[ImGuiItemFlags.None]]) g.ActiveId = backup_active_id -- Determine skewed MousePos.x to support angled headers. local mouse_skewed_x = g.IO.MousePos.x if table_.AngledHeadersHeight > 0.0 then if g.IO.MousePos.y >= table_.OuterRect.Min.y and g.IO.MousePos.y <= table_.OuterRect.Min.y + table_.AngledHeadersHeight then mouse_skewed_x = mouse_skewed_x + ImTrunc((table_.OuterRect.Min.y + table_.AngledHeadersHeight - g.IO.MousePos.y) * table_.AngledHeadersSlope) end end -- [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column -- Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. local has_at_least_one_column_requesting_output = false local offset_x_frozen = (table_.FreezeColumnsCount > 0) local offset_x = ((table_.FreezeColumnsCount > 0) and table_.OuterRect.Min.x or work_rect.Min.x) + table_.OuterPaddingX - table_.CellSpacingX1 local host_clip_rect = Rect(table_.InnerClipRect) --host_clip_rect.Max.x += table.CellPaddingX + table.CellSpacingX2 BitArrayClearAll(table_.VisibleMaskByIndex) for order_n = 0, columns_count - 1 do local column_n = table_.DisplayOrderToIndex[order_n] local column = table_.Columns[column_n] -- Initial nav layer: using FreezeRowsCount, NOT FreezeRowsRequest, so Header line changes layer when frozen column.NavLayerCurrent = (table_.FreezeRowsCount > 0) and 1 --[[ImGuiNavLayer.Menu]] or table_.NavLayer if offset_x_frozen and table_.FreezeColumnsCount == order_n then offset_x = offset_x + work_rect.Min.x - table_.OuterRect.Min.x offset_x_frozen = false end -- Clear status flags column.Flags = band(column.Flags, bnot(251658240 --[[ImGuiTableColumnFlags.StatusMask_]])) if not BitTest(table_.EnabledMaskByDisplayOrder, order_n) then -- Hidden column: clear a few fields and we are done with it for the remainder of the function. -- We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. column.MinX = offset_x; column.MaxX = offset_x; column.WorkMinX = offset_x column.ClipRect.Min.x = offset_x; column.ClipRect.Max.x = offset_x column.WidthGiven = 0.0 column.ClipRect.Min.y = work_rect.Min.y column.ClipRect.Max.y = 3.4028234663853e+38 --[[FLT_MAX]] column.ClipRect:ClipWithFull(host_clip_rect) column.IsVisibleX = false; column.IsVisibleY = false; column.IsRequestOutput = false column.IsSkipItems = true column.ItemWidth = 1.0 else -- Lock start position column.MinX = offset_x -- Lock width based on start position and minimum/maximum width for this position column.WidthMax = ImGui.TableCalcMaxColumnWidth(table_, column_n) column.WidthGiven = mathMin(column.WidthGiven, column.WidthMax) column.WidthGiven = mathMax(column.WidthGiven, mathMin(column.WidthRequest, table_.MinColumnWidth)) column.MaxX = offset_x + column.WidthGiven + table_.CellSpacingX1 + table_.CellSpacingX2 + table_.CellPaddingX * 2.0 -- Lock other positions -- - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. -- - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. -- - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. -- - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. local previous_instance_work_min_x = column.WorkMinX column.WorkMinX = column.MinX + table_.CellPaddingX + table_.CellSpacingX1 column.WorkMaxX = column.MaxX - table_.CellPaddingX - table_.CellSpacingX2 -- Expected max column.ItemWidth = ImTrunc(column.WidthGiven * 0.65) column.ClipRect.Min.x = column.MinX column.ClipRect.Min.y = work_rect.Min.y column.ClipRect.Max.x = column.MaxX --column.WorkMaxX column.ClipRect.Max.y = 3.4028234663853e+38 --[[FLT_MAX]] column.ClipRect:ClipWithFull(host_clip_rect) -- Mark column as Clipped (not in sight) -- Note that scrolling tables (where inner_window ~= outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. -- FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window.ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. -- Taking advantage of LastOuterHeight would yield good results there... -- FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window.DC.CursorMaxPos.x, -- and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). -- Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. column.IsVisibleX = (column.ClipRect.Max.x > column.ClipRect.Min.x) column.IsVisibleY = true -- (column.ClipRect.Max.y > column.ClipRect.Min.y) local is_visible = column.IsVisibleX --and column.IsVisibleY if is_visible then BitArraySet(table_.VisibleMaskByIndex, column_n) end -- Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. column.IsRequestOutput = is_visible or column.AutoFitQueue ~= 0 or column.CannotSkipItemsQueue ~= 0 -- Mark column as SkipItems (ignoring all items/layout) -- (table.HostSkipItems is a copy of inner_window.SkipItems before we cleared it above in Part 2) column.IsSkipItems = not column.IsEnabled or table_.HostSkipItems if column.IsSkipItems then assert(not is_visible) end if column.IsRequestOutput and not column.IsSkipItems then has_at_least_one_column_requesting_output = true end -- Update status flags column.Flags = bor(column.Flags, 16777216 --[[ImGuiTableColumnFlags.IsEnabled]]) if is_visible then column.Flags = bor(column.Flags, 33554432 --[[ImGuiTableColumnFlags.IsVisible]]) end if column.SortOrder ~= -1 then column.Flags = bor(column.Flags, 67108864 --[[ImGuiTableColumnFlags.IsSorted]]) end -- Detect hovered column if is_hovering_table and mouse_skewed_x >= column.ClipRect.Min.x and mouse_skewed_x < column.ClipRect.Max.x then column.Flags = bor(column.Flags, 134217728 --[[ImGuiTableColumnFlags.IsHovered]]) table_.HoveredColumnBody = column_n end -- Alignment -- FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in -- many cases (to be able to honor this we might be able to store a log of cells width, per row, for -- visible rows, but nav/programmatic scroll would have visible artifacts.) --if (column.Flags & ImGuiTableColumnFlags.AlignRight) -- column.WorkMinX = ImMax(column.WorkMinX, column.MaxX - column.ContentWidthRowsUnfrozen) --else if (column.Flags & ImGuiTableColumnFlags.AlignCenter) -- column.WorkMinX = ImLerp(column.WorkMinX, ImMax(column.StartX, column.MaxX - column.ContentWidthRowsUnfrozen), 0.5) -- Reset content width variables if table_.InstanceCurrent == 0 then column.ContentMaxXFrozen = column.WorkMinX column.ContentMaxXUnfrozen = column.WorkMinX column.ContentMaxXHeadersUsed = column.WorkMinX column.ContentMaxXHeadersIdeal = column.WorkMinX else -- As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation. local offset_from_previous_instance = column.WorkMinX - previous_instance_work_min_x column.ContentMaxXFrozen = column.ContentMaxXFrozen + offset_from_previous_instance column.ContentMaxXUnfrozen = column.ContentMaxXUnfrozen + offset_from_previous_instance column.ContentMaxXHeadersUsed = column.ContentMaxXHeadersUsed + offset_from_previous_instance column.ContentMaxXHeadersIdeal = column.ContentMaxXHeadersIdeal + offset_from_previous_instance end -- Don't decrement auto-fit counters until container window got a chance to submit its items if table_.HostSkipItems == false and table_.InstanceCurrent == 0 then column.AutoFitQueue = rshift(column.AutoFitQueue, 1) column.CannotSkipItemsQueue = rshift(column.CannotSkipItemsQueue, 1) end if order_n < table_.FreezeColumnsCount then host_clip_rect.Min.x = ImClamp(column.MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x) end offset_x = offset_x + column.WidthGiven + table_.CellSpacingX1 + table_.CellSpacingX2 + table_.CellPaddingX * 2.0 end end -- In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. -- Else if give no chance to a clipper-savvy user to submit rows and therefore total contents height used by scrollbar. if has_at_least_one_column_requesting_output == false then table_.Columns[table_.LeftMostEnabledColumn].IsRequestOutput = true table_.Columns[table_.LeftMostEnabledColumn].IsSkipItems = false end -- [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) -- Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either -- because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. local unused_x1 = mathMax(table_.WorkRect.Min.x, table_.Columns[table_.RightMostEnabledColumn].ClipRect.Max.x) if is_hovering_table and table_.HoveredColumnBody == -1 then if mouse_skewed_x >= unused_x1 then table_.HoveredColumnBody = columns_count end end if has_resizable == false and band(table_.Flags, 1 --[[ImGuiTableFlags.Resizable]]) ~= 0 then table_.Flags = band(table_.Flags, bnot(1 --[[ImGuiTableFlags.Resizable]])) end table_.IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive ~= 0) -- [Part 8] Lock actual OuterRect/WorkRect right-most position. -- This is done late to handle the case of fixed-columns tables not claiming more widths that they need. -- Because of this we are careful with uses of WorkRect and InnerClipRect before this point. if table_.RightMostStretchedColumn ~= -1 then table_.Flags = band(table_.Flags, bnot(65536 --[[ImGuiTableFlags.NoHostExtendX]])) end if band(table_.Flags, 65536 --[[ImGuiTableFlags.NoHostExtendX]]) ~= 0 then table_.OuterRect.Max.x = unused_x1; table_.WorkRect.Max.x = unused_x1 table_.InnerClipRect.Max.x = mathMin(table_.InnerClipRect.Max.x, unused_x1) end ImRect_Copy(table_.InnerWindow.ParentWorkRect, table_.WorkRect) table_.BorderX1 = table_.InnerClipRect.Min.x table_.BorderX2 = table_.InnerClipRect.Max.x -- Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call. local window_content_max_y if band(table_.Flags, 131072 --[[ImGuiTableFlags.NoHostExtendY]]) ~= 0 then window_content_max_y = table_.OuterRect.Max.y else window_content_max_y = mathMax(table_.InnerWindow.ContentRegionRect.Max.y, (band(table_.Flags, 33554432 --[[ImGuiTableFlags.ScrollY]]) ~= 0) and 0.0 or table_.OuterRect.Max.y) end table_.InnerWindow.WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table_.InnerWindow.WorkRect.Min.y, table_.InnerWindow.WorkRect.Max.y) -- [Part 9] Allocate draw channels and setup background cliprect ImGui.TableSetupDrawChannels(table_) -- [Part 10] Hit testing on borders if band(table_.Flags, 1 --[[ImGuiTableFlags.Resizable]]) ~= 0 then ImGui.TableUpdateBorders(table_) end table_instance.LastTopHeadersRowHeight = 0.0 table_.IsLayoutLocked = true table_.IsUsingHeaders = false -- Highlight header table_.HighlightColumnHeader = -1 if table_.IsContextPopupOpen and table_.ContextPopupColumn ~= -1 and table_.InstanceInteracted == table_.InstanceCurrent then table_.HighlightColumnHeader = table_.ContextPopupColumn elseif band(table_.Flags, 268435456 --[[ImGuiTableFlags.HighlightHoveredColumn]]) ~= 0 and table_.HoveredColumnBody ~= -1 and table_.HoveredColumnBody ~= columns_count and table_.HoveredColumnBorder == -1 then if g.ActiveId == 0 or (table_.IsActiveIdInTable or g.DragDropActive) then table_.HighlightColumnHeader = table_.HoveredColumnBody end end -- [Part 11] Default context menu -- - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup(). -- - To modify or replace this: set table.DisableDefaultContextMenu = true, then call TableBeginContextMenuPopup()/.../EndPopup(). -- - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu, -- e.g. TableDrawDefaultContextMenu(table, table.Flags & ~ImGuiTableFlags.Hideable) will display everything EXCEPT columns visibility options. if table_.DisableDefaultContextMenu == false and ImGui.TableBeginContextMenuPopup(table_) then ImGui.TableDrawDefaultContextMenu(table_, table_.Flags) ImGui.EndPopup() end -- [Part 12] Sanitize and build sort specs before we have a chance to use them for display. -- This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) if table_.IsSortSpecsDirty and band(table_.Flags, 8 --[[ImGuiTableFlags.Sortable]]) ~= 0 then ImGui.TableSortSpecsBuild(table_) end -- [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns) if table_.FreezeColumnsRequest > 0 then table_.InnerWindow.DecoInnerSizeX1 = table_.Columns[table_.DisplayOrderToIndex[table_.FreezeColumnsRequest - 1]].MaxX - table_.OuterRect.Min.x -- FIXME-FROZEN end if table_.FreezeRowsRequest > 0 then table_.InnerWindow.DecoInnerSizeY1 = table_instance.LastFrozenHeight end table_instance.LastFrozenHeight = 0.0 local inner_window = table_.InnerWindow local bs = g.BoxSelectState if bs.Window == inner_window and bs.UnclipMode then ImGui.TableApplyExternalUnclipRect(table_, bs.UnclipRect) end -- Initial state if band(table_.Flags, 1048576 --[[ImGuiTableFlags.NoClip]]) ~= 0 then table_.DrawSplitter:SetCurrentChannel(inner_window.DrawList, TABLE_DRAW_CHANNEL_NOCLIP) else inner_window.DrawList:PushClipRect(inner_window.InnerClipRect.Min, inner_window.InnerClipRect.Max, false) -- FIXME: use table.InnerClipRect? end end -- When starting a BeginMultiSelect() after table has been layout we update IsRequestOutput fields. function ImGui.TableApplyExternalUnclipRect(table_, rect) if rect:IsInverted() then return end for column_n = 0, table_.ColumnsCount - 1 do local column = table_.Columns[column_n] if not column.IsRequestOutput then if rect:Overlaps(ImRect(column.MinX, table_.WorkRect.Min.y, column.MaxX, 3.4028234663853e+38 --[[FLT_MAX]])) then column.IsRequestOutput = true end end end end -- Process hit-testing on resizing borders. Actual size change will be applied in EndTable() -- - Set table.HoveredColumnBorder with a short delay/timer to reduce visual feedback noise. function ImGui.TableUpdateBorders(table_) local g = GImGui assert(band(table_.Flags, 1 --[[ImGuiTableFlags.Resizable]]) ~= 0) -- At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and -- use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not -- really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). -- Actual columns highlight/render will be performed in EndTable() and not be affected. local table_instance = ImGui.TableGetInstanceData(table_, table_.InstanceCurrent) local hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale) local hit_y1 = ((table_.FreezeRowsCount >= 1) and table_.OuterRect.Min.y or table_.WorkRect.Min.y) + table_.AngledHeadersHeight local hit_y2_body = mathMax(table_.OuterRect.Max.y, hit_y1 + table_instance.LastOuterHeight - table_.AngledHeadersHeight) local hit_y2_head = hit_y1 + table_instance.LastTopHeadersRowHeight for order_n = 0, table_.ColumnsCount - 1 do repeat if not BitTest(table_.EnabledMaskByDisplayOrder, order_n) then break end local column_n = table_.DisplayOrderToIndex[order_n] local column = table_.Columns[column_n] if band(column.Flags, bor(32 --[[ImGuiTableColumnFlags.NoResize]], 1073741824 --[[ImGuiTableColumnFlags.NoDirectResize_]])) ~= 0 then break end -- ImGuiTableFlags.NoBordersInBodyUntilResize will be honored in TableDrawBorders() local border_y2_hit = (band(table_.Flags, 2048 --[[ImGuiTableFlags.NoBordersInBody]]) ~= 0) and hit_y2_head or hit_y2_body if band(table_.Flags, 2048 --[[ImGuiTableFlags.NoBordersInBody]]) ~= 0 and table_.IsUsingHeaders == false then break end if not column.IsVisibleX and table_.LastResizedColumn ~= column_n then break end local column_id = ImGui.TableGetColumnResizeID(table_, column_n, table_.InstanceCurrent) local hit_rect = ImRect(column.MaxX - hit_half_width, hit_y1, column.MaxX + hit_half_width, border_y2_hit) ImGui.ItemAdd(hit_rect, column_id, nil, 2 --[[ImGuiItemFlags.NoNav]]) --ImGui.GetForegroundDrawList():AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)) local pressed, hovered, held = ImGui.ButtonBehavior(hit_rect, column_id, bor(2048 --[[ImGuiButtonFlags.FlattenChildren]], 16 --[[ImGuiButtonFlags.PressedOnClick]], 256 --[[ImGuiButtonFlags.PressedOnDoubleClick]], 262144 --[[ImGuiButtonFlags.NoNavFocus]])) if pressed and ImGui.IsMouseDoubleClicked(0) then ImGui.TableSetColumnWidthAutoSingle(table_, column_n) ImGui.ClearActiveID() held = false end if held then if table_.LastResizedColumn == -1 then table_.ResizeLockMinContentsX2 = (table_.RightMostEnabledColumn ~= -1) and table_.Columns[table_.RightMostEnabledColumn].MaxX or -3.4028234663853e+38 --[[FLT_MAX]] end table_.ResizedColumn = column_n table_.InstanceInteracted = table_.InstanceCurrent end if (hovered and g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) or held then table_.HoveredColumnBorder = column_n ImGui.SetMouseCursor(4 --[[ImGuiMouseCursor.ResizeEW]]) end until true end end function ImGui.EndTable() local g = GImGui local table_ = g.CurrentTable IM_ASSERT_USER_ERROR_RET(table_ ~= nil, "EndTable() call should only be done while in BeginTable() scope!") -- This assert would be very useful to catch a common error... unfortunately it would probably trigger in some -- cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) --IM_ASSERT(table.IsLayoutLocked, "Table unused: never called TableNextRow(), is that the intent?") -- If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our -- code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. if not table_.IsLayoutLocked then ImGui.TableUpdateLayout(table_) end local flags = table_.Flags local inner_window = table_.InnerWindow local outer_window = table_.OuterWindow local temp_data = table_.TempData assert(inner_window == g.CurrentWindow and inner_window.ID == temp_data.WindowID) assert(outer_window == inner_window or outer_window == inner_window.ParentWindow) if table_.IsInsideRow then ImGui.TableEndRow(table_) end -- Context menu in columns body if band(flags, 32 --[[ImGuiTableFlags.ContextMenuInBody]]) ~= 0 then if table_.HoveredColumnBody ~= -1 and not ImGui.IsAnyItemHovered() and ImGui.IsMouseReleased(1 --[[ImGuiMouseButton.Right]]) then ImGui.TableOpenContextMenu(table_.HoveredColumnBody) end end -- Finalize table height local table_instance = ImGui.TableGetInstanceData(table_, table_.InstanceCurrent) ImVec2_Copy(inner_window.DC.PrevLineSize, temp_data.HostBackupPrevLineSize) ImVec2_Copy(inner_window.DC.CurrLineSize, temp_data.HostBackupCurrLineSize) ImVec2_Copy(inner_window.DC.CursorMaxPos, temp_data.HostBackupCursorMaxPos) local inner_content_max_y = ImCeil(table_.RowPosY2) -- Rounding final position is important as we currently don't round row height ('Demo->Tables->Outer Size' demo uses non-integer heights) assert(table_.RowPosY2 == inner_window.DC.CursorPos.y) if inner_window ~= outer_window then inner_window.DC.CursorMaxPos.y = inner_content_max_y elseif band(flags, 131072 --[[ImGuiTableFlags.NoHostExtendY]]) == 0 then local v = mathMax(table_.OuterRect.Max.y, inner_content_max_y) -- Patch OuterRect/InnerRect height table_.OuterRect.Max.y = v; table_.InnerRect.Max.y = v end table_.WorkRect.Max.y = mathMax(table_.WorkRect.Max.y, table_.OuterRect.Max.y) table_instance.LastOuterHeight = table_.OuterRect:GetHeight() -- Setup inner scrolling range -- FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window.DC.CursorMaxPos.y, -- but since the later is likely to be impossible to do we'd rather update both axes together. if band(table_.Flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) ~= 0 then local outer_padding_for_border = (band(table_.Flags, 1024 --[[ImGuiTableFlags.BordersOuterV]]) ~= 0) and TABLE_BORDER_SIZE or 0.0 local max_pos_x = inner_window.DC.CursorMaxPos.x if table_.RightMostEnabledColumn ~= -1 then max_pos_x = mathMax(max_pos_x, table_.Columns[table_.RightMostEnabledColumn].WorkMaxX + table_.CellPaddingX + table_.OuterPaddingX - outer_padding_for_border) end if table_.ResizedColumn ~= -1 then max_pos_x = mathMax(max_pos_x, table_.ResizeLockMinContentsX2) end inner_window.DC.CursorMaxPos.x = max_pos_x + table_.TempData.AngledHeadersExtraWidth end -- Pop clipping rect if band(flags, 1048576 --[[ImGuiTableFlags.NoClip]]) == 0 then inner_window.DrawList:PopClipRect() end ImRect_CopyFromV4(inner_window.ClipRect, inner_window.DrawList._ClipRectStack:back()) -- Draw borders if band(flags, 1920 --[[ImGuiTableFlags.Borders]]) ~= 0 then ImGui.TableDrawBorders(table_) end -- Flatten channels and merge draw calls local splitter = table_.DrawSplitter splitter:SetCurrentChannel(inner_window.DrawList, 0) if band(table_.Flags, 1048576 --[[ImGuiTableFlags.NoClip]]) == 0 then ImGui.TableMergeDrawChannels(table_) end splitter:Merge(inner_window.DrawList) -- Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() local auto_fit_width_for_fixed = 0.0 local auto_fit_width_for_stretched = 0.0 local auto_fit_width_for_stretched_min = 0.0 for column_n = 0, table_.ColumnsCount - 1 do if BitTest(table_.EnabledMaskByIndex, column_n) then local column = table_.Columns[column_n] local column_width_request if band(column.Flags, 16 --[[ImGuiTableColumnFlags.WidthFixed]]) ~= 0 and band(column.Flags, 32 --[[ImGuiTableColumnFlags.NoResize]]) == 0 then column_width_request = column.WidthRequest else column_width_request = ImGui.TableGetColumnWidthAuto(table_, column) end if band(column.Flags, 16 --[[ImGuiTableColumnFlags.WidthFixed]]) ~= 0 then auto_fit_width_for_fixed = auto_fit_width_for_fixed + column_width_request else auto_fit_width_for_stretched = auto_fit_width_for_stretched + column_width_request end if band(column.Flags, 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ~= 0 and band(column.Flags, 32 --[[ImGuiTableColumnFlags.NoResize]]) ~= 0 then auto_fit_width_for_stretched_min = mathMax(auto_fit_width_for_stretched_min, column_width_request / (column.StretchWeight / table_.ColumnsStretchSumWeights)) end end end local width_spacings = (table_.OuterPaddingX * 2.0) + (table_.CellSpacingX1 + table_.CellSpacingX2) * (table_.ColumnsEnabledCount - 1) table_.ColumnsAutoFitWidth = width_spacings + (table_.CellPaddingX * 2.0) * table_.ColumnsEnabledCount + auto_fit_width_for_fixed + mathMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min) -- Update scroll if band(table_.Flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) == 0 and inner_window ~= outer_window then inner_window.Scroll.x = 0.0 elseif table_.LastResizedColumn ~= -1 and table_.ResizedColumn == -1 and inner_window.ScrollbarX and table_.InstanceInteracted == table_.InstanceCurrent then -- When releasing a column being resized, scroll to keep the resulting column in sight local neighbor_width_to_keep_visible = table_.MinColumnWidth + table_.CellPaddingX * 2.0 local column = table_.Columns[table_.LastResizedColumn] if column.MaxX < table_.InnerClipRect.Min.x then ImGui.SetScrollFromPosX(inner_window, column.MaxX - inner_window.Pos.x - neighbor_width_to_keep_visible, 1.0) elseif column.MaxX > table_.InnerClipRect.Max.x then ImGui.SetScrollFromPosX(inner_window, column.MaxX - inner_window.Pos.x + neighbor_width_to_keep_visible, 1.0) end end -- Apply resizing/dragging at the end of the frame if table_.ResizedColumn ~= -1 and table_.InstanceCurrent == table_.InstanceInteracted then local column = table_.Columns[table_.ResizedColumn] local new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale)) local new_width = ImTrunc(new_x2 - column.MinX - table_.CellSpacingX1 - table_.CellPaddingX * 2.0) table_.ResizedColumnNextWidth = new_width end table_.IsActiveIdInTable = (g.ActiveIdIsAlive ~= 0 and table_.IsActiveIdAliveBeforeTable == false) -- Pop from id stack IM_ASSERT_USER_ERROR(inner_window.IDStack:back() == table_instance.TableInstanceID, "Mismatching PushID/PopID!") IM_ASSERT_USER_ERROR(outer_window.DC.ItemWidthStack.Size >= temp_data.HostBackupItemWidthStackSize, "Too many PopItemWidth!") if table_.InstanceCurrent > 0 then ImGui.PopID() end ImGui.PopID() -- Restore window data that we modified local backup_outer_max_pos = V2(outer_window.DC.CursorMaxPos) ImRect_Copy(inner_window.WorkRect, temp_data.HostBackupWorkRect) ImRect_Copy(inner_window.ParentWorkRect, temp_data.HostBackupParentWorkRect) inner_window.SkipItems = table_.HostSkipItems ImVec2_Copy(outer_window.DC.CursorPos, table_.OuterRect.Min) outer_window.DC.ItemWidth = temp_data.HostBackupItemWidth outer_window.DC.ItemWidthStack:resize(temp_data.HostBackupItemWidthStackSize) outer_window.DC.ColumnsOffset.x = temp_data.HostBackupColumnsOffset -- Layout in outer window -- (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding -- CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) if inner_window ~= outer_window then local backup_nav_layers_active_mask = inner_window.DC.NavLayersActiveMask inner_window.DC.NavLayersActiveMask = bor(inner_window.DC.NavLayersActiveMask, lshift(1, table_.NavLayer)) -- So empty table don't appear to navigate differently. g.CurrentTable = nil -- To avoid error recovery recursing ImGui.EndChild() g.CurrentTable = table_ inner_window.DC.NavLayersActiveMask = backup_nav_layers_active_mask else inner_window.DC.TreeDepth = inner_window.DC.TreeDepth - 1 ImGui.ItemSize(table_.OuterRect:GetSize()) ImGui.ItemAdd(table_.OuterRect, 0) end -- Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar if band(table_.Flags, 65536 --[[ImGuiTableFlags.NoHostExtendX]]) ~= 0 then -- FIXME-TABLE: Could we remove this section? -- ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents assert(band(table_.Flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) == 0) outer_window.DC.CursorMaxPos.x = mathMax(backup_outer_max_pos.x, table_.OuterRect.Min.x + table_.ColumnsAutoFitWidth) elseif temp_data.UserOuterSize.x <= 0.0 then -- Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block, #9352 -- - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback? See broken test in 'table_reported_size_outer' local outer_content_max_x = table_.OuterRect.Min.x + table_.ColumnsAutoFitWidth local decoration_size = table_.TempData.AngledHeadersExtraWidth + ((inner_window ~= outer_window) and inner_window.ScrollbarSizes.x or 0.0) outer_window.DC.IdealMaxPos.x = mathMax(outer_window.DC.IdealMaxPos.x, outer_content_max_x + decoration_size - temp_data.UserOuterSize.x) outer_window.DC.CursorMaxPos.x = mathMax(backup_outer_max_pos.x, mathMin(table_.OuterRect.Max.x, outer_content_max_x + decoration_size)) else outer_window.DC.CursorMaxPos.x = mathMax(backup_outer_max_pos.x, table_.OuterRect.Max.x) end if temp_data.UserOuterSize.y <= 0.0 then -- (same comment as above) local outer_content_size_y = (inner_window == outer_window) and (inner_content_max_y - table_.InnerRect.Min.y) or (inner_content_max_y - inner_window.DC.CursorStartPos.y) local outer_content_max_y = table_.OuterRect.Min.y + outer_content_size_y local decoration_size = (inner_window ~= outer_window) and inner_window.ScrollbarSizes.y or 0.0 outer_window.DC.IdealMaxPos.y = mathMax(outer_window.DC.IdealMaxPos.y, outer_content_max_y + decoration_size - temp_data.UserOuterSize.y) outer_window.DC.CursorMaxPos.y = mathMax(backup_outer_max_pos.y, mathMin(table_.OuterRect.Max.y, outer_content_max_y + decoration_size)) else -- OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags.NoHostExtendY is set) outer_window.DC.CursorMaxPos.y = mathMax(backup_outer_max_pos.y, table_.OuterRect.Max.y) end -- Save settings if table_.IsSettingsDirty then ImGui.TableSaveSettings(table_) end table_.IsInitializing = false -- Clear or restore current table, if any assert(g.CurrentWindow == outer_window and g.CurrentTable == table_) assert(g.TablesTempDataStacked > 0) g.TablesTempDataStacked = g.TablesTempDataStacked - 1 temp_data = (g.TablesTempDataStacked > 0) and g.TablesTempData.Data[g.TablesTempDataStacked] or nil g.CurrentTable = (temp_data and (temp_data.WindowID == outer_window.ID)) and g.Tables:GetByIndex(temp_data.TableIndex) or nil if g.CurrentTable then g.CurrentTable.TempData = temp_data g.CurrentTable.DrawSplitter = temp_data.DrawSplitter end outer_window.DC.CurrentTableIdx = g.CurrentTable and g.Tables:GetIndex(g.CurrentTable) or -1 ImGui.NavUpdateCurrentWindowIsScrollPushableX() end -- Called in TableUpdateLayout() when initializing/after loading settings. -- 'init_mask' specify which fields to initialize. --- @param column_n int # index of `column` (C++: Columns.index_from_ptr(column)) function ImGui.TableInitColumnDefaults(table_, column, column_n, init_mask) local flags = column.Flags if band(init_mask, 1 --[[ImGuiTableFlags.Resizable]]) ~= 0 then local init_width_or_weight = column.InitStretchWeightOrWidth column.WidthRequest = (band(flags, 16 --[[ImGuiTableColumnFlags.WidthFixed]]) ~= 0 and init_width_or_weight > 0.0) and init_width_or_weight or -1.0 column.StretchWeight = (init_width_or_weight > 0.0 and band(flags, 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ~= 0) and init_width_or_weight or -1.0 if init_width_or_weight > 0.0 then -- Disable auto-fit if an explicit width/weight has been specified column.AutoFitQueue = 0x00 end end if band(init_mask, 2 --[[ImGuiTableFlags.Reorderable]]) ~= 0 then column.DisplayOrder = (band(table_.Flags, 2 --[[ImGuiTableFlags.Reorderable]]) ~= 0) and -1 or column_n end if band(init_mask, 4 --[[ImGuiTableFlags.Hideable]]) ~= 0 then local v = band(flags, 2 --[[ImGuiTableColumnFlags.DefaultHide]]) == 0 column.IsUserEnabled = v; column.IsUserEnabledNextFrame = v end if band(init_mask, 8 --[[ImGuiTableFlags.Sortable]]) ~= 0 then -- Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. column.SortOrder = (band(flags, 4 --[[ImGuiTableColumnFlags.DefaultSort]]) ~= 0) and 0 or -1 if band(flags, 4 --[[ImGuiTableColumnFlags.DefaultSort]]) ~= 0 then column.SortDirection = (band(flags, 32768 --[[ImGuiTableColumnFlags.PreferSortDescending]]) ~= 0) and 2 --[[ImGuiSortDirection.Descending]] or 1 --[[ImGuiSortDirection.Ascending]] else column.SortDirection = 0 --[[ImGuiSortDirection.None]] end end end -- See "COLUMNS SIZING POLICIES" comments at the top of this file -- If (init_width_or_weight <= 0.0) it is ignored local function TableSetupColumnApply(table_, idx, id, name_offset, flags, init_width_or_weight, user_data) local column = table_.Columns[idx] -- Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. -- Give a grace to users of ImGuiTableFlags.ScrollX. if table_.IsDefaultSizingPolicy and band(flags, 24 --[[ImGuiTableColumnFlags.WidthMask_]]) == 0 and band(flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) == 0 then IM_ASSERT_USER_ERROR_RET(init_width_or_weight <= 0.0, "TableSetupColumn(): can only specify width/weight if sizing policy is set explicitly in either Table or Column.") end -- When passing a width automatically enforce WidthFixed policy -- (whereas TableSetupColumnFlags would default to WidthAuto if table is not resizable) if band(flags, 24 --[[ImGuiTableColumnFlags.WidthMask_]]) == 0 and init_width_or_weight > 0.0 then if band(table_.Flags, 57344 --[[ImGuiTableFlags.SizingMask_]]) == 8192 --[[ImGuiTableFlags.SizingFixedFit]] or band(table_.Flags, 57344 --[[ImGuiTableFlags.SizingMask_]]) == 16384 --[[ImGuiTableFlags.SizingFixedSame]] then flags = bor(flags, 16 --[[ImGuiTableColumnFlags.WidthFixed]]) end end if band(flags, 262144 --[[ImGuiTableColumnFlags.AngledHeader]]) ~= 0 then flags = bor(flags, 4096 --[[ImGuiTableColumnFlags.NoHeaderLabel]]) table_.AngledHeadersCount = table_.AngledHeadersCount + 1 end TableSetupColumnFlags(table_, column, idx, flags) column.ID = id column.UserData = user_data column.NameOffset = name_offset column.InitStretchWeightOrWidth = init_width_or_weight end --- @param label string? --- @param flags? ImGuiTableColumnFlags --- @param init_width_or_weight? float --- @param user_data? ImGuiID function ImGui.TableSetupColumn(label, flags, init_width_or_weight, user_data) if flags == nil then flags = 0 end if init_width_or_weight == nil then init_width_or_weight = 0.0 end if user_data == nil then user_data = 0 end local g = GImGui local table_ = g.CurrentTable IM_ASSERT_USER_ERROR_RET(table_ ~= nil, "Call should only be done while in BeginTable() scope!") IM_ASSERT_USER_ERROR_RET(table_.DeclColumnsCount < table_.ColumnsCount, "TableSetupColumn(): called too many times!") IM_ASSERT_USER_ERROR_RET(table_.IsLayoutLocked == false, "TableSetupColumn(): need to call before first row!") -- Table layout is locked when submitting a row or when calling BeginMultiSelect() with box-select. assert(band(flags, 251658240 --[[ImGuiTableColumnFlags.StatusMask_]]) == 0, "Illegal to pass StatusMask values to TableSetupColumn()") -- Store name -- FIXME: If we recorded the number of \n in names we could compute header row height local name_offset = -1 if label ~= nil and label ~= "" then name_offset = #table_.ColumnsNames table_.ColumnsNames[name_offset + 1] = label end local column_id = (label ~= nil and label ~= "") and ImHashStr(label) or 0 -- When ID changed or a column moved: defer the request until layout where we will process full reconcile. local column_idx = table_.DeclColumnsCount table_.DeclColumnsCount = table_.DeclColumnsCount + 1 local column = table_.Columns[column_idx] -- If topology change goes into reconcile mode if table_.IsReconcileMode == false and column.ID ~= column_id and not table_.IsNewTable then table_.IsReconcileMode = true end -- Fast/common path if table_.IsReconcileMode == false then TableSetupColumnApply(table_, column_idx, column_id, name_offset, flags, init_width_or_weight, user_data) column.IsNeedReconcileSrc = false; column.IsNeedReconcileDst = false local old = table_.TempData.OldColumnsData if old and column_idx < table_.TempData.OldColumnsDataSize then old[column_idx].IsNeedReconcileSrc = false end return end -- Reconcile path: defer applying data to TableUpdateLayout() -> TableReconcileMovedColumns() -> TableSetupColumnApply(). -- On column count change: search the previous columns: -- - the live Columns[] array is truncated on shrink, so a moved column may only exist in old data. -- - the live Columns[] array may already be partially reset. local reconcile_data = { ID = column_id, NameOffset = name_offset, Flags = flags, InitWidthOrWeight = init_width_or_weight, UserData = user_data, ColumnNewIdx = column_idx, ColumnOldIdx = -1, ColumnOldData = ImGuiTableColumn(), } table_.TempData.ReconcileColumnsRequests:push_back(reconcile_data) column.NameOffset = name_offset -- Allow TableGetColumnName() to work before layout column.IsNeedReconcileSrc = true; column.IsNeedReconcileDst = true end -- NB: This was written to be similar to the logic in TableLoadSettingsForColumns(). function ImGui.TableReconcileColumns(table_) local temp_data = table_.TempData IMGUI_DEBUG_LOG_TABLE("[table] Reconcile columns for table 0x%08X\n", table_.ID) local dst_columns = table_.Columns local src_columns, src_count if temp_data.OldColumnsData == nil then src_columns, src_count = table_.Columns, table_.ColumnsSize else src_columns, src_count = temp_data.OldColumnsData, temp_data.OldColumnsDataSize end -- Find matches for named columns. local matches = 0 local reconcile_requests = temp_data.ReconcileColumnsRequests for _, reconcile_data in reconcile_requests:iter() do if reconcile_data.ID ~= 0 then for src_n = 0, src_count - 1 do local src_column = src_columns[src_n] if src_column.ID == reconcile_data.ID and src_column.IsNeedReconcileSrc then local dst_column = dst_columns[reconcile_data.ColumnNewIdx] assert(src_column.IsNeedReconcileSrc and dst_column.IsNeedReconcileDst) src_column.IsNeedReconcileSrc = false; dst_column.IsNeedReconcileDst = false reconcile_data.ColumnOldIdx = src_n reconcile_data.ColumnOldData = TableColumnClone(src_column) matches = matches + 1 break end end end end -- Remaining entries are matched sequentially. local dst_idx = 1 -- index in reconcile array (1-based) if matches ~= reconcile_requests.Size then for src_n = 0, src_count - 1 do local src_column = src_columns[src_n] if src_column.IsNeedReconcileSrc then while dst_idx <= reconcile_requests.Size and reconcile_requests.Data[dst_idx].ColumnOldIdx ~= -1 do dst_idx = dst_idx + 1 end if dst_idx > reconcile_requests.Size then break end local reconcile_data = reconcile_requests.Data[dst_idx] local dst_column = dst_columns[reconcile_data.ColumnNewIdx] assert(src_column.IsNeedReconcileSrc and dst_column.IsNeedReconcileDst) src_column.IsNeedReconcileSrc = false; dst_column.IsNeedReconcileDst = false reconcile_data.ColumnOldIdx = src_n reconcile_data.ColumnOldData = TableColumnClone(src_column) end end end -- Apply in the final pass. Because it is possible that src_columns == table.Columns we went through a temporary copy. for _, reconcile_data in reconcile_requests:iter() do TableColumnCopy(table_.Columns[reconcile_data.ColumnNewIdx], reconcile_data.ColumnOldData) -- When old column was not found clear anyway with default-constructed data (which will set IsJustCreated=true) TableSetupColumnApply(table_, reconcile_data.ColumnNewIdx, reconcile_data.ID, reconcile_data.NameOffset, reconcile_data.Flags, reconcile_data.InitWidthOrWeight, reconcile_data.UserData) end ImGui.TableFixDisplayOrder(table_) table_.IsSettingsDirty = true -- FIXME-RECONCILE: Necessary? table_.IsReconcileMode = false reconcile_requests:resize(0) -- GC-ed once in NewFrame() end -- [Public] function ImGui.TableSetupScrollFreeze(columns, rows) local g = GImGui local table_ = g.CurrentTable IM_ASSERT_USER_ERROR_RET(table_ ~= nil, "Call should only be done while in BeginTable() scope!") assert(table_.IsLayoutLocked == false, "TableSetupColumn(): need to call before first row!") assert(columns >= 0 and columns < 512 --[[IMGUI_TABLE_MAX_COLUMNS]]) assert(rows >= 0 and rows < 128) -- Arbitrary limit table_.FreezeColumnsRequest = (band(table_.Flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) ~= 0) and mathMin(columns, table_.ColumnsCount) or 0 table_.FreezeColumnsCount = (table_.InnerWindow.Scroll.x ~= 0.0) and table_.FreezeColumnsRequest or 0 table_.FreezeRowsRequest = (band(table_.Flags, 33554432 --[[ImGuiTableFlags.ScrollY]]) ~= 0) and rows or 0 table_.FreezeRowsCount = (table_.InnerWindow.Scroll.y ~= 0.0) and table_.FreezeRowsRequest or 0 table_.IsUnfrozenRows = (table_.FreezeRowsCount == 0) -- Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it. end ------------------------------------------------------------------------------- -- [SECTION] Tables: Simple accessors ------------------------------------------------------------------------------- -- - TableGetColumnCount() -- - TableGetColumnName() -- - TableGetColumnName() [Internal] -- - TableSetColumnEnabled() -- - TableGetColumnFlags() -- - TableGetCellBgRect() [Internal] -- - TableGetColumnResizeID() [Internal] -- - TableGetHoveredColumn() [Internal] -- - TableGetHoveredRow() [Internal] -- - TableSetBgColor() ------------------------------------------------------------------------------- -- [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, -- they would meddle many times with the underlying ImDrawCmd. -- Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let -- the subsequent single call to SetCurrentChannel() does it things once. function ImGui.SetWindowClipRectBeforeSetChannel(window, clip_rect) -- [Luau] scalar copies, no temporary ImVec4: the clip rect stack top is a uniquely owned ImVec4 (PushClipRect always pushes a fresh one), so overwrite it in place local min, max = clip_rect.Min, clip_rect.Max local x1, y1, x2, y2 = min.x, min.y, max.x, max.y local wcr = window.ClipRect wcr.Min.x = x1; wcr.Min.y = y1; wcr.Max.x = x2; wcr.Max.y = y2 local draw_list = window.DrawList local hcr = draw_list._CmdHeader.ClipRect hcr.x = x1; hcr.y = y1; hcr.z = x2; hcr.w = y2 local stack = draw_list._ClipRectStack local top = stack.Data[stack.Size] if top ~= nil then top.x = x1; top.y = y1; top.z = x2; top.w = y2 else stack.Data[stack.Size] = ImVec4(x1, y1, x2, y2) end end function ImGui.TableGetColumnCount() local g = GImGui local table_ = g.CurrentTable return table_ and table_.ColumnsCount or 0 end -- Overloads: TableGetColumnName(column_n?) / TableGetColumnName(table, column_n) function ImGui.TableGetColumnName(a, b) local table_, column_n if type(a) == "table" then table_, column_n = a, b else local g = GImGui table_ = g.CurrentTable if not table_ then return nil end column_n = a or -1 if column_n < 0 then column_n = table_.CurrentColumn end end if table_.IsLayoutLocked == false and column_n >= table_.DeclColumnsCount then return "" -- NameOffset is invalid at this point end local column = table_.Columns[column_n] if column.NameOffset == -1 then return "" end return table_.ColumnsNames[column.NameOffset + 1] end -- Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) -- Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags.ContextMenuInBody) -- - Require table to have the ImGuiTableFlags.Hideable flag because we are manipulating user accessible state. -- - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). -- - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags.IsEnabled) ~= 0. -- - Alternative: the ImGuiTableColumnFlags.Disabled is an overriding/master disable flag which will also hide the column from context menu. function ImGui.TableSetColumnEnabled(column_n, enabled) local g = GImGui local table_ = g.CurrentTable IM_ASSERT_USER_ERROR_RET(table_ ~= nil, "Call should only be done while in BeginTable() scope!") assert(band(table_.Flags, 4 --[[ImGuiTableFlags.Hideable]]) ~= 0) -- See comments above if column_n < 0 then column_n = table_.CurrentColumn end assert(column_n >= 0 and column_n < table_.ColumnsCount) local column = table_.Columns[column_n] column.IsUserEnabledNextFrame = enabled end -- We allow querying for an extra column in order to poll the IsHovered state of the right-most section function ImGui.TableGetColumnFlags(column_n) if column_n == nil then column_n = -1 end local g = GImGui local table_ = g.CurrentTable if not table_ then return 0 --[[ImGuiTableColumnFlags.None]] end if column_n < 0 then column_n = table_.CurrentColumn end if column_n == table_.ColumnsCount then return (table_.HoveredColumnBody == column_n) and 134217728 --[[ImGuiTableColumnFlags.IsHovered]] or 0 --[[ImGuiTableColumnFlags.None]] end return table_.Columns[column_n].Flags end -- Return the cell rectangle based on currently known height. -- - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. -- The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. -- - Important: if ImGuiTableFlags.PadOuterX is set but ImGuiTableFlags.PadInnerX is not set, the outer-most left and right -- columns report a small offset so their CellBgRect can extend up to the outer border. -- FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. function ImGui.TableGetCellBgRect(table_, column_n) local column = table_.Columns[column_n] local x1 = column.MinX local x2 = column.MaxX --if column.PrevEnabledColumn == -1 then -- x1 = x1 - table.OuterPaddingX --if column.NextEnabledColumn == -1 then -- x2 = x2 + table.OuterPaddingX x1 = mathMax(x1, table_.WorkRect.Min.x) x2 = mathMin(x2, table_.WorkRect.Max.x) return ImRect(x1, table_.RowPosY1, x2, table_.RowPosY2) end -- Return the resizing ID for the right-side of the given column. function ImGui.TableGetColumnResizeID(table_, column_n, instance_no) if instance_no == nil then instance_no = 0 end assert(column_n >= 0 and column_n < table_.ColumnsCount) local instance_id = ImGui.TableGetInstanceID(table_, instance_no) return band(instance_id + 1 + column_n, 0xFFFFFFFF) -- FIXME: #6140: still not ideal end -- Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column. function ImGui.TableGetHoveredColumn() local g = GImGui local table_ = g.CurrentTable if not table_ then return -1 end return table_.HoveredColumnBody end -- Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row. -- *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value. -- This difference with is the reason why this is not public yet. function ImGui.TableGetHoveredRow() local g = GImGui local table_ = g.CurrentTable if not table_ then return -1 end local table_instance = ImGui.TableGetInstanceData(table_, table_.InstanceCurrent) return table_instance.HoveredRowLast end function ImGui.TableSetBgColor(target, color, column_n) if column_n == nil then column_n = -1 end local g = GImGui local table_ = g.CurrentTable IM_ASSERT_USER_ERROR_RET(table_ ~= nil, "Call should only be done while in BeginTable() scope!") assert(target ~= 0 --[[ImGuiTableBgTarget.None]]) if color == 16777216 --[[IM_COL32_DISABLE]] then color = 0 end -- We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. if target == 3 --[[ImGuiTableBgTarget.CellBg]] then if table_.RowPosY1 > table_.InnerClipRect.Max.y then -- Discard return end if column_n == -1 then column_n = table_.CurrentColumn end if not BitTest(table_.VisibleMaskByIndex, column_n) then return end if table_.RowCellDataCurrent < 0 or table_.RowCellData[table_.RowCellDataCurrent].Column ~= column_n then table_.RowCellDataCurrent = table_.RowCellDataCurrent + 1 end local cell_data = table_.RowCellData[table_.RowCellDataCurrent] cell_data.BgColor = color cell_data.Column = column_n elseif target == 1 --[[ImGuiTableBgTarget.RowBg0]] or target == 2 --[[ImGuiTableBgTarget.RowBg1]] then if table_.RowPosY1 > table_.InnerClipRect.Max.y then -- Discard return end assert(column_n == -1) local bg_idx = (target == 2 --[[ImGuiTableBgTarget.RowBg1]]) and 1 or 0 table_.RowBgColor[bg_idx] = color else assert(false) end end ------------------------------------------------------------------------------- -- [SECTION] Tables: Row changes ------------------------------------------------------------------------------- -- - TableGetRowIndex() -- - TableNextRow() -- - TableBeginRow() [Internal] -- - TableEndRow() [Internal] ------------------------------------------------------------------------------- -- [Public] Note: for row coloring we use .RowBgColorCounter which is the same value without counting header rows function ImGui.TableGetRowIndex() local g = GImGui local table_ = g.CurrentTable if not table_ then return 0 end return table_.CurrentRow end -- [Public] Starts into the first cell of a new row --- @param row_flags? ImGuiTableRowFlags --- @param row_min_height? float function ImGui.TableNextRow(row_flags, row_min_height) if row_flags == nil then row_flags = 0 end if row_min_height == nil then row_min_height = 0.0 end local g = GImGui local table_ = g.CurrentTable if not table_.IsLayoutLocked then ImGui.TableUpdateLayout(table_) end if table_.IsInsideRow then ImGui.TableEndRow(table_) end table_.LastRowFlags = table_.RowFlags table_.RowFlags = row_flags table_.RowCellPaddingY = g.Style.CellPadding.y table_.RowMinHeight = row_min_height ImGui.TableBeginRow(table_) -- We honor min_row_height requested by user, but cannot guarantee per-row maximum height, -- because that would essentially require a unique clipping rectangle per-cell. table_.RowPosY2 = mathMax(table_.RowPosY2 + table_.RowCellPaddingY * 2.0, table_.RowPosY1 + row_min_height) -- [Luau] inline ImMax -- Disable output until user calls TableNextColumn() table_.InnerWindow.SkipItems = true end -- [Internal] Only called by TableNextRow() function ImGui.TableBeginRow(table_) local window = table_.InnerWindow assert(not table_.IsInsideRow) -- New row table_.CurrentRow = table_.CurrentRow + 1 table_.CurrentColumn = -1 table_.RowBgColor[0] = 16777216 --[[IM_COL32_DISABLE]]; table_.RowBgColor[1] = 16777216 --[[IM_COL32_DISABLE]] table_.RowCellDataCurrent = -1 table_.IsInsideRow = true -- Begin frozen rows local next_y1 = table_.RowPosY2 if table_.CurrentRow == 0 and table_.FreezeRowsCount > 0 then next_y1 = table_.OuterRect.Min.y window.DC.CursorPos.y = next_y1 end table_.RowPosY1 = next_y1; table_.RowPosY2 = next_y1 table_.RowTextBaseline = 0.0 local dc = window.DC -- [Luau] cache table_.RowIndentOffsetX = dc.Indent.x - table_.HostIndentX -- Lock indent dc.PrevLineTextBaseOffset = 0.0 dc.CursorPosPrevLine.x = dc.CursorPos.x dc.CursorPosPrevLine.y = dc.CursorPos.y + table_.RowCellPaddingY -- This allows users to call SameLine() to share LineSize between columns. dc.PrevLineSize.x = 0.0; dc.PrevLineSize.y = 0.0 -- This allows users to call SameLine() to share LineSize between columns, and to call it from first column too. dc.CurrLineSize.x = 0.0; dc.CurrLineSize.y = 0.0 dc.IsSameLine = false; dc.IsSetPos = false dc.CursorMaxPos.y = next_y1 -- Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. if band(table_.RowFlags, 1 --[[ImGuiTableRowFlags.Headers]]) ~= 0 then ImGui.TableSetBgColor(1 --[[ImGuiTableBgTarget.RowBg0]], ImGui.GetColorU32(48 --[[ImGuiCol.TableHeaderBg]])) if table_.CurrentRow == 0 then table_.IsUsingHeaders = true end end end -- [Luau] scratch vectors for TableEndRow() row background (never escape) local TableEndRow_RowMin, TableEndRow_RowMax = ImVec2(), ImVec2() -- [Internal] Called by TableNextRow() function ImGui.TableEndRow(table_) local g = GImGui local window = g.CurrentWindow assert(window == table_.InnerWindow) assert(table_.IsInsideRow) if table_.CurrentColumn ~= -1 then ImGui.TableEndCell(table_) table_.CurrentColumn = -1 end -- Logging if g.LogEnabled then ImGui.LogRenderedText(nil, "|") end -- Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is -- likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. window.DC.CursorPos.y = table_.RowPosY2 -- Row background fill local bg_y1 = table_.RowPosY1 local bg_y2 = table_.RowPosY2 local unfreeze_rows_actual = (table_.CurrentRow + 1 == table_.FreezeRowsCount) local unfreeze_rows_request = (table_.CurrentRow + 1 == table_.FreezeRowsRequest) local table_instance = (table_.InstanceCurrent == 0) and table_.InstanceDataFirst or ImGui.TableGetInstanceData(table_, table_.InstanceCurrent) -- [Luau] inline common case if band(table_.RowFlags, 1 --[[ImGuiTableRowFlags.Headers]]) ~= 0 and (table_.CurrentRow == 0 or band(table_.LastRowFlags, 1 --[[ImGuiTableRowFlags.Headers]]) ~= 0) then table_instance.LastTopHeadersRowHeight = table_instance.LastTopHeadersRowHeight + bg_y2 - bg_y1 end local is_visible = (bg_y2 >= table_.InnerClipRect.Min.y and bg_y1 <= table_.InnerClipRect.Max.y) if is_visible then -- Update data for TableGetHoveredRow() if table_.HoveredColumnBody ~= -1 and g.IO.MousePos.y >= bg_y1 and g.IO.MousePos.y < bg_y2 and table_instance.HoveredRowNext < 0 then table_instance.HoveredRowNext = table_.CurrentRow end -- Decide of background color for the row local bg_col0 = 0 local bg_col1 = 0 if table_.RowBgColor[0] ~= 16777216 --[[IM_COL32_DISABLE]] then bg_col0 = table_.RowBgColor[0] elseif band(table_.Flags, 64 --[[ImGuiTableFlags.RowBg]]) ~= 0 then bg_col0 = ImGui.GetColorU32((band(table_.RowBgColorCounter, 1) ~= 0) and 52 --[[ImGuiCol.TableRowBgAlt]] or 51 --[[ImGuiCol.TableRowBg]]) end if table_.RowBgColor[1] ~= 16777216 --[[IM_COL32_DISABLE]] then bg_col1 = table_.RowBgColor[1] end -- Decide of top border color local top_border_col = 0 local border_size = TABLE_BORDER_SIZE if table_.CurrentRow > 0 and band(table_.Flags, 128 --[[ImGuiTableFlags.BordersInnerH]]) ~= 0 then top_border_col = (band(table_.LastRowFlags, 1 --[[ImGuiTableRowFlags.Headers]]) ~= 0) and table_.BorderColorStrong or table_.BorderColorLight end local draw_cell_bg_color = table_.RowCellDataCurrent >= 0 local draw_strong_bottom_border = unfreeze_rows_actual if bor(bg_col0, bg_col1, top_border_col) ~= 0 or draw_strong_bottom_border or draw_cell_bg_color then -- In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is -- always followed by a change of clipping rectangle we perform the smallest overwrite possible here. if band(table_.Flags, 1048576 --[[ImGuiTableFlags.NoClip]]) == 0 then -- [Luau] scalar copy, no temporary ImVec4 local src, dst = table_.Bg0ClipRectForDrawCmd, window.DrawList._CmdHeader.ClipRect dst.x = src.Min.x; dst.y = src.Min.y; dst.z = src.Max.x; dst.w = src.Max.y end table_.DrawSplitter:SetCurrentChannel(window.DrawList, TABLE_DRAW_CHANNEL_BG0) end -- Draw row background -- We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle if bg_col0 ~= 0 or bg_col1 ~= 0 then -- [Luau] row_rect = ImRect(WorkRect.Min.x, bg_y1, WorkRect.Max.x, bg_y2); row_rect:ClipWith(BgClipRect), in scratch vectors (only read by AddRectFilled) local bg_clip_rect = table_.BgClipRect local row_min, row_max = TableEndRow_RowMin, TableEndRow_RowMax row_min.x = mathMax(table_.WorkRect.Min.x, bg_clip_rect.Min.x); row_min.y = mathMax(bg_y1, bg_clip_rect.Min.y) row_max.x = mathMin(table_.WorkRect.Max.x, bg_clip_rect.Max.x); row_max.y = mathMin(bg_y2, bg_clip_rect.Max.y) if bg_col0 ~= 0 and row_min.y < row_max.y then window.DrawList:AddRectFilled(row_min, row_max, bg_col0) end if bg_col1 ~= 0 and row_min.y < row_max.y then window.DrawList:AddRectFilled(row_min, row_max, bg_col1) end end -- Draw cell background color if draw_cell_bg_color then for cell_n = 0, table_.RowCellDataCurrent do local cell_data = table_.RowCellData[cell_n] -- As we render the BG here we need to clip things (for layout we would not) -- FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. local column = table_.Columns[cell_data.Column] local cell_bg_rect = ImGui.TableGetCellBgRect(table_, cell_data.Column) cell_bg_rect:ClipWith(table_.BgClipRect) cell_bg_rect.Min.x = mathMax(cell_bg_rect.Min.x, column.ClipRect.Min.x) -- So that first column after frozen one gets clipped when scrolling cell_bg_rect.Max.x = mathMin(cell_bg_rect.Max.x, column.MaxX) if cell_bg_rect.Min.y < cell_bg_rect.Max.y then window.DrawList:AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data.BgColor) end end end -- Draw top border if top_border_col ~= 0 and bg_y1 >= table_.BgClipRect.Min.y and bg_y1 < table_.BgClipRect.Max.y then window.DrawList:AddLineH(table_.BorderX1, table_.BorderX2, bg_y1, top_border_col, border_size) end -- Draw bottom border at the row unfreezing mark (always strong) if draw_strong_bottom_border and bg_y2 >= table_.BgClipRect.Min.y and bg_y2 < table_.BgClipRect.Max.y then window.DrawList:AddLineH(table_.BorderX1, table_.BorderX2, bg_y2, table_.BorderColorStrong, border_size) end end -- End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) -- - We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark -- end of row and get the new cursor position. if unfreeze_rows_request then assert(table_.FreezeRowsRequest > 0) for column_n = 0, table_.ColumnsCount - 1 do table_.Columns[column_n].NavLayerCurrent = table_.NavLayer end local y0 = mathMax(table_.RowPosY2 + 1, table_.InnerClipRect.Min.y) table_instance.LastFrozenHeight = y0 - table_.OuterRect.Min.y if unfreeze_rows_actual then assert(table_.IsUnfrozenRows == false) table_.IsUnfrozenRows = true -- BgClipRect starts as table.InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect local min_y = mathMin(y0, table_.InnerClipRect.Max.y) table_.BgClipRect.Min.y = min_y; table_.Bg2ClipRectForDrawCmd.Min.y = min_y table_.BgClipRect.Max.y = table_.InnerClipRect.Max.y; table_.Bg2ClipRectForDrawCmd.Max.y = table_.InnerClipRect.Max.y table_.Bg2DrawChannelCurrent = table_.Bg2DrawChannelUnfrozen assert(table_.Bg2ClipRectForDrawCmd.Min.y <= table_.Bg2ClipRectForDrawCmd.Max.y) local row_height = table_.RowPosY2 - table_.RowPosY1 table_.RowPosY2 = table_.WorkRect.Min.y + table_.RowPosY2 - table_.OuterRect.Min.y window.DC.CursorPos.y = table_.RowPosY2 table_.RowPosY1 = table_.RowPosY2 - row_height for column_n = 0, table_.ColumnsCount - 1 do local column = table_.Columns[column_n] column.DrawChannelCurrent = column.DrawChannelUnfrozen column.ClipRect.Min.y = table_.Bg2ClipRectForDrawCmd.Min.y end -- Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect.Min.y ImGui.SetWindowClipRectBeforeSetChannel(window, table_.Columns[0].ClipRect) table_.DrawSplitter:SetCurrentChannel(window.DrawList, table_.Columns[0].DrawChannelCurrent) end end if band(table_.RowFlags, 1 --[[ImGuiTableRowFlags.Headers]]) == 0 then table_.RowBgColorCounter = table_.RowBgColorCounter + 1 end table_.IsInsideRow = false end ------------------------------------------------------------------------------- -- [SECTION] Tables: Columns changes ------------------------------------------------------------------------------- -- - TableGetColumnIndex() -- - TableSetColumnIndex() -- - TableNextColumn() -- - TableBeginCell() [Internal] -- - TableEndCell() [Internal] ------------------------------------------------------------------------------- function ImGui.TableGetColumnIndex() local g = GImGui local table_ = g.CurrentTable if not table_ then return 0 end return table_.CurrentColumn end -- [Public] Append into a specific column function ImGui.TableSetColumnIndex(column_n) local g = GImGui local table_ = g.CurrentTable if not table_ then return false end if table_.CurrentColumn ~= column_n then if table_.CurrentColumn ~= -1 then ImGui.TableEndCell(table_) end if not (column_n >= 0 and column_n < table_.ColumnsCount) then IM_ASSERT_USER_ERROR(false, "TableSetColumnIndex() invalid column index!") return false end ImGui.TableBeginCell(table_, column_n) end -- Return whether the column is visible. User may choose to skip submitting items based on this return value, -- however they shouldn't skip submitting for columns that may have the tallest contribution to row height. return table_.Columns[column_n].IsRequestOutput end -- [Public] Append into the next column, wrap and create a new row when already on last column function ImGui.TableNextColumn() local g = GImGui local table_ = g.CurrentTable if not table_ then return false end local current_column = table_.CurrentColumn local next_column if table_.IsInsideRow and current_column + 1 < table_.ColumnsCount then if current_column ~= -1 then ImGui.TableEndCell(table_) end next_column = current_column + 1 else ImGui.TableNextRow() next_column = 0 end ImGui.TableBeginCell(table_, next_column) -- Return whether the column is visible. User may choose to skip submitting items based on this return value, -- however they shouldn't skip submitting for columns that may have the tallest contribution to row height. return table_.Columns[next_column].IsRequestOutput end -- [Internal] Called by TableSetColumnIndex()/TableNextColumn() -- This is called very frequently, so we need to be mindful of unnecessary overhead. -- FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. function ImGui.TableBeginCell(table_, column_n) local g = GImGui local column = table_.Columns[column_n] local window = table_.InnerWindow local dc = window.DC -- [Luau] cache table_.CurrentColumn = column_n -- Start position is roughly ~~ CellRect.Min + CellPadding + Indent local start_x = column.WorkMinX if band(column.Flags, 65536 --[[ImGuiTableColumnFlags.IndentEnable]]) ~= 0 then start_x = start_x + table_.RowIndentOffsetX -- ~~ += window.DC.Indent.x - table.HostIndentX, except we locked it for the row. end local start_y = table_.RowPosY1 + table_.RowCellPaddingY dc.CursorPos.x = start_x dc.CursorPos.y = start_y dc.CursorMaxPos.x = start_x dc.ColumnsOffset.x = start_x - window.Pos.x - dc.Indent.x -- FIXME-WORKRECT dc.CursorPosPrevLine.x = start_x -- PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns. dc.CurrLineTextBaseOffset = table_.RowTextBaseline dc.NavLayerCurrent = column.NavLayerCurrent -- Note how WorkRect.Max.y is only set once during layout local work_rect = window.WorkRect work_rect.Min.y = start_y work_rect.Min.x = column.WorkMinX work_rect.Max.x = column.WorkMaxX dc.ItemWidth = column.ItemWidth local skip_items = column.IsSkipItems window.SkipItems = skip_items if skip_items then g.LastItemData.ID = 0 g.LastItemData.StatusFlags = 0 end -- Also see TablePushColumnChannel() -- [Luau] inline the SetCurrentChannel() early-out (same channel) to skip the method call local splitter = table_.DrawSplitter if band(table_.Flags, 1048576 --[[ImGuiTableFlags.NoClip]]) ~= 0 then -- FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. if splitter._Current ~= TABLE_DRAW_CHANNEL_NOCLIP then splitter:SetCurrentChannel(window.DrawList, TABLE_DRAW_CHANNEL_NOCLIP) end --IM_ASSERT(table.DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP) else -- FIXME-TABLE: Could avoid this if draw channel is dummy channel? ImGui.SetWindowClipRectBeforeSetChannel(window, column.ClipRect) local channel = column.DrawChannelCurrent if splitter._Current ~= channel then splitter:SetCurrentChannel(window.DrawList, channel) end end -- Logging if g.LogEnabled and not column.IsSkipItems then ImGui.LogRenderedText(window.DC.CursorPos, "|") g.LogLinePosY = 3.4028234663853e+38 --[[FLT_MAX]] end end -- [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() function ImGui.TableEndCell(table_) local column = table_.Columns[table_.CurrentColumn] local window = table_.InnerWindow local dc = window.DC -- [Luau] cache; mathMax() inlined as math.max below if dc.IsSetPos then ImGui.ErrorCheckUsingSetCursorPosToExtendParentBoundaries() end -- Report maximum position so we can infer content size per column. local cursor_max_pos = dc.CursorMaxPos local x = cursor_max_pos.x if band(table_.RowFlags, 1 --[[ImGuiTableRowFlags.Headers]]) ~= 0 then column.ContentMaxXHeadersUsed = mathMax(column.ContentMaxXHeadersUsed, x) -- Useful in case user submit contents in header row that is not a TableHeader() call elseif table_.IsUnfrozenRows then column.ContentMaxXUnfrozen = mathMax(column.ContentMaxXUnfrozen, x) else column.ContentMaxXFrozen = mathMax(column.ContentMaxXFrozen, x) end if column.IsEnabled then table_.RowPosY2 = mathMax(table_.RowPosY2, cursor_max_pos.y + table_.RowCellPaddingY) end column.ItemWidth = dc.ItemWidth -- Propagate text baseline for the entire row -- FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. table_.RowTextBaseline = mathMax(table_.RowTextBaseline, dc.PrevLineTextBaseOffset) end ------------------------------------------------------------------------------- -- [SECTION] Tables: Columns width management ------------------------------------------------------------------------------- -- - TableGetMaxColumnWidth() [Internal] -- - TableGetColumnWidthAuto() [Internal] -- - TableSetColumnWidth() -- - TableSetColumnWidthAutoSingle() [Internal] -- - TableSetColumnWidthAutoAll() [Internal] -- - TableUpdateColumnsWeightFromWidth() [Internal] ------------------------------------------------------------------------------- -- Note that actual columns widths are computed in TableUpdateLayout(). ------------------------------------------------------------------------------- -- Maximum column content width given current layout. Use column.MinX so this value differs on a per-column basis. function ImGui.TableCalcMaxColumnWidth(table_, column_n) local column = table_.Columns[column_n] local max_width = 3.4028234663853e+38 --[[FLT_MAX]] local min_column_distance = table_.MinColumnWidth + table_.CellPaddingX * 2.0 + table_.CellSpacingX1 + table_.CellSpacingX2 if band(table_.Flags, 16777216 --[[ImGuiTableFlags.ScrollX]]) ~= 0 then -- Frozen columns can't reach beyond visible width else scrolling will naturally break. -- (we use DisplayOrder as within a set of multiple frozen column reordering is possible) if column.DisplayOrder < table_.FreezeColumnsRequest then max_width = (table_.InnerClipRect.Max.x - (table_.FreezeColumnsRequest - column.DisplayOrder) * min_column_distance) - column.MinX max_width = max_width - table_.OuterPaddingX - table_.CellPaddingX - table_.CellSpacingX2 end elseif band(table_.Flags, 262144 --[[ImGuiTableFlags.NoKeepColumnsVisible]]) == 0 then -- If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make -- sure they are all visible. Because of this we also know that all of the columns will always fit in -- table.WorkRect and therefore in table.InnerRect (because ScrollX is off) -- FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. -- See "table_width_distrib" and "table_width_keep_visible" tests max_width = table_.WorkRect.Max.x - (table_.ColumnsEnabledCount - column.IndexWithinEnabledSet - 1) * min_column_distance - column.MinX --max_width = max_width - table.CellSpacingX1 max_width = max_width - table_.CellSpacingX2 max_width = max_width - table_.CellPaddingX * 2.0 max_width = max_width - table_.OuterPaddingX end return max_width end -- Note this is meant to be stored in column.WidthAuto, please generally use the WidthAuto field function ImGui.TableGetColumnWidthAuto(table_, column) local content_width_body = mathMax(column.ContentMaxXFrozen, column.ContentMaxXUnfrozen) - column.WorkMinX local content_width_headers = column.ContentMaxXHeadersIdeal - column.WorkMinX local width_auto = content_width_body if band(column.Flags, 8192 --[[ImGuiTableColumnFlags.NoHeaderWidth]]) == 0 then width_auto = mathMax(width_auto, content_width_headers) end -- Non-resizable fixed columns preserve their requested width if band(column.Flags, 16 --[[ImGuiTableColumnFlags.WidthFixed]]) ~= 0 and column.InitStretchWeightOrWidth > 0.0 then if band(table_.Flags, 1 --[[ImGuiTableFlags.Resizable]]) == 0 or band(column.Flags, 32 --[[ImGuiTableColumnFlags.NoResize]]) ~= 0 then width_auto = column.InitStretchWeightOrWidth end end return mathMax(width_auto, table_.MinColumnWidth) end -- 'width' = inner column width, without padding function ImGui.TableSetColumnWidth(column_n, width) local g = GImGui local table_ = g.CurrentTable assert(table_ ~= nil and table_.IsLayoutLocked == false) assert(column_n >= 0 and column_n < table_.ColumnsCount) local column_0 = table_.Columns[column_n] local column_0_width = width -- Apply constraints early -- Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) assert(table_.MinColumnWidth > 0.0) local min_width = table_.MinColumnWidth local max_width = mathMax(min_width, column_0.WidthMax) -- Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933) column_0_width = ImClamp(column_0_width, min_width, max_width) if column_0.WidthGiven == column_0_width or column_0.WidthRequest == column_0_width then return end --IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0.WidthGiven, column_0_width) local column_1 = (column_0.NextEnabledColumn ~= -1) and table_.Columns[column_0.NextEnabledColumn] or nil -- In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. -- - All fixed: easy. -- - All stretch: easy. -- - One or more fixed + one stretch: easy. -- - One or more fixed + more than one stretch: tricky. -- Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here. -- When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. -- FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. -- Scenarios: -- - F1 F2 F3 resize from F1| or F2| --> ok: alter .WidthRequested of Fixed column. Subsequent columns will be offset. -- - F1 F2 F3 resize from F3| --> ok: alter .WidthRequested of Fixed column. If active, ScrollX extent can be altered. -- - F1 F2 W3 resize from F1| or F2| --> ok: alter .WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. -- - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) -- - W1 W2 W3 resize from W1| or W2| --> ok -- - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) -- - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) -- - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) -- - W1 W2 F3 resize from W1| or W2| --> ok -- - W1 F2 W3 resize from W1| or F2| --> ok -- - F1 W2 F3 resize from W2| --> ok -- - F1 W3 F2 resize from W3| --> ok -- - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. -- - W1 F2 F3 resize from F2| --> ok -- All resizes from a Wx columns are locking other columns. -- Possible improvements: -- - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. -- - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. -- [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). -- If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. -- This is the preferred resize path if band(column_0.Flags, 16 --[[ImGuiTableColumnFlags.WidthFixed]]) ~= 0 then if not column_1 or table_.LeftMostStretchedColumn == -1 or table_.Columns[table_.LeftMostStretchedColumn].DisplayOrder >= column_0.DisplayOrder then column_0.WidthRequest = column_0_width table_.IsSettingsDirty = true return end end -- We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) if column_1 == nil then column_1 = (column_0.PrevEnabledColumn ~= -1) and table_.Columns[column_0.PrevEnabledColumn] or nil end if column_1 == nil then return end -- Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. -- (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) local column_1_width = mathMax(column_1.WidthRequest - (column_0_width - column_0.WidthRequest), min_width) column_0_width = column_0.WidthRequest + column_1.WidthRequest - column_1_width assert(column_0_width > 0.0 and column_1_width > 0.0) column_0.WidthRequest = column_0_width column_1.WidthRequest = column_1_width if band(bor(column_0.Flags, column_1.Flags), 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ~= 0 then ImGui.TableUpdateColumnsWeightFromWidth(table_) end table_.IsSettingsDirty = true end -- Disable clipping then auto-fit, will take 2 frames -- (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) function ImGui.TableSetColumnWidthAutoSingle(table_, column_n) -- Single auto width uses auto-fit local column = table_.Columns[column_n] if not column.IsEnabled then return end column.CannotSkipItemsQueue = lshift(1, 0) table_.AutoFitSingleColumn = column_n end function ImGui.TableSetColumnWidthAutoAll(table_) for column_n = 0, table_.ColumnsCount - 1 do local column = table_.Columns[column_n] if column.IsEnabled or band(column.Flags, 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ~= 0 then -- Cannot reset weight of hidden stretch column column.CannotSkipItemsQueue = lshift(1, 0) column.AutoFitQueue = lshift(1, 1) end end end function ImGui.TableUpdateColumnsWeightFromWidth(table_) assert(table_.LeftMostStretchedColumn ~= -1 and table_.RightMostStretchedColumn ~= -1) -- Measure existing quantities local visible_weight = 0.0 local visible_width = 0.0 for column_n = 0, table_.ColumnsCount - 1 do local column = table_.Columns[column_n] if column.IsEnabled and band(column.Flags, 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ~= 0 then assert(column.StretchWeight > 0.0) visible_weight = visible_weight + column.StretchWeight visible_width = visible_width + column.WidthRequest end end assert(visible_weight > 0.0 and visible_width > 0.0) -- Apply new weights for column_n = 0, table_.ColumnsCount - 1 do local column = table_.Columns[column_n] if column.IsEnabled and band(column.Flags, 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ~= 0 then column.StretchWeight = (column.WidthRequest / visible_width) * visible_weight assert(column.StretchWeight > 0.0) end end end ------------------------------------------------------------------------------- -- [SECTION] Tables: Drawing ------------------------------------------------------------------------------- -- - TablePushBackgroundChannel() [Internal] -- - TablePopBackgroundChannel() [Internal] -- - TableSetupDrawChannels() [Internal] -- - TableMergeDrawChannels() [Internal] -- - TableGetColumnBorderCol() [Internal] -- - TableDrawBorders() [Internal] ------------------------------------------------------------------------------- -- FIXME: This could be abstracted and merged with PushColumnsBackground(), by creating a generic struct -- with storage for backup cliprect + backup channel + storage for splitter pointer, new clip rect. -- This would slightly simplify caller code. -- Bg2 is used by Selectable (and possibly other widgets) to render to the background. -- Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. function ImGui.TablePushBackgroundChannel() local g = GImGui local window = g.CurrentWindow local table_ = g.CurrentTable -- Optimization: avoid SetCurrentChannel() + PushClipRect() ImRect_Copy(table_.HostBackupInnerClipRect, window.ClipRect) ImGui.SetWindowClipRectBeforeSetChannel(window, table_.Bg2ClipRectForDrawCmd) table_.DrawSplitter:SetCurrentChannel(window.DrawList, table_.Bg2DrawChannelCurrent) end function ImGui.TablePopBackgroundChannel() local g = GImGui local window = g.CurrentWindow local table_ = g.CurrentTable -- Optimization: avoid PopClipRect() + SetCurrentChannel() ImGui.SetWindowClipRectBeforeSetChannel(window, table_.HostBackupInnerClipRect) table_.DrawSplitter:SetCurrentChannel(window.DrawList, table_.Columns[table_.CurrentColumn].DrawChannelCurrent) end -- Also see TableBeginCell() function ImGui.TablePushColumnChannel(column_n) local g = GImGui local table_ = g.CurrentTable -- Optimization: avoid SetCurrentChannel() + PushClipRect() if band(table_.Flags, 1048576 --[[ImGuiTableFlags.NoClip]]) ~= 0 then return end local window = g.CurrentWindow local column = table_.Columns[column_n] ImGui.SetWindowClipRectBeforeSetChannel(window, column.ClipRect) table_.DrawSplitter:SetCurrentChannel(window.DrawList, column.DrawChannelCurrent) end function ImGui.TablePopColumnChannel() local g = GImGui local table_ = g.CurrentTable -- Optimization: avoid PopClipRect() + SetCurrentChannel() if band(table_.Flags, 1048576 --[[ImGuiTableFlags.NoClip]]) ~= 0 or (table_.CurrentColumn == -1) then -- Calling TreePop() after TableNextRow() is supported. return end local window = g.CurrentWindow local column = table_.Columns[table_.CurrentColumn] ImGui.SetWindowClipRectBeforeSetChannel(window, column.ClipRect) table_.DrawSplitter:SetCurrentChannel(window.DrawList, column.DrawChannelCurrent) end -- Allocate draw channels. Called by TableUpdateLayout() -- - We allocate them following storage order instead of display order so reordering columns won't needlessly -- increase overall dormant memory cost. -- - We isolate headers draw commands in their own channels instead of just altering clip rects. -- This is in order to facilitate merging of draw commands. -- - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. -- - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other -- channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. -- - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for -- horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). -- Draw channel allocation (before merging): -- - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) -- - Clip --> 2+D+N channels -- - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) -- - FreezeRows || FreezeColumns --> 3+D+N*2 (unless scrolling value is zero) -- Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. function ImGui.TableSetupDrawChannels(table_) local freeze_row_multiplier = (table_.FreezeRowsCount > 0) and 2 or 1 local channels_for_row = (band(table_.Flags, 1048576 --[[ImGuiTableFlags.NoClip]]) ~= 0) and 1 or table_.ColumnsEnabledCount local channels_for_bg = 1 + 1 * freeze_row_multiplier local masks_differ = false for n = 0, table_.ColumnsCount - 1 do if (table_.VisibleMaskByIndex[n] == true) ~= (table_.EnabledMaskByIndex[n] == true) then masks_differ = true break end end local channels_for_dummy = (table_.ColumnsEnabledCount < table_.ColumnsCount or masks_differ) and 1 or 0 local channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy table_.DrawSplitter:Split(table_.InnerWindow.DrawList, channels_total) table_.DummyDrawChannel = (channels_for_dummy > 0) and (channels_total - 1) or -1 table_.Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN table_.Bg2DrawChannelUnfrozen = (table_.FreezeRowsCount > 0) and (2 + channels_for_row) or TABLE_DRAW_CHANNEL_BG2_FROZEN local draw_channel_current = 2 for column_n = 0, table_.ColumnsCount - 1 do local column = table_.Columns[column_n] if column.IsVisibleX and column.IsVisibleY then column.DrawChannelFrozen = draw_channel_current column.DrawChannelUnfrozen = draw_channel_current + ((table_.FreezeRowsCount > 0) and (channels_for_row + 1) or 0) if band(table_.Flags, 1048576 --[[ImGuiTableFlags.NoClip]]) == 0 then draw_channel_current = draw_channel_current + 1 end else column.DrawChannelFrozen = table_.DummyDrawChannel column.DrawChannelUnfrozen = table_.DummyDrawChannel end column.DrawChannelCurrent = column.DrawChannelFrozen end -- Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. -- All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. -- (This technically isn't part of setting up draw channels, but is reasonably related to be done here) ImRect_Copy(table_.BgClipRect, table_.InnerClipRect) ImRect_Copy(table_.Bg0ClipRectForDrawCmd, table_.OuterWindow.ClipRect) ImRect_Copy(table_.Bg2ClipRectForDrawCmd, table_.HostClipRect) assert(table_.BgClipRect.Min.y <= table_.BgClipRect.Max.y) end -- This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). -- For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, -- actual merging is done by table.DrawSplitter:Merge() which is called right after TableMergeDrawChannels(). -- -- Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve -- this we merge their clip rect and make them contiguous in the channel list, so they can be merged -- by the call to DrawSplitter:Merge() following to the call to this function. -- We reorder draw commands by arranging them into a maximum of 4 distinct groups: -- -- 1 group: 2 groups: 2 groups: 4 groups: -- [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze -- [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll -- -- Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). -- When the contents of a column didn't stray off its limit, we move its channels into the corresponding group -- based on its position (within frozen rows/columns groups or not). -- At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. -- This function assume that each column are pointing to a distinct draw channel, -- otherwise merge_group.ChannelsCount will not match set bit count of merge_group.ChannelsMask. -- -- Column channels will not be merged into one of the 1-4 groups in the following cases: -- - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). -- Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui.* bounds -- matches, by e.g. calling SetCursorScreenPos(). -- - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. -- we could do better but it's going to be rare and probably not worth the hassle. -- Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. -- -- This function is particularly tricky to understand.. take a breath. -- (Lua: splitter channel n lives in splitter._Channels.Data[n + 1]; bit arrays are Lua sets) local TableMergeDrawChannels_MergeGroups = {} for n = 0, 3 do TableMergeDrawChannels_MergeGroups[n] = { ClipRect = ImRect(), ChannelsCount = 0, ChannelsMask = {} } end local TableMergeDrawChannels_RemainingMask = {} local TableMergeDrawChannels_DstTmp = {} function ImGui.TableMergeDrawChannels(table_) local splitter = table_.DrawSplitter local channels = splitter._Channels.Data local has_freeze_v = (table_.FreezeRowsCount > 0) local has_freeze_h = (table_.FreezeColumnsCount > 0) assert(splitter._Current == 0) -- Track which groups we are going to attempt to merge, and which channels goes into each group. local merge_group_mask = 0x00 -- [Luau] reuse file-level scratch storage (function is not re-entrant, nothing escapes) local merge_groups = TableMergeDrawChannels_MergeGroups for n = 0, 3 do local merge_group = merge_groups[n] local cr = merge_group.ClipRect cr.Min.x = 0.0; cr.Min.y = 0.0; cr.Max.x = 0.0; cr.Max.y = 0.0 merge_group.ChannelsCount = 0 table.clear(merge_group.ChannelsMask) end local max_draw_channels = (4 + table_.ColumnsCount * 2) local remaining_mask = TableMergeDrawChannels_RemainingMask table.clear(remaining_mask) -- 1. Scan channels and take note of those which can be merged for column_n = 0, table_.ColumnsCount - 1 do if BitTest(table_.VisibleMaskByIndex, column_n) then local column = table_.Columns[column_n] local merge_group_sub_count = has_freeze_v and 2 or 1 for merge_group_sub_n = 0, merge_group_sub_count - 1 do repeat local channel_no = (merge_group_sub_n == 0) and column.DrawChannelFrozen or column.DrawChannelUnfrozen -- Don't attempt to merge if there are multiple draw calls within the column local src_channel = channels[channel_no + 1] local cmds = src_channel._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 ~= 1 then break end -- Find out the width of this merge group and check if it will fit in our column -- (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) if band(column.Flags, 256 --[[ImGuiTableColumnFlags.NoClip]]) == 0 then local content_max_x if not has_freeze_v then content_max_x = mathMax(column.ContentMaxXUnfrozen, column.ContentMaxXHeadersUsed) -- No row freeze elseif merge_group_sub_n == 0 then content_max_x = mathMax(column.ContentMaxXFrozen, column.ContentMaxXHeadersUsed) -- Row freeze: use width before freeze else content_max_x = column.ContentMaxXUnfrozen -- Row freeze: use width after freeze end if content_max_x > column.ClipRect.Max.x then break end end local merge_group_n = ((has_freeze_h and column_n < table_.FreezeColumnsCount) and 0 or 1) + ((has_freeze_v and merge_group_sub_n == 0) and 0 or 2) assert(channel_no < max_draw_channels) local merge_group = merge_groups[merge_group_n] if merge_group.ChannelsCount == 0 then local gcr = merge_group.ClipRect -- [Luau] in place (merge_groups are local to this call) gcr.Min.x = 3.4028234663853e+38 --[[FLT_MAX]]; gcr.Min.y = 3.4028234663853e+38 --[[FLT_MAX]]; gcr.Max.x = -3.4028234663853e+38 --[[FLT_MAX]]; gcr.Max.y = -3.4028234663853e+38 --[[FLT_MAX]] end merge_group.ChannelsMask[channel_no] = true merge_group.ChannelsCount = merge_group.ChannelsCount + 1 local cr = cmds.Data[1].ClipRect -- [Luau] scalar version of merge_group.ClipRect:Add(ImRect(cr.x, cr.y, cr.z, cr.w)) local gmin, gmax = merge_group.ClipRect.Min, merge_group.ClipRect.Max if gmin.x > cr.x then gmin.x = cr.x end if gmin.y > cr.y then gmin.y = cr.y end if gmax.x < cr.z then gmax.x = cr.z end if gmax.y < cr.w then gmax.y = cr.w end merge_group_mask = bor(merge_group_mask, lshift(1, merge_group_n)) until true end -- Invalidate current draw channel -- (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) column.DrawChannelCurrent = -1 end end -- 2. Rewrite channel list in our preferred order if merge_group_mask ~= 0 then -- We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). local LEADING_DRAW_CHANNELS = 2 local dst_tmp = TableMergeDrawChannels_DstTmp -- [Luau] scratch table.clear(dst_tmp) for n = LEADING_DRAW_CHANNELS, splitter._Count - 1 do remaining_mask[n] = true end remaining_mask[table_.Bg2DrawChannelUnfrozen] = nil assert(has_freeze_v == false or table_.Bg2DrawChannelUnfrozen ~= TABLE_DRAW_CHANNEL_BG2_FROZEN) local remaining_count = splitter._Count - (has_freeze_v and (LEADING_DRAW_CHANNELS + 1) or LEADING_DRAW_CHANNELS) --local host_rect = (table.InnerWindow == table.OuterWindow) and table.InnerClipRect or table.HostClipRect local host_rect = table_.HostClipRect for merge_group_n = 0, 3 do local merge_channels_count = merge_groups[merge_group_n].ChannelsCount if merge_channels_count ~= 0 then local merge_group = merge_groups[merge_group_n] local merge_clip_rect = Rect(merge_group.ClipRect) -- Extend outer-most clip limits to match those of host, so draw calls can be merged even if -- outer-most columns have some outer padding offsetting them from their parent ClipRect. -- The principal cases this is dealing with are: -- - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge -- - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge -- FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit -- within host clip rect, solely because of the half-padding difference between window.WorkRect and window.InnerClipRect. if band(merge_group_n, 1) == 0 or not has_freeze_h then merge_clip_rect.Min.x = mathMin(merge_clip_rect.Min.x, host_rect.Min.x) end if band(merge_group_n, 2) == 0 or not has_freeze_v then merge_clip_rect.Min.y = mathMin(merge_clip_rect.Min.y, host_rect.Min.y) end if band(merge_group_n, 1) ~= 0 then merge_clip_rect.Max.x = mathMax(merge_clip_rect.Max.x, host_rect.Max.x) end if band(merge_group_n, 2) ~= 0 and band(table_.Flags, 131072 --[[ImGuiTableFlags.NoHostExtendY]]) == 0 then merge_clip_rect.Max.y = mathMax(merge_clip_rect.Max.y, host_rect.Max.y) end --ImGui.GetForegroundDrawList():AddRect(merge_group.ClipRect.Min, merge_group.ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0, 0, 1.0) -- [DEBUG] --ImGui.GetForegroundDrawList():AddLine(merge_group.ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)) --ImGui.GetForegroundDrawList():AddLine(merge_group.ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)) remaining_count = remaining_count - merge_group.ChannelsCount for n in pairs(merge_group.ChannelsMask) do remaining_mask[n] = nil end local n = 0 while n < splitter._Count and merge_channels_count ~= 0 do -- Copy + overwrite new clip rect if merge_group.ChannelsMask[n] then merge_group.ChannelsMask[n] = nil merge_channels_count = merge_channels_count - 1 local channel = channels[n + 1] assert(channel._CmdBuffer.Size == 1) local dst = channel._CmdBuffer.Data[1].ClipRect -- [Luau] scalar copy, no temporary ImVec4 dst.x = merge_clip_rect.Min.x; dst.y = merge_clip_rect.Min.y; dst.z = merge_clip_rect.Max.x; dst.w = merge_clip_rect.Max.y dst_tmp[#dst_tmp + 1] = channel end n = n + 1 end end -- Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) if merge_group_n == 1 and has_freeze_v then dst_tmp[#dst_tmp + 1] = channels[table_.Bg2DrawChannelUnfrozen + 1] end end -- Append unmergeable channels that we didn't reorder at the end of the list local n = 0 while n < splitter._Count and remaining_count ~= 0 do if remaining_mask[n] then dst_tmp[#dst_tmp + 1] = channels[n + 1] remaining_count = remaining_count - 1 end n = n + 1 end assert(#dst_tmp == splitter._Count - LEADING_DRAW_CHANNELS) for i = 1, #dst_tmp do channels[LEADING_DRAW_CHANNELS + i] = dst_tmp[i] end table.clear(dst_tmp) -- [Luau] don't keep channel references alive in the scratch end end local function TableGetColumnBorderCol(table_, order_n, column_n) local is_hovered = (table_.HoveredColumnBorder == column_n) local is_resized = (table_.ResizedColumn == column_n) and (table_.InstanceInteracted == table_.InstanceCurrent) local is_frozen_separator = (table_.FreezeColumnsCount == order_n + 1) if is_resized or is_hovered then return ImGui.GetColorU32(is_resized and 30 --[[ImGuiCol.SeparatorActive]] or 29 --[[ImGuiCol.SeparatorHovered]]) end if is_frozen_separator or band(table_.Flags, bor(2048 --[[ImGuiTableFlags.NoBordersInBody]], 4096 --[[ImGuiTableFlags.NoBordersInBodyUntilResize]])) ~= 0 then return table_.BorderColorStrong end return table_.BorderColorLight end -- FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) function ImGui.TableDrawBorders(table_) local inner_window = table_.InnerWindow if not table_.OuterWindow.ClipRect:Overlaps(table_.OuterRect) then return end local inner_drawlist = inner_window.DrawList table_.DrawSplitter:SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0) inner_drawlist:PushClipRect(table_.Bg0ClipRectForDrawCmd.Min, table_.Bg0ClipRectForDrawCmd.Max, false) -- Draw inner border and resizing feedback local table_instance = ImGui.TableGetInstanceData(table_, table_.InstanceCurrent) local border_size = TABLE_BORDER_SIZE local draw_y1 = mathMax(table_.InnerRect.Min.y, ((table_.FreezeRowsCount >= 1) and table_.InnerRect.Min.y or table_.WorkRect.Min.y) + table_.AngledHeadersHeight) + ((band(table_.Flags, 256 --[[ImGuiTableFlags.BordersOuterH]]) ~= 0) and border_size or 0.0) local draw_y2_body = table_.InnerRect.Max.y local draw_y2_head = table_.IsUsingHeaders and mathMin(table_.InnerRect.Max.y, ((table_.FreezeRowsCount >= 1) and table_.InnerRect.Min.y or table_.WorkRect.Min.y) + table_instance.LastTopHeadersRowHeight) or draw_y1 if band(table_.Flags, 512 --[[ImGuiTableFlags.BordersInnerV]]) ~= 0 then for order_n = 0, table_.ColumnsCount - 1 do repeat if not BitTest(table_.EnabledMaskByDisplayOrder, order_n) then break end local column_n = table_.DisplayOrderToIndex[order_n] local column = table_.Columns[column_n] local is_hovered = (table_.HoveredColumnBorder == column_n) local is_resized = (table_.ResizedColumn == column_n) and (table_.InstanceInteracted == table_.InstanceCurrent) local is_resizable = band(column.Flags, bor(32 --[[ImGuiTableColumnFlags.NoResize]], 1073741824 --[[ImGuiTableColumnFlags.NoDirectResize_]])) == 0 local is_frozen_separator = (table_.FreezeColumnsCount == order_n + 1) if column.MaxX > table_.InnerClipRect.Max.x and not is_resized then break end -- Decide whether right-most column is visible if column.NextEnabledColumn == -1 and not is_resizable then if band(table_.Flags, 57344 --[[ImGuiTableFlags.SizingMask_]]) ~= 16384 --[[ImGuiTableFlags.SizingFixedSame]] or band(table_.Flags, 65536 --[[ImGuiTableFlags.NoHostExtendX]]) ~= 0 then break end end if column.MaxX <= column.ClipRect.Min.x then -- FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. break end -- Draw in outer window so right-most column won't be clipped local draw_y2 = draw_y2_head if is_frozen_separator then draw_y2 = draw_y2_body elseif band(table_.Flags, 4096 --[[ImGuiTableFlags.NoBordersInBodyUntilResize]]) ~= 0 and (is_hovered or is_resized) then draw_y2 = draw_y2_body elseif band(table_.Flags, bor(4096 --[[ImGuiTableFlags.NoBordersInBodyUntilResize]], 2048 --[[ImGuiTableFlags.NoBordersInBody]])) == 0 then draw_y2 = draw_y2_body end if draw_y2 > draw_y1 then inner_drawlist:AddLineV(column.MaxX, draw_y1, draw_y2, TableGetColumnBorderCol(table_, order_n, column_n), border_size) end until true end end -- Draw outer border -- FIXME: could use AddRect or explicit VLine/HLine helper? if band(table_.Flags, 1280 --[[ImGuiTableFlags.BordersOuter]]) ~= 0 then -- Display outer border offset by 1 which is a simple way to display it without adding an extra draw call -- (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their -- parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part -- of it in inner window, and the part that's over scrollbars in the outer window..) -- Either solution currently won't allow us to use a larger border size: the border would clipped. local outer_border = table_.OuterRect local outer_col = table_.BorderColorStrong if band(table_.Flags, 1280 --[[ImGuiTableFlags.BordersOuter]]) == 1280 --[[ImGuiTableFlags.BordersOuter]] then inner_drawlist:AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0, border_size) elseif band(table_.Flags, 1024 --[[ImGuiTableFlags.BordersOuterV]]) ~= 0 then inner_drawlist:AddLineV(outer_border.Min.x, outer_border.Min.y, outer_border.Max.y, outer_col, border_size) inner_drawlist:AddLineV(outer_border.Max.x - border_size, outer_border.Min.y, outer_border.Max.y, outer_col, border_size) elseif band(table_.Flags, 256 --[[ImGuiTableFlags.BordersOuterH]]) ~= 0 then inner_drawlist:AddLineH(outer_border.Min.x, outer_border.Max.x, outer_border.Min.y, outer_col, border_size) inner_drawlist:AddLineH(outer_border.Min.x, outer_border.Max.x, outer_border.Max.y - border_size, outer_col, border_size) end end if band(table_.Flags, 128 --[[ImGuiTableFlags.BordersInnerH]]) ~= 0 and table_.RowPosY2 < table_.OuterRect.Max.y then -- Draw bottom-most row border between it is above outer border. local h_inset = (band(table_.Flags, 1024 --[[ImGuiTableFlags.BordersOuterV]]) ~= 0) and border_size or 0.0 local border_y = table_.RowPosY2 if border_y >= table_.BgClipRect.Min.y and border_y < table_.BgClipRect.Max.y then inner_drawlist:AddLineH(table_.BorderX1 + h_inset, table_.BorderX2 - h_inset, border_y, table_.BorderColorLight, border_size) end end inner_drawlist:PopClipRect() end ------------------------------------------------------------------------------- -- [SECTION] Tables: Sorting ------------------------------------------------------------------------------- -- - TableGetSortSpecs() -- - TableFixColumnSortDirection() [Internal] -- - TableGetColumnNextSortDirection() [Internal] -- - TableSetColumnSortDirection() [Internal] -- - TableSortSpecsSanitize() [Internal] -- - TableSortSpecsBuild() [Internal] ------------------------------------------------------------------------------- -- Return nil if no sort specs (most often when ImGuiTableFlags.Sortable is not set) -- When 'sort_specs.SpecsDirty == true' you should sort your data. It will be true when sorting specs have -- changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, -- else you may wastefully sort your data every frame! -- Lifetime: don't hold on this table over multiple frames or past any subsequent call to BeginTable()! -- PORT: Specs is a 1-based Lua array. function ImGui.TableGetSortSpecs() local g = GImGui local table_ = g.CurrentTable if table_ == nil or band(table_.Flags, 8 --[[ImGuiTableFlags.Sortable]]) == 0 then return nil end -- Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. if not table_.IsLayoutLocked then ImGui.TableUpdateLayout(table_) end ImGui.TableSortSpecsBuild(table_) return table_.SortSpecs end local function TableGetColumnAvailSortDirection(column, n) assert(n < column.SortDirectionsAvailCount) return band(rshift(column.SortDirectionsAvailList, lshift(n, 1)), 0x03) end -- Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) function ImGui.TableFixColumnSortDirection(table_, column) if column.SortOrder == -1 or band(column.SortDirectionsAvailMask, lshift(1, column.SortDirection)) ~= 0 then return end column.SortDirection = TableGetColumnAvailSortDirection(column, 0) table_.IsSortSpecsDirty = true end -- Calculate next sort direction that would be set after clicking the column -- - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. -- - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. function ImGui.TableGetColumnNextSortDirection(column) assert(column.SortDirectionsAvailCount > 0) if column.SortOrder == -1 then return TableGetColumnAvailSortDirection(column, 0) end for n = 0, 2 do if column.SortDirection == TableGetColumnAvailSortDirection(column, n) then return TableGetColumnAvailSortDirection(column, (n + 1) % column.SortDirectionsAvailCount) end end assert(false) return 0 --[[ImGuiSortDirection.None]] end -- Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert -- the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. function ImGui.TableSetColumnSortDirection(column_n, sort_direction, append_to_sort_specs) local g = GImGui local table_ = g.CurrentTable if band(table_.Flags, 67108864 --[[ImGuiTableFlags.SortMulti]]) == 0 then append_to_sort_specs = false end if band(table_.Flags, 134217728 --[[ImGuiTableFlags.SortTristate]]) == 0 then assert(sort_direction ~= 0 --[[ImGuiSortDirection.None]]) end local sort_order_max = 0 if append_to_sort_specs then for other_column_n = 0, table_.ColumnsCount - 1 do sort_order_max = mathMax(sort_order_max, table_.Columns[other_column_n].SortOrder) end end local column = table_.Columns[column_n] column.SortDirection = sort_direction if column.SortDirection == 0 --[[ImGuiSortDirection.None]] then column.SortOrder = -1 elseif column.SortOrder == -1 or not append_to_sort_specs then column.SortOrder = append_to_sort_specs and (sort_order_max + 1) or 0 end for other_column_n = 0, table_.ColumnsCount - 1 do local other_column = table_.Columns[other_column_n] if other_column ~= column and not append_to_sort_specs then other_column.SortOrder = -1 end ImGui.TableFixColumnSortDirection(table_, other_column) end table_.IsSettingsDirty = true table_.IsSortSpecsDirty = true end function ImGui.TableSortSpecsSanitize(table_) assert(band(table_.Flags, 8 --[[ImGuiTableFlags.Sortable]]) ~= 0) -- Clear SortOrder from hidden column and verify that there's no gap or duplicate. local sort_order_count = 0 local sort_order_set = {} -- C++: ImU64 sort_order_mask local sort_order_dup = false for column_n = 0, table_.ColumnsCount - 1 do local column = table_.Columns[column_n] if column.SortOrder ~= -1 and not column.IsEnabled then column.SortOrder = -1 end if column.SortOrder ~= -1 then sort_order_count = sort_order_count + 1 if sort_order_set[column.SortOrder] then sort_order_dup = true end sort_order_set[column.SortOrder] = true assert(sort_order_count < 64) end end -- need_fix_linearize: (1 << count) != (mask + 1) <=> the set of sort orders isn't exactly {0..count-1} local need_fix_linearize = sort_order_dup for n = 0, sort_order_count - 1 do if not sort_order_set[n] then need_fix_linearize = true end end local need_fix_single_sort_order = (sort_order_count > 1) and band(table_.Flags, 67108864 --[[ImGuiTableFlags.SortMulti]]) == 0 if need_fix_linearize or need_fix_single_sort_order then local fixed_mask = {} for sort_n = 0, sort_order_count - 1 do -- Fix: Rewrite sort order fields if needed so they have no gap or duplicate. -- (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) local column_with_smallest_sort_order = -1 for column_n = 0, table_.ColumnsCount - 1 do if not fixed_mask[column_n] and table_.Columns[column_n].SortOrder ~= -1 then if column_with_smallest_sort_order == -1 or table_.Columns[column_n].SortOrder < table_.Columns[column_with_smallest_sort_order].SortOrder then column_with_smallest_sort_order = column_n end end end assert(column_with_smallest_sort_order ~= -1) fixed_mask[column_with_smallest_sort_order] = true table_.Columns[column_with_smallest_sort_order].SortOrder = sort_n -- Fix: Make sure only one column has a SortOrder if ImGuiTableFlags.MultiSortable is not set. if need_fix_single_sort_order then sort_order_count = 1 for column_n = 0, table_.ColumnsCount - 1 do if column_n ~= column_with_smallest_sort_order then table_.Columns[column_n].SortOrder = -1 end end break end end end -- Fallback default sort order (if no column with the ImGuiTableColumnFlags.DefaultSort flag) if sort_order_count == 0 and band(table_.Flags, 134217728 --[[ImGuiTableFlags.SortTristate]]) == 0 then for column_n = 0, table_.ColumnsCount - 1 do local column = table_.Columns[column_n] if column.IsEnabled and band(column.Flags, 512 --[[ImGuiTableColumnFlags.NoSort]]) == 0 then sort_order_count = 1 column.SortOrder = 0 column.SortDirection = TableGetColumnAvailSortDirection(column, 0) break end end end table_.SortSpecsCount = sort_order_count end function ImGui.TableSortSpecsBuild(table_) local dirty = table_.IsSortSpecsDirty if dirty then ImGui.TableSortSpecsSanitize(table_) local multi = table_.SortSpecsMulti local want = (table_.SortSpecsCount <= 1) and 0 or table_.SortSpecsCount for n = #multi + 1, want do multi[n] = ImGuiTableColumnSortSpecs() end for n = #multi, want + 1, -1 do multi[n] = nil end table_.SortSpecs.SpecsDirty = true -- Mark as dirty for user table_.IsSortSpecsDirty = false -- Mark as not dirty for us end -- Write output -- May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable() local sort_specs if table_.SortSpecsCount == 0 then sort_specs = nil elseif table_.SortSpecsCount == 1 then table_.SortSpecsSingleArray = table_.SortSpecsSingleArray or { table_.SortSpecsSingle } sort_specs = table_.SortSpecsSingleArray else sort_specs = table_.SortSpecsMulti end if dirty and sort_specs ~= nil then for column_n = 0, table_.ColumnsCount - 1 do local column = table_.Columns[column_n] if column.SortOrder ~= -1 then assert(column.SortOrder < table_.SortSpecsCount) local sort_spec = sort_specs[column.SortOrder + 1] sort_spec.ColumnUserID = column.UserData sort_spec.ColumnIndex = column_n sort_spec.SortOrder = column.SortOrder sort_spec.SortDirection = column.SortDirection end end end table_.SortSpecs.Specs = sort_specs table_.SortSpecs.SpecsCount = table_.SortSpecsCount end ------------------------------------------------------------------------------- -- [SECTION] Tables: Headers ------------------------------------------------------------------------------- -- - TableGetHeaderRowHeight() [Internal] -- - TableGetHeaderAngledMaxLabelWidth() [Internal] -- - TableHeadersRow() -- - TableHeader() -- - TableAngledHeadersRow() -- - TableAngledHeadersRowEx() [Internal] ------------------------------------------------------------------------------- function ImGui.TableGetHeaderRowHeight() -- Caring for a minor edge case: -- Calculate row height, for the unlikely case that some labels may be taller than others. -- If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. -- In your custom header row you may omit this all together and just call TableNextRow() without a height... local g = GImGui local table_ = g.CurrentTable local row_height = g.FontSize for column_n = 0, table_.ColumnsCount - 1 do if BitTest(table_.EnabledMaskByIndex, column_n) then if band(table_.Columns[column_n].Flags, 4096 --[[ImGuiTableColumnFlags.NoHeaderLabel]]) == 0 then row_height = mathMax(row_height, ImGui.CalcTextSize(ImGui.TableGetColumnName(table_, column_n)).y) end end end return row_height + g.Style.CellPadding.y * 2.0 end function ImGui.TableGetHeaderAngledMaxLabelWidth() local g = GImGui local table_ = g.CurrentTable local width = 0.0 for column_n = 0, table_.ColumnsCount - 1 do if BitTest(table_.EnabledMaskByIndex, column_n) then if band(table_.Columns[column_n].Flags, 262144 --[[ImGuiTableColumnFlags.AngledHeader]]) ~= 0 then width = mathMax(width, ImGui.CalcTextSize(ImGui.TableGetColumnName(table_, column_n), nil, true).x) end end end return width + g.Style.CellPadding.y * 2.0 -- Swap padding end -- [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). -- The intent is that advanced users willing to create customized headers would not need to use this helper -- and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets. -- See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. -- This code is intentionally written to not make much use of internal functions, to give you better direction -- if you need to write your own. -- FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. function ImGui.TableHeadersRow() local g = GImGui local table_ = g.CurrentTable IM_ASSERT_USER_ERROR_RET(table_ ~= nil, "Call should only be done while in BeginTable() scope!") -- Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make -- it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this. if not table_.IsLayoutLocked then ImGui.TableUpdateLayout(table_) end -- Open row local row_height = ImGui.TableGetHeaderRowHeight() ImGui.TableNextRow(1 --[[ImGuiTableRowFlags.Headers]], row_height) local row_y1 = ImGui.GetCursorScreenPos().y if table_.HostSkipItems then -- Merely an optimization, you may skip in your own code. return end local columns_count = ImGui.TableGetColumnCount() for column_n = 0, columns_count - 1 do if ImGui.TableSetColumnIndex(column_n) or table_.LastHeldHeaderColumn == column_n then -- Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation) local name = (band(ImGui.TableGetColumnFlags(column_n), 4096 --[[ImGuiTableColumnFlags.NoHeaderLabel]]) ~= 0) and "" or ImGui.TableGetColumnName(column_n) ImGui.PushID(column_n) ImGui.TableHeader(name) ImGui.PopID() end end -- Allow opening popup from the right-most section after the last column. local mouse_pos = ImGui.GetMousePos() if ImGui.IsMouseReleased(1) and ImGui.TableGetHoveredColumn() == columns_count then if mouse_pos.y >= row_y1 and mouse_pos.y < row_y1 + row_height then ImGui.TableOpenContextMenu(columns_count) -- Will open a non-column-specific popup. end end end -- Emit a column header (text + optional sort order) -- We cpu-clip text here so that all columns headers can be merged into a same draw call. -- Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() function ImGui.TableHeader(label) local g = GImGui local window = g.CurrentWindow if window.SkipItems then return end local table_ = g.CurrentTable IM_ASSERT_USER_ERROR_RET(table_ ~= nil, "Call should only be done while in BeginTable() scope!") assert(table_.CurrentColumn ~= -1) local column_n = table_.CurrentColumn local column = table_.Columns[column_n] -- Label if label == nil then label = "" end local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) local label_pos = V2(window.DC.CursorPos) -- If we already got a row height, there's use that. -- FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? -- [Luau] scalar version of: cell_r = TableGetCellBgRect(table_, column_n) (Min.x/Min.y/Max.x/Max.y -> cell_x1/cell_y1/cell_x2/cell_y2) local cell_x1 = mathMax(column.MinX, table_.WorkRect.Min.x) local cell_x2 = mathMin(column.MaxX, table_.WorkRect.Max.x) local cell_y1, cell_y2 = table_.RowPosY1, table_.RowPosY2 local label_height = mathMax(label_size.y, table_.RowMinHeight - table_.RowCellPaddingY * 2.0) -- Calculate ideal size for sort order arrow local w_arrow = 0.0 local w_sort_text = 0.0 local sort_arrow = false local sort_order_suf = "" local ARROW_SCALE = 0.65 if band(table_.Flags, 8 --[[ImGuiTableFlags.Sortable]]) ~= 0 and band(column.Flags, 512 --[[ImGuiTableColumnFlags.NoSort]]) == 0 then w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x) if column.SortOrder ~= -1 then sort_arrow = true end if column.SortOrder > 0 then sort_order_suf = string.format("%d", column.SortOrder + 1) w_sort_text = g.Style.ItemInnerSpacing.x + ImGui.CalcTextSize(sort_order_suf).x end end -- We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging. local max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow column.ContentMaxXHeadersUsed = mathMax(column.ContentMaxXHeadersUsed, sort_arrow and cell_x2 or mathMin(max_pos_x, cell_x2)) column.ContentMaxXHeadersIdeal = mathMax(column.ContentMaxXHeadersIdeal, max_pos_x) -- Keep header highlighted when context menu is open. local id = window:GetID(label) local bb = ImRect(cell_x1, cell_y1, cell_x2, mathMax(cell_y2, cell_y1 + label_height + g.Style.CellPadding.y * 2.0)) ImGui.ItemSize(ImVec2(0.0, label_height)) -- Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal if not ImGui.ItemAdd(bb, id) then return end --GetForegroundDrawList():AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)) -- [DEBUG] --GetForegroundDrawList():AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)) -- [DEBUG] -- Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. local highlight = (table_.HighlightColumnHeader == column_n) local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, 4096 --[[ImGuiButtonFlags.AllowOverlap]]) if held or hovered or highlight then local col = ImGui.GetColorU32(held and 27 --[[ImGuiCol.HeaderActive]] or (hovered and 26 --[[ImGuiCol.HeaderHovered]] or 25 --[[ImGuiCol.Header]])) --RenderFrame(bb.Min, bb.Max, col, false, 0.0) ImGui.TableSetBgColor(3 --[[ImGuiTableBgTarget.CellBg]], col, table_.CurrentColumn) else -- Submit single cell bg color in the case we didn't submit a full header row if band(table_.RowFlags, 1 --[[ImGuiTableRowFlags.Headers]]) == 0 then ImGui.TableSetBgColor(3 --[[ImGuiTableBgTarget.CellBg]], ImGui.GetColorU32(48 --[[ImGuiCol.TableHeaderBg]]), table_.CurrentColumn) end end ImGui.RenderNavCursor(bb, id, 2 --[[ImGuiNavRenderCursorFlags.Compact]], 0.0) if held then table_.HeldHeaderColumn = column_n end window.DC.CursorPos.y = window.DC.CursorPos.y - g.Style.ItemSpacing.y * 0.5 -- Drag and drop to re-order columns. -- FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. if held and band(table_.Flags, 2 --[[ImGuiTableFlags.Reorderable]]) ~= 0 and ImGui.IsMouseDragging(0) and not g.DragDropActive then -- - While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x -- - We need to handle reordering across hidden columns. -- In the configuration below, moving C to the right of E will lead to: -- ... C [D] E ---> ... [D] E C (Column name/index) -- ... 2 3 4 ... 2 3 4 (Display order) -- - The other constraints are enforced by TableQueueSetColumnDisplayOrder() which might early out. table_.InstanceInteracted = table_.InstanceCurrent if g.IO.MouseDelta.x < 0.0 and g.IO.MousePos.x < cell_x1 then local prev_column = (column.PrevEnabledColumn ~= -1) and table_.Columns[column.PrevEnabledColumn] or nil if prev_column then ImGui.TableQueueSetColumnDisplayOrder(table_, column_n, prev_column.DisplayOrder) end end if g.IO.MouseDelta.x > 0.0 and g.IO.MousePos.x > cell_x2 then local next_column = (column.NextEnabledColumn ~= -1) and table_.Columns[column.NextEnabledColumn] or nil if next_column then ImGui.TableQueueSetColumnDisplayOrder(table_, column_n, next_column.DisplayOrder) end end end -- Sort order arrow -- - Only clip label for a visible arrow. Auto-fit still accounts for a possible arrow, but when -- manually sized smaller we don't clip the label for the sake of an arrow that isn't displayed. local ellipsis_max = mathMax(cell_x2 - (sort_arrow and (w_arrow + w_sort_text) or 0.0), label_pos.x) if band(table_.Flags, 8 --[[ImGuiTableFlags.Sortable]]) ~= 0 and band(column.Flags, 512 --[[ImGuiTableColumnFlags.NoSort]]) == 0 then if column.SortOrder ~= -1 then local x = mathMax(cell_x1, cell_x2 - w_arrow - w_sort_text) local y = label_pos.y if column.SortOrder > 0 then ImGui.PushStyleColor(0 --[[ImGuiCol.Text]], ImGui.GetColorU32(0 --[[ImGuiCol.Text]], 0.70)) ImGui.RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf) ImGui.PopStyleColor() x = x + w_sort_text end ImGui.RenderArrow(window.DrawList, ImVec2(x, y), ImGui.GetColorU32(0 --[[ImGuiCol.Text]]), (column.SortDirection == 1 --[[ImGuiSortDirection.Ascending]]) and 2 --[[ImGuiDir.Up]] or 3 --[[ImGuiDir.Down]], ARROW_SCALE) end -- Handle clicking on column header to adjust Sort Order if pressed and table_.ReorderColumn ~= column_n then local sort_direction = ImGui.TableGetColumnNextSortDirection(column) ImGui.TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift) end end -- Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will -- be merged into a single draw call. --window.DrawList:AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE) ImGui.RenderTextEllipsis(window.DrawList, label_pos, ImVec2(ellipsis_max, bb.Max.y), ellipsis_max, label, label_end, label_size) local text_clipped = label_size.x > (ellipsis_max - label_pos.x) if text_clipped and hovered and g.ActiveId == 0 then ImGui.SetItemTooltip("%s", string.sub(label, 1, label_end - 1)) end -- We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden if ImGui.IsPopupOpenRequestForItem(0 --[[ImGuiPopupFlags.None]], id) then ImGui.TableOpenContextMenu(column_n) end end -- Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. -- FIXME: No hit-testing/button on the angled header. function ImGui.TableAngledHeadersRow() local g = GImGui local table_ = g.CurrentTable local temp_data = table_.TempData temp_data.AngledHeadersRequests:resize(0) -- Which column needs highlight? local row_id = ImGui.GetID("##AngledHeaders") local table_instance = ImGui.TableGetInstanceData(table_, table_.InstanceCurrent) local highlight_column_n = (table_.LastHeldHeaderColumn ~= -1) and table_.LastHeldHeaderColumn or table_.HighlightColumnHeader if highlight_column_n == -1 and table_.HoveredColumnBody ~= -1 then if table_instance.HoveredRowLast == 0 and table_.HoveredColumnBorder == -1 and (g.ActiveId == 0 or g.ActiveId == row_id or (table_.IsActiveIdInTable or g.DragDropActive)) then highlight_column_n = table_.HoveredColumnBody end end -- Build up request local col_header_bg = ImGui.GetColorU32(48 --[[ImGuiCol.TableHeaderBg]]) local col_text = ImGui.GetColorU32(0 --[[ImGuiCol.Text]]) for order_n = 0, table_.ColumnsCount - 1 do if BitTest(table_.EnabledMaskByDisplayOrder, order_n) then local column_n = table_.DisplayOrderToIndex[order_n] local column = table_.Columns[column_n] if band(column.Flags, 262144 --[[ImGuiTableColumnFlags.AngledHeader]]) ~= 0 then -- Note: can't rely on ImGuiTableColumnFlags.IsVisible test here. temp_data.AngledHeadersRequests:push_back({ Index = column_n, TextColor = col_text, BgColor0 = col_header_bg, BgColor1 = (column_n == highlight_column_n) and ImGui.GetColorU32(25 --[[ImGuiCol.Header]]) or 0 }) end end end -- Render row ImGui.TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0, temp_data.AngledHeadersRequests.Data, temp_data.AngledHeadersRequests.Size) end local function ImTextCountLines(text, text_begin, text_end) local count = 0 local p = text_begin while p < text_end do local line_end = string.find(text, "\n", p, true) if line_end == nil or line_end >= text_end then p = text_end else p = line_end + 1 end count = count + 1 end return count end -- Important: data must be fed left to right --- @param data ImGuiTableHeaderData[] # 1-based array --- @param data_count int function ImGui.TableAngledHeadersRowEx(row_id, angle, max_label_width, data, data_count) local g = GImGui local table_ = g.CurrentTable local window = g.CurrentWindow local draw_list = window.DrawList IM_ASSERT_USER_ERROR_RET(table_ ~= nil, "Call should only be done while in BeginTable() scope!") assert(table_.CurrentRow == -1, "Must be first row") if max_label_width == 0.0 then max_label_width = ImGui.TableGetHeaderAngledMaxLabelWidth() end -- Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user. local flip_label = (angle < 0.0) angle = angle - 3.141592653589793 --[[IM_PI]] * 0.5 local cos_a = ImCos(angle) local sin_a = ImSin(angle) local label_cos_a = flip_label and ImCos(angle + 3.141592653589793 --[[IM_PI]]) or cos_a local label_sin_a = flip_label and ImSin(angle + 3.141592653589793 --[[IM_PI]]) or sin_a local unit_right = ImVec2(cos_a, sin_a) -- Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() -- FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. local header_height = g.FontSize + g.Style.CellPadding.x * 2.0 local row_height = ImTrunc(ImAbs(ImRotate(ImVec2(max_label_width, flip_label and header_height or -header_height), cos_a, sin_a).y)) table_.AngledHeadersHeight = row_height table_.AngledHeadersSlope = (sin_a ~= 0.0) and (cos_a / sin_a) or 0.0 local header_angled_vector = unit_right * (row_height / -sin_a) -- vector from bottom-left to top-left, and from bottom-right to top-right -- Declare row, override and draw our own background -- FIXME-TABLE: Generally broken when overlapping frozen columns limit. ImGui.TableNextRow(1 --[[ImGuiTableRowFlags.Headers]], row_height) ImGui.TableNextColumn() local row_r = ImRect(table_.WorkRect.Min.x, table_.BgClipRect.Min.y, table_.WorkRect.Max.x, table_.RowPosY2) table_.DrawSplitter:SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0) local clip_rect_min_x = table_.BgClipRect.Min.x if table_.FreezeColumnsCount > 0 then clip_rect_min_x = ImMax(clip_rect_min_x, table_.Columns[table_.DisplayOrderToIndex[table_.FreezeColumnsCount - 1]].MaxX) end ImGui.TableSetBgColor(1 --[[ImGuiTableBgTarget.RowBg0]], 0) -- Cancel ImGui.PushClipRect(table_.BgClipRect.Min, table_.BgClipRect.Max, false) -- Span all columns draw_list:AddRectFilled(ImVec2(table_.BgClipRect.Min.x, row_r.Min.y), ImVec2(table_.BgClipRect.Max.x, row_r.Max.y), ImGui.GetColorU32(48 --[[ImGuiCol.TableHeaderBg]], 0.25)) -- FIXME-STYLE: Change row background with an arbitrary color. ImGui.PushClipRect(ImVec2(clip_rect_min_x, table_.BgClipRect.Min.y), table_.BgClipRect.Max, true) -- Span all columns ImGui.ButtonBehavior(row_r, row_id) ImGui.KeepAliveID(row_id) local ascent_scaled = g.FontBaked.Ascent * g.FontBakedScale -- FIXME: Standardize those scaling factors better local line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5, 0.0) / -sin_a) * (flip_label and -1.0 or 1.0) local padding = g.Style.CellPadding -- We will always use swapped component local align = g.Style.TableAngledHeadersTextAlign -- Draw background and labels in first pass, then all borders. local max_x = -3.4028234663853e+38 --[[FLT_MAX]] for pass = 0, 1 do for order_n = 0, data_count - 1 do local request = data[order_n + 1] local column_n = request.Index local column = table_.Columns[column_n] local bg_shape = {} bg_shape[0] = ImVec2(column.MaxX, row_r.Max.y) bg_shape[1] = ImVec2(column.MinX, row_r.Max.y) bg_shape[2] = bg_shape[1] + header_angled_vector bg_shape[3] = bg_shape[0] + header_angled_vector if pass == 0 then -- Draw shape draw_list:AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request.BgColor0) draw_list:AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request.BgColor1) -- Optional highlight max_x = ImMax(max_x, bg_shape[3].x) -- Draw label -- - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset. -- - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. local label_name = ImGui.TableGetColumnName(table_, column_n) local label_name_end = ImGui.FindRenderedTextEnd(label_name) local line_off_step_x = (g.FontSize / -sin_a) local label_lines = ImTextCountLines(label_name, 1, label_name_end) -- Left<>Right alignment local line_off_curr_x = flip_label and ((label_lines - 1) * line_off_step_x) or 0.0 local line_off_for_align_x = ImFloor(ImMax((((column.MaxX - column.MinX) - padding.x * 2.0) - (label_lines * line_off_step_x)), 0.0) * align.x) line_off_curr_x = line_off_curr_x + line_off_for_align_x - line_off_for_ascent_x -- Register header width local w = column.WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x) column.ContentMaxXHeadersUsed = w; column.ContentMaxXHeadersIdeal = w local p = 1 while p < label_name_end do local label_name_eol = string.find(label_name, "\n", p, true) if label_name_eol == nil or label_name_eol > label_name_end then label_name_eol = label_name_end end local line = string.sub(label_name, p, label_name_eol - 1) -- FIXME: Individual line clipping for right-most column is broken for negative angles. local label_size = ImGui.CalcTextSize(line) local clip_width = max_label_width - padding.y -- Using padding.y*2.0f would be symmetrical but hide more text. local clip_height = ImMin(label_size.y, column.ClipRect.Max.x - column.WorkMinX - line_off_curr_x) local clip_r = ImRect(window.ClipRect.Min, window.ClipRect.Min + ImVec2(clip_width, clip_height)) local vtx_idx_begin = draw_list._VtxCurrentIdx ImGui.PushStyleColor(0 --[[ImGuiCol.Text]], request.TextColor) ImGui.RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, line, #line + 1, label_size) ImGui.PopStyleColor() local vtx_idx_end = draw_list._VtxCurrentIdx -- Up<>Down alignment local available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0 - ImAbs(padding.y * sin_a) * 2.0, 0.0) local vertical_offset = available_space * align.y * (flip_label and -1.0 or 1.0) -- Rotate and offset label local pivot_in = ImVec2(window.ClipRect.Min.x - vertical_offset, window.ClipRect.Min.y + label_size.y) local pivot_out = ImVec2(column.WorkMinX, row_r.Max.y) line_off_curr_x = line_off_curr_x + (flip_label and -line_off_step_x or line_off_step_x) pivot_out = pivot_out + unit_right * padding.y if flip_label then pivot_out = pivot_out + unit_right * (clip_width - ImMax(0.0, clip_width - label_size.x)) end pivot_out.x = pivot_out.x + (flip_label and (line_off_curr_x + line_off_step_x) or line_off_curr_x) ImGui.ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out) -- Rotate and offset --if g.IO.KeyShift then local fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl._VtxCurrentIdx; fg_dl:AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0, 0, 1.0); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl._VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out) end p = label_name_eol + 1 end end if pass == 1 then -- Draw border local border_size = TABLE_BORDER_SIZE draw_list:AddLine(bg_shape[0] + ImVec2(border_size * 0.5, 0.0), bg_shape[3] + ImVec2(border_size * 0.5, 0.0), TableGetColumnBorderCol(table_, order_n, column_n), border_size) end end end ImGui.PopClipRect() ImGui.PopClipRect() table_.TempData.AngledHeadersExtraWidth = ImMax(0.0, max_x - table_.Columns[table_.RightMostEnabledColumn].MaxX) end ------------------------------------------------------------------------------- -- [SECTION] Tables: Context Menu ------------------------------------------------------------------------------- -- - TableOpenContextMenu() [Internal] -- - TableBeginContextMenuPopup() [Internal] -- - TableDrawDefaultContextMenu() [Internal] ------------------------------------------------------------------------------- -- Use -1 to open menu not specific to a given column. function ImGui.TableOpenContextMenu(column_n) if column_n == nil then column_n = -1 end local g = GImGui local table_ = g.CurrentTable if column_n == -1 and table_.CurrentColumn ~= -1 then -- When called within a column automatically use this one (for consistency) column_n = table_.CurrentColumn end if column_n == table_.ColumnsCount then -- To facilitate using with TableGetHoveredColumn() column_n = -1 end assert(column_n >= -1 and column_n < table_.ColumnsCount) if band(table_.Flags, bor(1 --[[ImGuiTableFlags.Resizable]], 2 --[[ImGuiTableFlags.Reorderable]], 4 --[[ImGuiTableFlags.Hideable]])) ~= 0 then table_.IsContextPopupOpen = true table_.ContextPopupColumn = column_n table_.InstanceInteracted = table_.InstanceCurrent local context_menu_id = ImHashStr("##ContextMenu", nil, table_.ID) ImGui.OpenPopupEx(context_menu_id, 0 --[[ImGuiPopupFlags.None]]) end end function ImGui.TableBeginContextMenuPopup(table_) if not table_.IsContextPopupOpen or table_.InstanceCurrent ~= table_.InstanceInteracted then return false end local context_menu_id = ImHashStr("##ContextMenu", nil, table_.ID) if ImGui.BeginPopupEx(context_menu_id, bor(64 --[[ImGuiWindowFlags.AlwaysAutoResize]], 1 --[[ImGuiWindowFlags.NoTitleBar]], 256 --[[ImGuiWindowFlags.NoSavedSettings]])) then return true end table_.IsContextPopupOpen = false return false end -- FIXME: Copied from MenuItem() for the purpose of being able to pass _SelectOnRelease (#9312) local function MenuItemForColumnReorder(label, selected, enabled) local g = GImGui local window = g.CurrentWindow local label_size = ImGui.CalcTextSize(label, nil, true) local offsets = window.DC.MenuColumns local checkmark_w = IM_TRUNC(g.FontSize * 1.20) local min_w = offsets:DeclColumns(0.0, label_size.x, 0.0, checkmark_w) -- Feedback for next frame local stretch_w = ImMax(0.0, ImGui.GetContentRegionAvail().x - min_w) local text_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset) local id = ImGui.GetID(label) local selectable_flags = bor(8388608 --[[ImGuiSelectableFlags.SelectOnRelease]], 16777216 --[[ImGuiSelectableFlags.SpanAvailWidth]]) if g.ActiveId == id then selectable_flags = bor(selectable_flags, 32 --[[ImGuiSelectableFlags.Highlight]]) -- Stays highlighted while dragging. end local has_been_moved = (g.ActiveId == id) and g.ActiveIdHasBeenEditedBefore -- But disable toggling once moved. ImGui.BeginDisabled(not enabled) -- Don't use ImGuiSelectableFlags.Disabled so that Check mark is also affected. local ret = ImGui.Selectable(label, false, selectable_flags, ImVec2(min_w, label_size.y)) and not has_been_moved -- Can't use IsMouseDragging(0) as button is released already. if band(g.LastItemData.StatusFlags, 256 --[[ImGuiItemStatusFlags.Visible]]) ~= 0 and 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(0 --[[ImGuiCol.Text]]), g.FontSize * 0.866) end ImGui.EndDisabled() return ret end -- Output context menu into current window (generally a popup) -- FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? -- Sections to display are pulled from 'flags_for_section_to_display', which is typically == table.Flags. -- - ImGuiTableFlags.Resizable -> display Sizing menu items -- - ImGuiTableFlags.Reorderable -> display "Reset Order" ---- ImGuiTableFlags.Sortable -> display sorting options (disabled) -- - ImGuiTableFlags.Hideable -> display columns visibility menu items -- It means if you have a custom context menus you can call this section and omit some sections, and add your own. function ImGui.TableDrawDefaultContextMenu(table_, flags_for_section_to_display) local g = GImGui local window = g.CurrentWindow if window.SkipItems then return end local want_separator = false local context_column_n = (table_.ContextPopupColumn >= 0 and table_.ContextPopupColumn < table_.ColumnsCount) and table_.ContextPopupColumn or -1 local context_column = (context_column_n ~= -1) and table_.Columns[context_column_n] or nil -- Sizing if band(flags_for_section_to_display, 1 --[[ImGuiTableFlags.Resizable]]) ~= 0 then if context_column ~= nil then local can_resize = band(context_column.Flags, 32 --[[ImGuiTableColumnFlags.NoResize]]) == 0 and context_column.IsEnabled if ImGui.MenuItem(ImGui.LocalizeGetMsg(2 --[[ImGuiLocKey.TableSizeOne]]), nil, false, can_resize) then -- "###SizeOne" ImGui.TableSetColumnWidthAutoSingle(table_, context_column_n) end end local size_all_desc if table_.ColumnsEnabledFixedCount == table_.ColumnsEnabledCount and band(table_.Flags, 57344 --[[ImGuiTableFlags.SizingMask_]]) ~= 16384 --[[ImGuiTableFlags.SizingFixedSame]] then size_all_desc = ImGui.LocalizeGetMsg(3 --[[ImGuiLocKey.TableSizeAllFit]]) -- "###SizeAll" All fixed else size_all_desc = ImGui.LocalizeGetMsg(4 --[[ImGuiLocKey.TableSizeAllDefault]]) -- "###SizeAll" All stretch or mixed end if ImGui.MenuItem(size_all_desc, nil) then ImGui.TableSetColumnWidthAutoAll(table_) end want_separator = true end -- Reset Order/Visibility etc. if band(flags_for_section_to_display, bor(2 --[[ImGuiTableFlags.Reorderable]], 4 --[[ImGuiTableFlags.Hideable]])) ~= 0 then if ImGui.BeginMenu(ImGui.LocalizeGetMsg(5 --[[ImGuiLocKey.TableReset]])) then --if ImGui.MenuItem(ImGui.LocalizeGetMsg(ImGuiLocKey.TableResetAll)) then -- FIXME: Hiding because altering Sort Order + requesting auto-fit simultaneously has a tendency to exhibit a sizing glitch. -- table_.IsResetAllRequest = true --end if band(flags_for_section_to_display, 2 --[[ImGuiTableFlags.Reorderable]]) ~= 0 then if ImGui.MenuItem(ImGui.LocalizeGetMsg(6 --[[ImGuiLocKey.TableResetOrder]]), nil, false, not table_.IsDefaultDisplayOrder) then -- PS: cannot be hidden because it would mess with drag reordering. table_.IsResetDisplayOrderRequest = true end end if band(flags_for_section_to_display, 4 --[[ImGuiTableFlags.Hideable]]) ~= 0 then if ImGui.MenuItem(ImGui.LocalizeGetMsg(7 --[[ImGuiLocKey.TableResetVisibility]]), nil, false, not table_.IsDefaultVisibility) then table_.IsResetVisibilityRequest = true end end ImGui.EndMenu() end end -- Sorting -- (modify TableOpenContextMenu() to add _Sortable flag if enabling this) -- #if 0 --if band(flags_for_section_to_display, ImGuiTableFlags.Sortable) ~= 0 and column ~= nil and band(column.Flags, ImGuiTableColumnFlags.NoSort) == 0 then -- if want_separator then ImGui.Separator() end -- want_separator = true -- local append_to_sort_specs = g.IO.KeyShift -- if ImGui.MenuItem("Sort in Ascending Order", nil, column.SortOrder ~= -1 and column.SortDirection == ImGuiSortDirection.Ascending, band(column.Flags, ImGuiTableColumnFlags.NoSortAscending) == 0) then -- ImGui.TableSetColumnSortDirection(table_, column_n, ImGuiSortDirection.Ascending, append_to_sort_specs) -- end -- if ImGui.MenuItem("Sort in Descending Order", nil, column.SortOrder ~= -1 and column.SortDirection == ImGuiSortDirection.Descending, band(column.Flags, ImGuiTableColumnFlags.NoSortDescending) == 0) then -- ImGui.TableSetColumnSortDirection(table_, column_n, ImGuiSortDirection.Descending, append_to_sort_specs) -- end --end -- #endif -- Hiding / Visibility if band(flags_for_section_to_display, 4 --[[ImGuiTableFlags.Hideable]]) ~= 0 then if want_separator then ImGui.Separator() end want_separator = true -- While reordering: we calculate min/max allowed range once here so we can avoid a O(N log N) in the loop (because the query itself does a sweep scan). -- This assume that reordering constraints output a single range, otherwise would need to either call TableGetMaxDisplayOrderAllowed() for each item below, or cache this once per frame into columns. local is_reordering = (g.ActiveId ~= 0 and g.ActiveIdWindow == g.CurrentWindow and table_.ReorderColumn ~= -1 and g.ActiveIdHasBeenEditedBefore) -- FIXME: This is a bit of a hack. local reorder_src_order = is_reordering and table_.Columns[table_.ReorderColumn].DisplayOrder or -1 local reorder_min_order = is_reordering and TableGetMaxDisplayOrderAllowed(table_, reorder_src_order, 0) or 0 local reorder_max_order = is_reordering and TableGetMaxDisplayOrderAllowed(table_, reorder_src_order, table_.ColumnsCount - 1) or (table_.ColumnsCount - 1) ImGui.PushItemFlag(16 --[[ImGuiItemFlags.AutoClosePopups]], false) for order_n = 0, table_.ColumnsCount - 1 do local column_n = table_.DisplayOrderToIndex[order_n] local column = table_.Columns[column_n] if band(column.Flags, 1 --[[ImGuiTableColumnFlags.Disabled]]) == 0 then local name = ImGui.TableGetColumnName(table_, column_n) if name == nil or name == "" then name = "" end -- Make sure we can't hide the last active column local menu_item_enabled = band(column.Flags, 128 --[[ImGuiTableColumnFlags.NoHide]]) == 0 if column.IsUserEnabled and table_.ColumnsEnabledCount <= 1 then menu_item_enabled = false end if is_reordering and (column.DisplayOrder < reorder_min_order or column.DisplayOrder > reorder_max_order) then menu_item_enabled = false end if MenuItemForColumnReorder(name, column.IsUserEnabled, menu_item_enabled) then column.IsUserEnabledNextFrame = not column.IsUserEnabled end -- Drag to reorder -- FIXME: It is currently not possible to reorder columns marked with ImGuiTableColumnFlags.NoHide. if ImGui.IsItemActive() and ImGui.IsMouseDragging(0) and g.ActiveIdSource == 1 --[[ImGuiInputSource.Mouse]] and band(table_.Flags, 2 --[[ImGuiTableFlags.Reorderable]]) ~= 0 then g.ActiveIdHasBeenEditedBefore = true -- Disable toggle in MenuItemForColumnReorder() + start dimming to display allowed reorder targets. table_.ReorderColumn = column_n if not ImGui.IsItemHovered() then local reorder_dir = (g.IO.MousePos.y < (g.LastItemData.Rect.Min.y + g.LastItemData.Rect.Max.y) * 0.5) and -1 or 1 local reorder_amount = ((reorder_dir < 0) and (g.LastItemData.Rect.Min.y - g.IO.MousePos.y) or (g.IO.MousePos.y - g.LastItemData.Rect.Max.y)) / g.LastItemData.Rect:GetHeight() local dst_order = column.DisplayOrder + ImTrunc(ImCeil(reorder_amount)) * reorder_dir -- Estimated target order, will be validated and clamped. ImGui.TableQueueSetColumnDisplayOrder(table_, column_n, dst_order) end end end end ImGui.PopItemFlag() end end ------------------------------------------------------------------------------- -- [SECTION] Tables: Settings (.ini data) ------------------------------------------------------------------------------- -- FIXME: The binding/finding/creating flow are too confusing. ------------------------------------------------------------------------------- -- - TableSettingsInit() [Internal] -- - TableSettingsCreate() [Internal] -- - TableSettingsFindByID() [Internal] -- - TableGetBoundSettings() [Internal] -- - TableResetSettings() -- - TableSaveSettings() [Internal] -- - TableLoadSettings() [Internal] -- - TableLoadSettingsForColumns() [Internal] -- - TableSettingsHandler_ClearAll() [Internal] -- - TableSettingsHandler_ApplyAll() [Internal] -- - TableSettingsHandler_ReadOpen() [Internal] -- - TableSettingsHandler_ReadLine() [Internal] -- - TableSettingsHandler_WriteAll() [Internal] -- - TableSettingsAddSettingsHandler() [Internal] ------------------------------------------------------------------------------- -- [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. -- [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. -- [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. -- [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. ------------------------------------------------------------------------------- -- Clear and initialize empty settings instance local function TableSettingsInit(settings, id, columns_count, columns_count_max) for k, v in pairs(ImGuiTableSettings()) do settings[k] = v end for n = 0, columns_count_max - 1 do settings.Columns[n] = ImGuiTableColumnSettings() end settings.ID = id settings.ColumnsCount = columns_count settings.ColumnsCountMax = columns_count_max settings.WantApply = true end function ImGui.TableSettingsCreate(id, columns_count) local g = GImGui local settings = ImGui.TableSettingsFindByID(id) if settings then if settings.ColumnsCountMax >= columns_count then TableSettingsInit(settings, id, columns_count, settings.ColumnsCountMax) -- Recycle return settings end settings.ID = 0 -- Invalidate storage, we won't fit because of a count change end settings = ImGuiTableSettings() g.SettingsTables:push_back(settings) TableSettingsInit(settings, id, columns_count, columns_count) return settings end -- Find existing settings function ImGui.TableSettingsFindByID(id) -- FIXME-OPT: Might want to store a lookup map for this? local g = GImGui for _, settings in g.SettingsTables:iter() do if settings.ID == id then return settings end end return nil end local function SettingsTablesOffsetFromPtr(settings) local g = GImGui return g.SettingsTables:find_index(settings) or -1 end -- Get settings for a given table, nil if none function ImGui.TableGetBoundSettings(table_) if table_.SettingsOffset == -1 then return nil end local g = GImGui local settings = g.SettingsTables.Data[table_.SettingsOffset] assert(settings.ID == table_.ID) return settings end -- Restore initial state of table (with or without saved settings) function ImGui.TableResetSettings(table_) table_.IsInitializing = true; table_.IsSettingsDirty = true table_.IsResetAllRequest = false table_.IsSettingsRequestLoad = false -- Don't reload from ini table_.SettingsLoadedFlags = 0 --[[ImGuiTableFlags.None]] -- Mark as nothing loaded so our initialized data becomes authoritative end function ImGui.TableSaveSettings(table_) table_.IsSettingsDirty = false if band(table_.Flags, 16 --[[ImGuiTableFlags.NoSavedSettings]]) ~= 0 then return end -- Bind or create settings data local settings = ImGui.TableGetBoundSettings(table_) if settings ~= nil and table_.ColumnsCount > settings.ColumnsCountMax then settings.ID = 0 -- Invalidate storage, we won't fit because of a count change settings = nil end if settings == nil then settings = ImGui.TableSettingsCreate(table_.ID, table_.ColumnsCount) table_.SettingsOffset = SettingsTablesOffsetFromPtr(settings) end settings.ColumnsCount = table_.ColumnsCount -- Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings assert(settings.ID == table_.ID) assert(settings.ColumnsCount == table_.ColumnsCount and settings.ColumnsCountMax >= settings.ColumnsCount) local save_ref_scale = false settings.SaveFlags = 0 --[[ImGuiTableFlags.None]] for n = 0, table_.ColumnsCount - 1 do local column = table_.Columns[n] local column_settings = settings.Columns[n] local width_or_weight = (band(column.Flags, 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ~= 0) and column.StretchWeight or column.WidthRequest column_settings.ID = column.ID column_settings.WidthOrWeight = width_or_weight column_settings.Index = n column_settings.DisplayOrder = column.DisplayOrder column_settings.SortOrder = column.SortOrder column_settings.SortDirection = column.SortDirection column_settings.IsEnabled = column.IsUserEnabled and 1 or 0 column_settings.IsStretch = (band(column.Flags, 8 --[[ImGuiTableColumnFlags.WidthStretch]]) ~= 0) and 1 or 0 if band(column.Flags, 8 --[[ImGuiTableColumnFlags.WidthStretch]]) == 0 then save_ref_scale = true end -- We skip saving some data in the .ini file when they are unnecessary to restore our state. -- Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. -- FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. if width_or_weight ~= column.InitStretchWeightOrWidth then settings.SaveFlags = bor(settings.SaveFlags, 1 --[[ImGuiTableFlags.Resizable]]) end if column.DisplayOrder ~= n then settings.SaveFlags = bor(settings.SaveFlags, 2 --[[ImGuiTableFlags.Reorderable]]) end if column.SortOrder ~= -1 then settings.SaveFlags = bor(settings.SaveFlags, 8 --[[ImGuiTableFlags.Sortable]], 2 --[[ImGuiTableFlags.Reorderable]]) -- Because SortOrder saving itself is gated, make sure every column is saved (#9519) end if column.IsUserEnabled ~= (band(column.Flags, 2 --[[ImGuiTableColumnFlags.DefaultHide]]) == 0) then settings.SaveFlags = bor(settings.SaveFlags, 4 --[[ImGuiTableFlags.Hideable]]) end end settings.SaveFlags = band(settings.SaveFlags, table_.Flags) settings.RefScale = save_ref_scale and table_.RefScale or 0.0 ImGui.MarkIniSettingsDirty() end function ImGui.TableLoadSettings(table_) if band(table_.Flags, 16 --[[ImGuiTableFlags.NoSavedSettings]]) ~= 0 then table_.IsSettingsRequestLoad = false -- Done return end -- Bind settings local settings if table_.SettingsOffset == -1 then settings = ImGui.TableSettingsFindByID(table_.ID) if settings == nil then return end if settings.ColumnsCount ~= table_.ColumnsCount then -- Allow settings if columns count changed. We could otherwise decide to return... table_.IsSettingsDirty = true end table_.SettingsOffset = SettingsTablesOffsetFromPtr(settings) else settings = ImGui.TableGetBoundSettings(table_) end table_.SettingsLoadedFlags = settings.SaveFlags table_.RefScale = settings.RefScale -- TableUpdateLayout() will then call TableLoadSettingsForColumns() to apply the data. end -- NB: This was written to be similar to the logic in TableReconcileColumns(). function ImGui.TableLoadSettingsForColumns(table_) for n = 0, table_.ColumnsSize - 1 do table_.Columns[n].IsLoadedSettings = false end local settings = ImGui.TableGetBoundSettings(table_) if settings == nil then return end table_.SettingsLoadedFlags = bor(table_.SettingsLoadedFlags, 2 --[[ImGuiTableFlags.Reorderable]]) -- We handle above in code above. -- Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn local column_settings = settings.Columns -- Fast path local matches = 0 for n = 0, table_.ColumnsCount - 1 do if n >= settings.ColumnsCount or column_settings[n].ID ~= table_.Columns[n].ID then break end ImGui.TableLoadSettingsForColumn(table_.Columns[n], column_settings[n], settings.SaveFlags) matches = matches + 1 end if matches == settings.ColumnsCount then return end local settings_start_n = matches -- Small optimization for n = settings_start_n, settings.ColumnsCount - 1 do column_settings[n].IsLoaded = false end -- Find matches for named columns for c = 0, table_.ColumnsSize - 1 do local column = table_.Columns[c] if column.ID ~= 0 and not column.IsLoadedSettings then for n = settings_start_n, settings.ColumnsCount - 1 do if column_settings[n].ID == column.ID and not column_settings[n].IsLoaded then ImGui.TableLoadSettingsForColumn(column, column_settings[n], settings.SaveFlags) matches = matches + 1 break end end end end -- Remaining entries are matched sequentially local dst_idx = 0 for n = settings_start_n, settings.ColumnsCount - 1 do if not column_settings[n].IsLoaded then while dst_idx < table_.ColumnsCount and table_.Columns[dst_idx].IsLoadedSettings do dst_idx = dst_idx + 1 end if dst_idx >= table_.ColumnsCount then break end ImGui.TableLoadSettingsForColumn(table_.Columns[dst_idx], column_settings[n], settings.SaveFlags) dst_idx = dst_idx + 1 end end end function ImGui.TableLoadSettingsForColumn(column, column_settings, load_flags) column.IsLoadedSettings = true column_settings.IsLoaded = true if band(load_flags, 1 --[[ImGuiTableFlags.Resizable]]) ~= 0 then if column_settings.IsStretch ~= 0 then column.StretchWeight = column_settings.WidthOrWeight else column.WidthRequest = column_settings.WidthOrWeight end column.AutoFitQueue = 0x00 end if band(load_flags, 2 --[[ImGuiTableFlags.Reorderable]]) ~= 0 then column.DisplayOrder = column_settings.DisplayOrder else column.DisplayOrder = column_settings.Index -- Because default depends on previous Index, we need to set that up and cannot rely on TableInitColumnDefaults() end if band(load_flags, 4 --[[ImGuiTableFlags.Hideable]]) ~= 0 and column_settings.IsEnabled ~= -1 then local v = (column_settings.IsEnabled == 1) column.IsUserEnabled = v; column.IsUserEnabledNextFrame = v end column.SortOrder = column_settings.SortOrder column.SortDirection = column_settings.SortDirection end -- Fix invalid display order data: compact values (0,1,3 -> 0,1,2); preserve relative order (0,3,1 -> 0,2,1); deduplicate (0,4,1,1 -> 0,3,1,2) function ImGui.TableFixDisplayOrder(table_) if band(table_.Flags, 2 --[[ImGuiTableFlags.Reorderable]]) == 0 then for n = 0, table_.ColumnsCount - 1 do table_.Columns[n].DisplayOrder = n table_.DisplayOrderToIndex[n] = n end return end local fdo_columns = {} for n = 0, table_.ColumnsCount - 1 do fdo_columns[n + 1] = n end -- Sort by DisplayOrder and then Index -- Assume ImGuiTableColumnIdx == signed short, to turn -1 into a large value so that it always sort after. local function key(idx) local o = table_.Columns[idx].DisplayOrder if o < 0 then o = o + 0x10000 end return o end table.sort(fdo_columns, function(lhs_idx, rhs_idx) local a, b = key(lhs_idx), key(rhs_idx) if a ~= b then return a < b end return lhs_idx < rhs_idx end) for n = 0, table_.ColumnsCount - 1 do table_.Columns[fdo_columns[n + 1]].DisplayOrder = n end for n = 0, table_.ColumnsCount - 1 do table_.DisplayOrderToIndex[table_.Columns[n].DisplayOrder] = n end end local function ForEachTable(g, fn) for i = 0, g.Tables:GetMapSize() - 1 do local t = g.Tables:GetByIndex(i) if t then fn(t) end end end local function TableSettingsHandler_ClearAll(ctx, handler) local g = ctx ForEachTable(g, function(t) t.SettingsOffset = -1 end) g.SettingsTables:clear() end -- Apply to existing windows (if any) local function TableSettingsHandler_ApplyAll(ctx, handler) local g = ctx ForEachTable(g, function(t) t.IsSettingsRequestLoad = true t.SettingsOffset = -1 end) end local function TableSettingsHandler_ReadOpen(ctx, handler, name) -- FIXME: As topology changes are allowed, strictly speaking a >= IMGUI_TABLE_MAX_COLUMNS tables stored in .ini file -- that was emitted with a higher max count could still be meaningful in some unlikely cases. -- We might want to use another MAX defined as (1<<(sizeof(ImGuiTableColumnIdx)*8-1))-1. local id, columns_count = string.match(name, "^0x(%x+),(%-?%d+)") if id == nil then return nil end id = tonumber(id, 16); columns_count = tonumber(columns_count) if columns_count <= 0 or columns_count >= 512 --[[IMGUI_TABLE_MAX_COLUMNS]] then return nil end return ImGui.TableSettingsCreate(id, columns_count) end local function TableSettingsHandler_ReadLine(ctx, handler, settings, line) -- "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" if settings == nil then return end local f = string.match(line, "^RefScale=([%-%d%.eE+]+)") if f then settings.RefScale = tonumber(f); return end local n = string.match(line, "^LastUsed=(%d+)") if n then settings.LastUsedDate = tonumber(n); return end local column_n, rest = string.match(line, "^Column (%-?%d+)(.*)$") if column_n then column_n = tonumber(column_n) if column_n < 0 or column_n >= settings.ColumnsCount then return end local column = settings.Columns[column_n] column.Index = column_n local function take(pattern) local a, b, r = string.match(rest, "^%s*" .. pattern .. "()") if a == nil then return nil end if r == nil then r = b; b = nil end rest = string.sub(rest, r) return a, b end take("UserID=0x(%x+)") -- FIXME-LEGACY: Removed 2025/11/12, was never properly set. local v = take("Width=(%-?%d+)") if v then column.WidthOrWeight = tonumber(v); column.IsStretch = 0; settings.SaveFlags = bor(settings.SaveFlags, 1 --[[ImGuiTableFlags.Resizable]]) end v = take("Weight=([%-%d%.eE+]+)") if v then column.WidthOrWeight = tonumber(v); column.IsStretch = 1; settings.SaveFlags = bor(settings.SaveFlags, 1 --[[ImGuiTableFlags.Resizable]]) end v = take("Visible=(%-?%d+)") if v then column.IsEnabled = tonumber(v); settings.SaveFlags = bor(settings.SaveFlags, 4 --[[ImGuiTableFlags.Hideable]]) end v = take("Order=(%-?%d+)") if v then column.DisplayOrder = tonumber(v); settings.SaveFlags = bor(settings.SaveFlags, 2 --[[ImGuiTableFlags.Reorderable]]) end local c v, c = take("Sort=(%-?%d+)(.)") if v then column.SortOrder = tonumber(v); column.SortDirection = (c == "^") and 2 --[[ImGuiSortDirection.Descending]] or 1 --[[ImGuiSortDirection.Ascending]]; settings.SaveFlags = bor(settings.SaveFlags, 8 --[[ImGuiTableFlags.Sortable]]) end v = take("ID=0x(%x+)") if v then column.ID = tonumber(v, 16) end end end local function TableSettingsHandler_WriteAll(ctx, handler, buf) local g = ctx for _, settings in g.SettingsTables:iter() do if settings.ID ~= 0 then -- Skip ditched settings -- TableSaveSettings() may clear some of those flags when we establish that the data can be stripped -- (e.g. Order was unchanged) local save_size = band(settings.SaveFlags, 1 --[[ImGuiTableFlags.Resizable]]) ~= 0 local save_visible = band(settings.SaveFlags, 4 --[[ImGuiTableFlags.Hideable]]) ~= 0 local save_order = band(settings.SaveFlags, 2 --[[ImGuiTableFlags.Reorderable]]) ~= 0 local save_sort = band(settings.SaveFlags, 8 --[[ImGuiTableFlags.Sortable]]) ~= 0 -- We need to save the [Table] entry even if all the bools are false, since this records a table with "default settings". buf:appendf("[%s][0x%08X,%d]\n", handler.TypeName, settings.ID, settings.ColumnsCount) if settings.RefScale ~= 0.0 then buf:appendf("RefScale=%g\n", settings.RefScale) end for column_n = 0, settings.ColumnsCount - 1 do local column = settings.Columns[column_n] -- "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" local save_column = save_size or save_visible or save_order or (save_sort and column.SortOrder ~= -1) if save_column then buf:appendf("Column %-2d", column_n) if save_size and column.IsStretch ~= 0 then buf:appendf(" Weight=%.4f", column.WidthOrWeight) end if save_size and column.IsStretch == 0 then buf:appendf(" Width=%d", ImTrunc(column.WidthOrWeight)) end if save_visible then buf:appendf(" Visible=%d", column.IsEnabled) end if save_order then buf:appendf(" Order=%d", column.DisplayOrder) end if save_sort and column.SortOrder ~= -1 then buf:appendf(" Sort=%d%s", column.SortOrder, (column.SortDirection == 1 --[[ImGuiSortDirection.Ascending]]) and "v" or "^") end if column.ID ~= 0 then buf:appendf(" ID=0x%08X", column.ID) end buf:append("\n") end end if g.IO.ConfigIniSettingsSaveLastUsedDate and settings.LastUsedDate ~= 0 then buf:appendf("LastUsed=%08d\n", settings.LastUsedDate) end buf:append("\n") end end end function ImGui.TableSettingsAddSettingsHandler() local ini_handler = ImGuiSettingsHandler() ini_handler.TypeName = "Table" ini_handler.TypeHash = ImHashStr("Table") ini_handler.ClearAllFn = TableSettingsHandler_ClearAll ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen ini_handler.ReadLineFn = TableSettingsHandler_ReadLine ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll ini_handler.WriteAllFn = TableSettingsHandler_WriteAll ImGui.AddSettingsHandler(ini_handler) end ------------------------------------------------------------------------------- -- [SECTION] Tables: Garbage Collection ------------------------------------------------------------------------------- -- - TableRemove() [Internal] -- - TableGcCompactTransientBuffers() [Internal] -- - TableGcCompactSettings() [Internal] ------------------------------------------------------------------------------- -- Remove Table data (currently only used by TestEngine) function ImGui.TableRemove(table_) --IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table_.ID) local g = GImGui local table_idx = g.Tables:GetIndex(table_) g.Tables:Remove(table_.ID, table_) g.TablesLastTimeActive.Data[table_idx + 1] = -1.0 end -- Free up/compact internal Table buffers for when it gets unused -- Overloads: (ImGuiTable) / (ImGuiTableTempData) function ImGui.TableGcCompactTransientBuffers(t) if not t then return end if t.TableIndex ~= nil then -- ImGuiTableTempData t.AngledHeadersRequests:clear() t.DrawSplitter:ClearFreeMemory() t.LastTimeActive = -1.0 return end --IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", t.ID) local g = GImGui local table_ = t assert(table_.MemoryCompacted == false) table_.SortSpecs.Specs = nil table.clear(table_.SortSpecsMulti) table_.IsSortSpecsDirty = true -- FIXME: In theory shouldn't have to leak into user performing a sort on resume. table.clear(table_.ColumnsNames) table_.MemoryCompacted = true for n = 0, table_.ColumnsCount - 1 do table_.Columns[n].NameOffset = -1 end g.TablesLastTimeActive.Data[g.Tables:GetIndex(table_) + 1] = -1.0 end -- Compact and remove unused or resize settings data (only TestEngine mark unused, but resizing table down can lead to compaction) function ImGui.TableGcCompactSettings() local g = GImGui local has_dead = false for _, settings in g.SettingsTables:iter() do if settings.ID == 0 then has_dead = true end end if not has_dead then return end local new_list = ImVector() for _, settings in g.SettingsTables:iter() do if settings.ID ~= 0 then new_list:push_back(settings) end end g.SettingsTables = new_list ForEachTable(g, function(t) t.SettingsOffset = -1 end) end ------------------------------------------------------------------------------- -- [SECTION] Columns, BeginColumns, EndColumns, etc. -- (This is a legacy API, prefer using BeginTable/EndTable!) ------------------------------------------------------------------------------- -- FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) ------------------------------------------------------------------------------- -- - GetColumnIndex() -- - GetColumnsCount() -- - GetColumnOffset() -- - GetColumnWidth() -- - SetColumnOffset() -- - SetColumnWidth() -- - PushColumnClipRect() [Internal] -- - PushColumnsBackground() [Internal] -- - PopColumnsBackground() [Internal] -- - FindOrCreateColumns() [Internal] -- - GetColumnsID() [Internal] -- - BeginColumns() -- - NextColumn() -- - EndColumns() -- - Columns() ------------------------------------------------------------------------------- -- (Lua: columns.Columns is an ImVector, column n lives in .Data[n + 1]) function ImGui.GetColumnIndex() local window = ImGui.GetCurrentWindowRead() return window.DC.CurrentColumns and window.DC.CurrentColumns.Current or 0 end function ImGui.GetColumnsCount() local window = ImGui.GetCurrentWindowRead() return window.DC.CurrentColumns and window.DC.CurrentColumns.Count or 1 end function ImGui.GetColumnOffsetFromNorm(columns, offset_norm) return offset_norm * (columns.OffMaxX - columns.OffMinX) end function ImGui.GetColumnNormFromOffset(columns, offset) return offset / (columns.OffMaxX - columns.OffMinX) end local COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0 local function GetDraggedColumnOffset(columns, column_index) -- Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing -- window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. local g = GImGui local window = g.CurrentWindow assert(column_index > 0) -- We are not supposed to drag column 0. assert(g.ActiveId == band(columns.ID + column_index, 0xFFFFFFFF)) local x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window.Pos.x x = ImMax(x, ImGui.GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing) if band(columns.Flags, 4 --[[ImGuiOldColumnFlags.NoPreserveWidths]]) ~= 0 then x = ImMin(x, ImGui.GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing) end return x end function ImGui.GetColumnOffset(column_index) if column_index == nil then column_index = -1 end local window = ImGui.GetCurrentWindowRead() local columns = window.DC.CurrentColumns if columns == nil then return 0.0 end if column_index < 0 then column_index = columns.Current end assert(column_index < columns.Columns.Size) local t = columns.Columns.Data[column_index + 1].OffsetNorm local x_offset = ImLerp(columns.OffMinX, columns.OffMaxX, t) return x_offset end local function GetColumnWidthEx(columns, column_index, before_resize) if column_index < 0 then column_index = columns.Current end local d = columns.Columns.Data local offset_norm if before_resize then offset_norm = d[column_index + 2].OffsetNormBeforeResize - d[column_index + 1].OffsetNormBeforeResize else offset_norm = d[column_index + 2].OffsetNorm - d[column_index + 1].OffsetNorm end return ImGui.GetColumnOffsetFromNorm(columns, offset_norm) end function ImGui.GetColumnWidth(column_index) if column_index == nil then column_index = -1 end local g = GImGui local window = g.CurrentWindow local columns = window.DC.CurrentColumns if columns == nil then return ImGui.GetContentRegionAvail().x end if column_index < 0 then column_index = columns.Current end local d = columns.Columns.Data return ImGui.GetColumnOffsetFromNorm(columns, d[column_index + 2].OffsetNorm - d[column_index + 1].OffsetNorm) end function ImGui.SetColumnOffset(column_index, offset) local g = GImGui local window = g.CurrentWindow local columns = window.DC.CurrentColumns assert(columns ~= nil) if column_index < 0 then column_index = columns.Current end assert(column_index < columns.Columns.Size) local preserve_width = band(columns.Flags, 4 --[[ImGuiOldColumnFlags.NoPreserveWidths]]) == 0 and (column_index < columns.Count - 1) local width = preserve_width and GetColumnWidthEx(columns, column_index, columns.IsBeingResized) or 0.0 if band(columns.Flags, 8 --[[ImGuiOldColumnFlags.NoForceWithinWindow]]) == 0 then offset = ImMin(offset, columns.OffMaxX - g.Style.ColumnsMinSpacing * (columns.Count - column_index)) end columns.Columns.Data[column_index + 1].OffsetNorm = ImGui.GetColumnNormFromOffset(columns, offset - columns.OffMinX) if preserve_width then ImGui.SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)) end end function ImGui.SetColumnWidth(column_index, width) local window = ImGui.GetCurrentWindowRead() local columns = window.DC.CurrentColumns assert(columns ~= nil) if column_index < 0 then column_index = columns.Current end ImGui.SetColumnOffset(column_index + 1, ImGui.GetColumnOffset(column_index) + width) end function ImGui.PushColumnClipRect(column_index) local window = ImGui.GetCurrentWindowRead() local columns = window.DC.CurrentColumns if column_index < 0 then column_index = columns.Current end local column = columns.Columns.Data[column_index + 1] ImGui.PushClipRect(column.ClipRect.Min, column.ClipRect.Max, false) end -- Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) function ImGui.PushColumnsBackground() local window = ImGui.GetCurrentWindowRead() local columns = window.DC.CurrentColumns if columns.Count == 1 then return end -- Optimization: avoid SetCurrentChannel() + PushClipRect() ImRect_Copy(columns.HostBackupClipRect, window.ClipRect) ImGui.SetWindowClipRectBeforeSetChannel(window, columns.HostInitialClipRect) columns.Splitter:SetCurrentChannel(window.DrawList, 0) end function ImGui.PopColumnsBackground() local window = ImGui.GetCurrentWindowRead() local columns = window.DC.CurrentColumns if columns.Count == 1 then return end -- Optimization: avoid PopClipRect() + SetCurrentChannel() ImGui.SetWindowClipRectBeforeSetChannel(window, columns.HostBackupClipRect) columns.Splitter:SetCurrentChannel(window.DrawList, columns.Current + 1) end function ImGui.FindOrCreateColumns(window, id) -- We have few columns per window so for now we don't need bother much with turning this into a faster lookup. for _, c in window.ColumnsStorage:iter() do if c.ID == id then return c end end local columns = ImGuiOldColumns() window.ColumnsStorage:push_back(columns) columns.ID = id return columns end function ImGui.GetColumnsID(str_id, columns_count) local window = ImGui.GetCurrentWindow() -- Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. -- In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. ImGui.PushID(0x11223347 + (str_id and 0 or columns_count)) local id = window:GetID(str_id or "columns") ImGui.PopID() return id end function ImGui.BeginColumns(str_id, columns_count, flags) if flags == nil then flags = 0 end local g = GImGui local window = ImGui.GetCurrentWindow() assert(columns_count >= 1) assert(window.DC.CurrentColumns == nil) -- Nested columns are currently not supported -- Acquire storage for the columns set local id = ImGui.GetColumnsID(str_id, columns_count) local columns = ImGui.FindOrCreateColumns(window, id) assert(columns.ID == id) columns.Current = 0 columns.Count = columns_count columns.Flags = flags window.DC.CurrentColumns = columns window.DC.NavIsScrollPushableX = false -- Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); columns.HostCursorPosY = window.DC.CursorPos.y columns.HostCursorMaxPosX = window.DC.CursorMaxPos.x ImRect_Copy(columns.HostInitialClipRect, window.ClipRect) ImRect_Copy(columns.HostBackupParentWorkRect, window.ParentWorkRect) ImRect_Copy(window.ParentWorkRect, window.WorkRect) -- Set state for first column -- We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect local column_padding = g.Style.ItemSpacing.x local half_clip_extend_x = ImTrunc(ImMax(window.WindowPadding.x * 0.5, window.WindowBorderSize)) local max_1 = window.WorkRect.Max.x + column_padding - ImMax(column_padding - window.WindowPadding.x, 0.0) local max_2 = window.WorkRect.Max.x + half_clip_extend_x columns.OffMinX = window.DC.Indent.x - column_padding + ImMax(column_padding - window.WindowPadding.x, 0.0) columns.OffMaxX = ImMax(ImMin(max_1, max_2) - window.Pos.x, columns.OffMinX + 1.0) columns.LineMinY = window.DC.CursorPos.y; columns.LineMaxY = window.DC.CursorPos.y -- Clear data if columns count changed if columns.Columns.Size ~= 0 and columns.Columns.Size ~= columns_count + 1 then columns.Columns:resize(0) end -- Initialize default widths columns.IsFirstFrame = (columns.Columns.Size == 0) if columns.Columns.Size == 0 then for n = 0, columns_count do local column = ImGuiOldColumnData() column.OffsetNorm = n / columns_count columns.Columns:push_back(column) end end for n = 0, columns_count - 1 do -- Compute clipping rectangle local column = columns.Columns.Data[n + 1] local clip_x1 = IM_ROUND(window.Pos.x + ImGui.GetColumnOffset(n)) local clip_x2 = IM_ROUND(window.Pos.x + ImGui.GetColumnOffset(n + 1) - 1.0) column.ClipRect = ImRect(clip_x1, -3.4028234663853e+38 --[[FLT_MAX]], clip_x2, 3.4028234663853e+38 --[[FLT_MAX]]) column.ClipRect:ClipWithFull(window.ClipRect) end if columns.Count > 1 then columns.Splitter:Split(window.DrawList, 1 + columns.Count) columns.Splitter:SetCurrentChannel(window.DrawList, 1) ImGui.PushColumnClipRect(0) end -- We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. local offset_0 = ImGui.GetColumnOffset(columns.Current) local offset_1 = ImGui.GetColumnOffset(columns.Current + 1) local width = offset_1 - offset_0 ImGui.PushItemWidth(width * 0.65) window.DC.ColumnsOffset.x = ImMax(column_padding - window.WindowPadding.x, 0.0) window.DC.CursorPos.x = IM_TRUNC(window.Pos.x + window.DC.Indent.x + window.DC.ColumnsOffset.x) window.WorkRect.Max.x = window.Pos.x + offset_1 - column_padding window.WorkRect.Max.y = window.ContentRegionRect.Max.y end function ImGui.NextColumn() local window = ImGui.GetCurrentWindow() if window.SkipItems or window.DC.CurrentColumns == nil then return end local g = GImGui local columns = window.DC.CurrentColumns if columns.Count == 1 then window.DC.CursorPos.x = IM_TRUNC(window.Pos.x + window.DC.Indent.x + window.DC.ColumnsOffset.x) assert(columns.Current == 0) return end -- Next column columns.Current = columns.Current + 1 if columns.Current == columns.Count then columns.Current = 0 end ImGui.PopItemWidth() -- Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() -- (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), local column = columns.Columns.Data[columns.Current + 1] ImGui.SetWindowClipRectBeforeSetChannel(window, column.ClipRect) columns.Splitter:SetCurrentChannel(window.DrawList, columns.Current + 1) local column_padding = g.Style.ItemSpacing.x columns.LineMaxY = ImMax(columns.LineMaxY, window.DC.CursorPos.y) if columns.Current > 0 then -- Columns 1+ ignore IndentX (by canceling it out) -- FIXME-COLUMNS: Unnecessary, could be locked? window.DC.ColumnsOffset.x = ImGui.GetColumnOffset(columns.Current) - window.DC.Indent.x + column_padding else -- New row/line: column 0 honor IndentX. window.DC.ColumnsOffset.x = ImMax(column_padding - window.WindowPadding.x, 0.0) window.DC.IsSameLine = false columns.LineMinY = columns.LineMaxY end window.DC.CursorPos.x = IM_TRUNC(window.Pos.x + window.DC.Indent.x + window.DC.ColumnsOffset.x) window.DC.CursorPos.y = columns.LineMinY window.DC.CurrLineSize.x = 0.0; window.DC.CurrLineSize.y = 0.0 window.DC.CurrLineTextBaseOffset = 0.0 -- FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. local offset_0 = ImGui.GetColumnOffset(columns.Current) local offset_1 = ImGui.GetColumnOffset(columns.Current + 1) local width = offset_1 - offset_0 ImGui.PushItemWidth(width * 0.65) window.WorkRect.Max.x = window.Pos.x + offset_1 - column_padding end function ImGui.EndColumns() local g = GImGui local window = ImGui.GetCurrentWindow() local columns = window.DC.CurrentColumns assert(columns ~= nil) ImGui.PopItemWidth() if columns.Count > 1 then ImGui.PopClipRect() columns.Splitter:Merge(window.DrawList) end local flags = columns.Flags columns.LineMaxY = ImMax(columns.LineMaxY, window.DC.CursorPos.y) window.DC.CursorPos.y = columns.LineMaxY if band(flags, 16 --[[ImGuiOldColumnFlags.GrowParentContentsSize]]) == 0 then window.DC.CursorMaxPos.x = columns.HostCursorMaxPosX -- Restore cursor max pos, as columns don't grow parent end -- Draw columns borders and handle resize -- The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy local is_being_resized = false if band(flags, 1 --[[ImGuiOldColumnFlags.NoBorder]]) == 0 and not window.SkipItems then -- We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. local y1 = ImMax(columns.HostCursorPosY, window.ClipRect.Min.y) local y2 = ImMin(window.DC.CursorPos.y, window.ClipRect.Max.y) local dragging_column = -1 for n = 1, columns.Count - 1 do local column = columns.Columns.Data[n + 1] local x = window.Pos.x + ImGui.GetColumnOffset(n) local column_id = band(columns.ID + n, 0xFFFFFFFF) local column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) local column_hit_rect = ImRect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)) if ImGui.ItemAdd(column_hit_rect, column_id, nil, 2 --[[ImGuiItemFlags.NoNav]]) then local hovered, held = false, false if band(flags, 2 --[[ImGuiOldColumnFlags.NoResize]]) == 0 then local _ _, hovered, held = ImGui.ButtonBehavior(column_hit_rect, column_id) if hovered or held then ImGui.SetMouseCursor(4 --[[ImGuiMouseCursor.ResizeEW]]) end if held and band(column.Flags, 2 --[[ImGuiOldColumnFlags.NoResize]]) == 0 then dragging_column = n end end -- Draw column local col = ImGui.GetColorU32(held and 30 --[[ImGuiCol.SeparatorActive]] or (hovered and 29 --[[ImGuiCol.SeparatorHovered]] or 28 --[[ImGuiCol.Separator]])) local xi = IM_TRUNC(x) window.DrawList:AddLineV(xi, y1 + 1.0, y2, col) end end -- Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. if dragging_column ~= -1 then if not columns.IsBeingResized then for n = 0, columns.Count do local c = columns.Columns.Data[n + 1] c.OffsetNormBeforeResize = c.OffsetNorm end end columns.IsBeingResized = true; is_being_resized = true local x = GetDraggedColumnOffset(columns, dragging_column) ImGui.SetColumnOffset(dragging_column, x) end end columns.IsBeingResized = is_being_resized ImRect_Copy(window.WorkRect, window.ParentWorkRect) ImRect_Copy(window.ParentWorkRect, columns.HostBackupParentWorkRect) window.DC.CurrentColumns = nil window.DC.ColumnsOffset.x = 0.0 window.DC.CursorPos.x = IM_TRUNC(window.Pos.x + window.DC.Indent.x + window.DC.ColumnsOffset.x) ImGui.NavUpdateCurrentWindowIsScrollPushableX() end --- @param columns_count? int --- @param id? string --- @param borders? bool function ImGui.Columns(columns_count, id, borders) if columns_count == nil then columns_count = 1 end if borders == nil then borders = true end local window = ImGui.GetCurrentWindow() assert(columns_count >= 1) local flags = borders and 0 or 1 --[[ImGuiOldColumnFlags.NoBorder]] --flags = bor(flags, ImGuiOldColumnFlags.NoPreserveWidths) -- NB: Legacy behavior local columns = window.DC.CurrentColumns if columns ~= nil and columns.Count == columns_count and columns.Flags == flags then return end if columns ~= nil then ImGui.EndColumns() end if columns_count ~= 1 then ImGui.BeginColumns(id, columns_count, flags) end end return true -- [Roblox] ModuleScripts must return exactly one value end __FILES['imgui_widgets.lua'] = function() --- Dear ImGui WIP -- (widgets code) -- -- Index of this file: -- -- [SECTION] Widgets: Text, etc. -- [SECTION] Widgets: Value helpers -- [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) -- [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) -- [SECTION] Widgets: ComboBox -- [SECTION] Data Type and Data Formatting Helpers -- [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. -- [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. -- [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. -- [SECTION] Widgets: InputText, InputTextMultiline -- [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. -- [SECTION] Widgets: TreeNode, CollapsingHeader, etc. -- [SECTION] Widgets: Selectable -- [SECTION] Widgets: ListBox -- [SECTION] Widgets: PlotLines, PlotHistogram -- [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. -- [SECTION] Widgets: BeginTabBar, EndTabBar, etc. -- [SECTION] Widgets: BeginTabItem, EndTabItem, etc. -- --- @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 ------------------------------------------------------------------------------- -- Data ------------------------------------------------------------------------------- -- Widgets 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 -- (-2147483647 - 1), (0x80000000); local IM_S32_MAX = INT_MAX -- (2147483647), (0x7FFFFFFF) local IM_U32_MIN = 0 local IM_U32_MAX = UINT_MAX -- (0xFFFFFFFF) ------------------------------------------------------------------------------- -- [SECTION] Widgets: Text, etc. ------------------------------------------------------------------------------- -- - TextEx() [Internal] -- - TextUnformatted() -- - Text() -- - TextV() -- - TextColored() -- - TextDisabled() -- - TextWrapped() -- - TextAligned() -- - LabelText() -- - BulletText() ------------------------------------------------------------------------------- --- @param text string --- @param text_end? int --- @param flags? ImGuiTextFlags local TextEx_bb = ImRect() -- [Luau] scratch, never escapes TextEx() local LAYOUT_ZERO_SIZE = ImVec2(0, 0) -- [Luau] shared read-only: ItemSize()/CalcItemSize() only read it 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 -- Accept null ranges if not text or text == "" then text = "" text_end = 1 end -- Calculate length if text_end == nil then text_end = #text + 1 end local dc = window.DC local wrap_pos_x = dc.TextWrapPos local wrap_enabled = (wrap_pos_x >= 0.0) if (text_end - 1 <= 2000) or wrap_enabled then -- Common case -- [Luau] scalar text_pos, scratch bb (ItemAdd() copies it, RenderTextWrapped() only reads it) local text_pos_x, text_pos_y = dc.CursorPos.x, dc.CursorPos.y + dc.CurrLineTextBaseOffset local wrap_width = wrap_enabled and ImGui.CalcWrapWidthForPos(dc.CursorPos, wrap_pos_x) or 0.0 local text_size = ImGui.CalcTextSizeEx(text, 1, text_end, false, wrap_width) local bb = TextEx_bb local bb_min, bb_max = bb.Min, bb.Max bb_min.x = text_pos_x; bb_min.y = text_pos_y bb_max.x = text_pos_x + text_size.x; bb_max.y = text_pos_y + text_size.y ImGui.ItemSize(text_size, 0.0) if not ImGui.ItemAdd(bb, 0) then return end -- Render (we don't hide text after ## in this end-user function) ImGui.RenderTextWrapped(bb_min, text, text_end, wrap_width) else local text_pos = ImVec2(dc.CursorPos.x, dc.CursorPos.y + dc.CurrLineTextBaseOffset) -- Long text! -- Perform manual coarse clipping to optimize for long multi-line text -- - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. -- - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. local line = 1 local line_height = ImGui.GetTextLineHeight() local text_size = ImVec2(0, 0) -- Lines to skip (can't skip when logging text) 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, 1 --[[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 -- Lines to render if line < text_end then local line_rect = ImRect(pos, pos + ImVec2(3.4028234663853e+38 --[[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 -- Count remaining lines 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, 1 --[[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, 1 --[[ImGuiTextFlags.NoWidthForLargeClippedText]]) end --- @param fmt string --- @param ... any function ImGui.TextV(fmt, ...) local window = GImGui.CurrentWindow -- [Luau] inline GetCurrentWindow() window.WriteAccessed = true if window.SkipItems then return end local text = ImFormatString(fmt, ...) ImGui.TextEx(text, nil, 1 --[[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(0 --[[ImGuiCol.Text]], col) ImGui.TextV(fmt, ...) ImGui.PopStyleColor() end --- @param fmt string --- @param ... any function ImGui.TextDisabled(fmt, ...) local g = GImGui ImGui.PushStyleColor(0 --[[ImGuiCol.Text]], g.Style.Colors[1 --[[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) -- Keep existing wrap position if one is already set 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 (e.g. -FLT_MIN): shortcut for GetContentRegionAvail().x -- FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024, #9455) --- @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._CalcItemSizeXY(size_x, 0.0, 0.0, text_size.y) 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 to 'size' to use 'text_size' allowing auto-resize to function with align_x > 0.0f if size_x < text_size.x and ImGui.IsItemHovered(bit32.bor(2048 --[[ImGuiHoveredFlags.NoNavOverride]], 1024 --[[ImGuiHoveredFlags.AllowWhenDisabled]], 4096 --[[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 -- Text with a little bullet aligned to the typical tree node. --- @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 -- [Luau] scalar pos, no temporary ImVec2 local pos_x, pos_y = window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset ImGui.ItemSize(total_size, 0.0) local bb = ImRect(pos_x, pos_y, pos_x + total_size.x, pos_y + total_size.y) if not ImGui.ItemAdd(bb, 0) then return end -- Render local text_col = ImGui.GetColorU32(0 --[[ImGuiCol.Text]]) ImGui.RenderBullet(window.DrawList, ImVec2(bb.Min.x + (style.FramePadding.x + g.FontSize * 0.5), bb.Min.y + g.FontSize * 0.5), text_col) ImGui.RenderText(ImVec2(bb.Min.x + (g.FontSize + style.FramePadding.x * 2), bb.Min.y + 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 ------------------------------------------------------------------------------- -- [SECTION] Widgets: Value helpers -- Those is not very useful, legacy API. ------------------------------------------------------------------------------- -- - Value() ------------------------------------------------------------------------------- -- 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] Widgets: Main ------------------------------------------------------------------------------- -- - ButtonBehavior() [Internal] -- - Button() -- - SmallButton() -- - InvisibleButton() -- - ArrowButton() -- - CloseButton() [Internal] -- - CollapseButton() [Internal] -- - GetWindowScrollbarID() [Internal] -- - GetWindowScrollbarRect() [Internal] -- - Scrollbar() [Internal] -- - ScrollbarEx() [Internal] -- - Image() -- - ImageButton() -- - Checkbox() -- - CheckboxFlagsT() [Internal] -- - CheckboxFlags() -- - RadioButton() -- - ProgressBar() -- - Bullet() -- - Hyperlink() ------------------------------------------------------------------------------- -- The ButtonBehavior() function is key to many interactions and used by many/most widgets. -- Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags), -- this code is a little complex. -- By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags.PressedOnClickRelease button behavior. -- See the series of events below and the corresponding state reported by dear imgui: ------------------------------------------------------------------------------- -- with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() -- Frame N+0 (mouse is outside bb) - - - - - - -- Frame N+1 (mouse moves inside bb) - true - - - - -- Frame N+2 (mouse button is down) - true true true - true -- Frame N+3 (mouse button is down) - true true - - - -- Frame N+4 (mouse moves outside bb) - - true - - - -- Frame N+5 (mouse moves inside bb) - true true - - - -- Frame N+6 (mouse button is released) true true - - true - -- Frame N+7 (mouse button is released) - true - - - - -- Frame N+8 (mouse moves outside bb) - - - - - - ------------------------------------------------------------------------------- -- with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() -- Frame N+2 (mouse button is down) true true true true - true -- Frame N+3 (mouse button is down) - true true - - - -- Frame N+6 (mouse button is released) - true - - true - -- Frame N+7 (mouse button is released) - true - - - - ------------------------------------------------------------------------------- -- with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() -- Frame N+2 (mouse button is down) - true - - - true -- Frame N+3 (mouse button is down) - true - - - - -- Frame N+6 (mouse button is released) true true - - - - -- Frame N+7 (mouse button is released) - true - - - - ------------------------------------------------------------------------------- -- with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() -- Frame N+0 (mouse button is down) - true - - - true -- Frame N+1 (mouse button is down) - true - - - - -- Frame N+2 (mouse button is released) - true - - - - -- Frame N+3 (mouse button is released) - true - - - - -- Frame N+4 (mouse button is down) true true true true - true -- Frame N+5 (mouse button is down) - true true - - - -- Frame N+6 (mouse button is released) - true - - true - -- Frame N+7 (mouse button is released) - true - - - - ------------------------------------------------------------------------------- -- Note that some combinations are supported, -- - PressedOnDragDropHold can generally be associated with any flag. -- - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. ------------------------------------------------------------------------------- -- The behavior of the return-value changes when ImGuiItemFlags.ButtonRepeat is set: -- Repeat+ Repeat+ Repeat+ Repeat+ -- PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick ------------------------------------------------------------------------------- -- Frame N+0 (mouse button is down) - true - true -- ... - - - - -- Frame N + RepeatDelay true true - true -- ... - - - - -- Frame N + RepeatDelay + RepeatRate*N true true - true ------------------------------------------------------------------------------- -- - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. -- And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' -- For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. -- - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature. -- One idiom which was previously valid which will now emit a warning is when using multiple overlaid ButtonBehavior() -- with same ID and different MouseButton (see #8030). You can fix it by: -- (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags. -- or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags.AllowDuplicateId, true); ... PopItemFlag() -- Returns (pressed, hovered, held). --- @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 -- Default behavior inherited from item flags -- Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. local item_flags = (g.LastItemData.ID == id) and g.LastItemData.ItemFlags or g.CurrentItemFlags if bit32.band(flags, 4096 --[[ImGuiButtonFlags.AllowOverlap]]) ~= 0 then item_flags = bit32.bor(item_flags, 16384 --[[ImGuiItemFlags.AllowOverlap]]) end if bit32.band(item_flags, 131072 --[[ImGuiItemFlags.NoFocus]]) ~= 0 then flags = bit32.bor(flags, 4194304 --[[ImGuiButtonFlags.NoFocus]], 262144 --[[ImGuiButtonFlags.NoNavFocus]]) end -- Default only reacts to left mouse button if bit32.band(flags, 7 --[[ImGuiButtonFlags.MouseButtonMask_]]) == 0 then flags = bit32.bor(flags, 1 --[[ImGuiButtonFlags.MouseButtonLeft]]) end -- Default behavior requires click + release inside bounding box if bit32.band(flags, 1008 --[[ImGuiButtonFlags.PressedOnMask_]]) == 0 then flags = bit32.bor(flags, (bit32.band(item_flags, 8 --[[ImGuiItemFlags.ButtonRepeat]]) ~= 0) and 16 --[[ImGuiButtonFlags.PressedOnClick]] or 32 --[[ImGuiButtonFlags.PressedOnDefault_]]) end local backup_hovered_window = g.HoveredWindow local flatten_hovered_children = (bit32.band(flags, 2048 --[[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) -- Special mode for Drag and Drop used by openables (tree nodes, tabs etc.) -- where holding the button pressed for a long time while drag a payload item triggers the button. if g.DragDropActive then if (bit32.band(flags, 512 --[[ImGuiButtonFlags.PressedOnDragDropHold]]) ~= 0) and (bit32.band(g.DragDropSourceFlags, 4 --[[ImGuiDragDropFlags.SourceNoHoldToOpenOthers]]) == 0) and ImGui.IsItemHovered(128 --[[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, 8192 --[[ImGuiDragDropFlags.AcceptDrawAsHovered]]) ~= 0) then hovered = true end end if (flatten_hovered_children) then g.HoveredWindow = backup_hovered_window end -- Mouse handling local test_owner_id = (bit32.band(flags, 2097152 --[[ImGuiButtonFlags.NoTestKeyOwner]]) ~= 0) and 0 --[[ImGuiKeyOwner_Any]] or id if hovered then assert(id ~= 0) -- Lazily check inside rare path. -- Poll mouse buttons -- - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. -- - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. local mouse_button_clicked = -1 local mouse_button_released = -1 for button = 0, 2 do if bit32.band(flags, bit32.lshift(1 --[[ImGuiButtonFlags.MouseButtonLeft]], button)) ~= 0 then -- Handle ImGuiButtonFlags.MouseButtonRight and ImGuiButtonFlags.MouseButtonMiddle here. if (ImGui.IsMouseClickedEx(button, 0 --[[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 -- Process initial action local mods_ok = (bit32.band(flags, 65536 --[[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, 1048576 --[[ImGuiButtonFlags.NoSetKeyOwner]]) == 0 then ImGui.SetKeyOwner(ImGui.MouseButtonToKey(mouse_button_clicked), id) end if bit32.band(flags, bit32.bor(32 --[[ImGuiButtonFlags.PressedOnClickRelease]], 64 --[[ImGuiButtonFlags.PressedOnClickReleaseAnywhere]])) ~= 0 then ImGui.SetActiveID(id, window) g.ActiveIdMouseButton = mouse_button_clicked if bit32.band(flags, 262144 --[[ImGuiButtonFlags.NoNavFocus]]) == 0 then ImGui.SetFocusID(id, window) ImGui.FocusWindow(window) elseif bit32.band(flags, 4194304 --[[ImGuiButtonFlags.NoFocus]]) == 0 then ImGui.FocusWindow(window, 1 --[[ImGuiFocusRequestFlags.RestoreFocusedChild]]) -- Still need to focus and bring to front, but try to avoid losing NavId when navigating a child end end if (bit32.band(flags, 16 --[[ImGuiButtonFlags.PressedOnClick]]) ~= 0) or ((bit32.band(flags, 256 --[[ImGuiButtonFlags.PressedOnDoubleClick]]) ~= 0) and g.IO.MouseClickedCount[mouse_button_clicked] == 2) then pressed = true if bit32.band(flags, 131072 --[[ImGuiButtonFlags.NoHoldingActiveId]]) ~= 0 then ImGui.ClearActiveID() else ImGui.SetActiveID(id, window) -- Hold on ID end g.ActiveIdMouseButton = mouse_button_clicked if bit32.band(flags, 262144 --[[ImGuiButtonFlags.NoNavFocus]]) == 0 then ImGui.SetFocusID(id, window) ImGui.FocusWindow(window) elseif bit32.band(flags, 4194304 --[[ImGuiButtonFlags.NoFocus]]) == 0 then ImGui.FocusWindow(window, 1 --[[ImGuiFocusRequestFlags.RestoreFocusedChild]]) -- Still need to focus and bring to front, but try to avoid losing NavId when navigating a child end end if bit32.band(flags, 128 --[[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, 131072 --[[ImGuiButtonFlags.NoHoldingActiveId]]) == 0 then ImGui.SetActiveID(id, window) -- Hold on ID end g.ActiveIdMouseButton = mouse_button_clicked end end if bit32.band(flags, 128 --[[ImGuiButtonFlags.PressedOnRelease]]) ~= 0 then if mouse_button_released ~= -1 then local has_repeated_at_least_once = (bit32.band(item_flags, 8 --[[ImGuiItemFlags.ButtonRepeat]]) ~= 0) and g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay -- Repeat mode trumps on release behavior if not has_repeated_at_least_once then pressed = true end if bit32.band(flags, 262144 --[[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, 8 --[[ImGuiItemFlags.ButtonRepeat]]) ~= 0) then if g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0 and ImGui.IsMouseClickedEx(g.ActiveIdMouseButton, 1 --[[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, 64 --[[ImGuiItemFlags.Disabled]]) == 0 then if g.NavId == id and g.NavCursorVisible and g.NavHighlightItemUnderNav then if bit32.band(flags, 524288 --[[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, 8 --[[ImGuiItemFlags.ButtonRepeat]]) ~= 0 then -- Avoid pressing multiple keys from triggering excessive amount of repeat events local key1 = ImGui.GetKeyData(g, 524 --[[ImGuiKey.Space]]) local key2 = ImGui.GetKeyData(g, 525 --[[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, 262144 --[[ImGuiButtonFlags.NoNavFocus]]) == 0 and bit32.band(g.NavActivateFlags, 16 --[[ImGuiActivateFlags.FromShortcut]]) == 0 then ImGui.SetFocusID(id, window) end if bit32.band(g.NavActivateFlags, 16 --[[ImGuiActivateFlags.FromShortcut]]) ~= 0 then g.ActiveIdFromShortcut = true end end end end -- Process while held local held = false if g.ActiveId == id then if g.ActiveIdSource == 1 --[[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, 32 --[[ImGuiButtonFlags.PressedOnClickRelease]]) ~= 0) local release_anywhere = (bit32.band(flags, 64 --[[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, 256 --[[ImGuiButtonFlags.PressedOnDoubleClick]]) ~= 0) and g.IO.MouseReleased[mouse_button] and g.IO.MouseClickedLastCount[mouse_button] == 2 local is_repeating_already = (bit32.band(item_flags, 8 --[[ImGuiItemFlags.ButtonRepeat]]) ~= 0) and g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay -- Repeat mode trumps 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, 262144 --[[ImGuiButtonFlags.NoNavFocus]]) == 0 and g.IO.ConfigNavCursorVisibleAuto then g.NavCursorVisible = false end elseif g.ActiveIdSource == 2 --[[ImGuiInputSource.Keyboard]] or g.ActiveIdSource == 3 --[[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 -- Activation highlight (this may be a remote activation) if g.NavHighlightActivatedId == id and (bit32.band(item_flags, 64 --[[ImGuiItemFlags.Disabled]]) == 0) then hovered = true end return pressed, hovered, held end --- @param label string --- @param size_arg? ImVec2 --- @param flags? ImGuiButtonFlags --- @return bool local ButtonEx_text_min, ButtonEx_text_max = ImVec2(), ImVec2() function ImGui.ButtonEx(label, size_arg, flags) if size_arg == nil then size_arg = LAYOUT_ZERO_SIZE end -- [Luau] shared read-only: CalcItemSize() only reads it 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) -- [Luau] scalar pos, no temporary ImVec2 local pos_x, pos_y = window.DC.CursorPos.x, window.DC.CursorPos.y -- Don't modify the cursor! local frame_padding = style.FramePadding if bit32.band(flags, 32768 --[[ImGuiButtonFlags.AlignTextBaseLine]]) ~= 0 and frame_padding.y < window.DC.CurrLineTextBaseOffset then -- Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) pos_y = pos_y + window.DC.CurrLineTextBaseOffset - frame_padding.y end local size = ImGui.CalcItemSize(size_arg, label_size.x + frame_padding.x * 2.0, label_size.y + frame_padding.y * 2.0) local bb = ImRect(pos_x, pos_y, pos_x + size.x, pos_y + size.y) ImGui.ItemSize(size, frame_padding.y) if not ImGui.ItemAdd(bb, id) then return false end local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags) -- Render local col if held and hovered then col = ImGui.GetColorU32(24 --[[ImGuiCol.ButtonActive]]) elseif hovered then col = ImGui.GetColorU32(23 --[[ImGuiCol.ButtonHovered]]) else col = ImGui.GetColorU32(22 --[[ImGuiCol.Button]]) end ImGui.RenderNavCursor(bb, id) ImGui.RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding) -- if (g.LogEnabled) -- LogSetNextTextDecoration("[", "]"); local text_min, text_max = ButtonEx_text_min, ButtonEx_text_max -- [Luau] scratch: RenderTextClipped() only reads them text_min.x = bb.Min.x + frame_padding.x; text_min.y = bb.Min.y + frame_padding.y text_max.x = bb.Max.x - frame_padding.x; text_max.y = bb.Max.y - frame_padding.y ImGui.RenderTextClipped(text_min, text_max, 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, 0 --[[ImGuiButtonFlags.None]]) end -- Small buttons fits within text without additional vertical spacing. --- @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), 32768 --[[ImGuiButtonFlags.AlignTextBaseLine]]) g.Style.FramePadding.y = backup_padding_y return pressed end -- Tip: use ImGui.PushID()/PopID() to push indices or pointers in the ID stack. -- Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) --- @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 = ImVec2(ImGui._CalcItemSizeXY(size_arg.x ~= 0.0 and size_arg.x or -1.1754943508223e-38 --[[FLT_MIN]], size_arg.y ~= 0.0 and size_arg.y or -1.1754943508223e-38 --[[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, 8 --[[ImGuiButtonFlags.EnableNav]]) ~= 0) and 0 --[[ImGuiItemFlags.None]] or 2 --[[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 24 --[[ImGuiCol.ButtonActive]] or hovered and 23 --[[ImGuiCol.ButtonHovered]] or 22 --[[ImGuiCol.Button]]) local text_col = ImGui.GetColorU32(0 --[[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), 0 --[[ImGuiButtonFlags.None]]) end -- Button to close a window --- @param id ImGuiID --- @param pos ImVec2 --- @return bool function ImGui.CloseButton(id, pos) local g = GImGui local window = g.CurrentWindow -- Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) -- This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? 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 -- Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. -- (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer). local is_clipped = not ImGui.ItemAdd(bb_interact, id) local pressed, hovered, held = ImGui.ButtonBehavior(bb, id) if is_clipped then return pressed end -- Render local bg_col if held then bg_col = ImGui.GetColorU32(24 --[[ImGuiCol.ButtonActive]]) else bg_col = ImGui.GetColorU32(23 --[[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(0 --[[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) -- Render if hovered then window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(23 --[[ImGuiCol.ButtonHovered]])) end if window.Collapsed then ImGui.RenderArrow(window.DrawList, bb.Min, ImGui.GetColorU32(0 --[[ImGuiCol.Text]]), 1 --[[ImGuiDir.Right]], 1) else ImGui.RenderArrow(window.DrawList, bb.Min, ImGui.GetColorU32(0 --[[ImGuiCol.Text]]), 3 --[[ImGuiDir.Down]], 1) end return pressed end --- @param window ImGuiWindow --- @param axis ImGuiAxis --- @return ImGuiID function ImGui.GetWindowScrollbarID(window, axis) if axis == 1 --[[ImGuiAxis.X]] then return window:GetID("#SCROLLX") else return window:GetID("#SCROLLY") end end -- Return scrollbar rectangle, must only be called for corresponding axis if window.ScrollbarX/Y is set. --- @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 == 1 --[[ImGuiAxis.X]] and 2 --[[ImGuiAxis.Y]] or 1 --[[ImGuiAxis.X]]] assert(scrollbar_size >= 0.0) local border_size = IM_ROUND(window.WindowBorderSize * 0.5) local border_top = (bit32.band(window.Flags, 1024 --[[ImGuiWindowFlags.MenuBar]]) ~= 0) and IM_ROUND(g.Style.FrameBorderSize * 0.5) or (bit32.band(window.Flags, 1 --[[ImGuiWindowFlags.NoTitleBar]]) ~= 0 and border_size or 0) if axis == 1 --[[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 -- Vertical/Horizontal scrollbar -- The entire piece of code below is rather confusing because: -- - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) -- - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar -- - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. -- Still, the code should probably be made simpler.. --- @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 -- When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) local alpha = 1.0 if axis == 2 --[[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 == 1 --[[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 -- Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) -- But we maintain a minimum size in pixel to allow for the user to still aim inside. assert(ImMax(size_contents_v, size_visible_v) > 0.0) -- Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. 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, 1 --[[ImGuiAxis.X]] + 2 --[[ImGuiAxis.Y]] - axis) -- swap axis here -- Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). ImGui.ItemAdd(bb_frame, id, nil, 2 --[[ImGuiItemFlags.NoNav]]) local pressed, hovered, held = ImGui.ButtonBehavior(bb_hit, id, 262144 --[[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 -- Grab position in normalized space 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] -- Click position in scrollbar normalized space (0.0f->1.0f) 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 -- On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the center of the grab 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 -- Apply scroll (p_scroll_v will generally point on one member of window.Scroll) -- It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position if g.ScrollbarSeekMode == 0 then -- Absolute seeking 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 -- Page by page if ImGui.IsMouseClickedEx(0 --[[ImGuiMouseButton.Left]], 1 --[[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 -- Update values for rendering scroll_ratio = ImSaturate(p_scroll_v / scroll_max) grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v -- Update distance to grab now that we have seek'ed and saturated --if (seek_absolute) -- g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; end -- Render local bg_col = ImGui.GetColorU32(14 --[[ImGuiCol.ScrollbarBg]]) local grab_col if held then grab_col = ImGui.GetColorU32(17 --[[ImGuiCol.ScrollbarGrabActive]], alpha) elseif hovered then grab_col = ImGui.GetColorU32(16 --[[ImGuiCol.ScrollbarGrabHovered]], alpha) else grab_col = ImGui.GetColorU32(15 --[[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 == 1 --[[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 k = (axis == 1 --[[ImGuiAxis.X]]) and "x" or "y" -- [Luau] named key: ImVec2[axis] goes through IM_VEC2.__index local size_visible = window.InnerRect.Max[k] - window.InnerRect.Min[k] local size_contents = window.ContentSize[k] + window.WindowPadding[k] * 2.0 local scroll = window.Scroll[k] local held held, scroll = ImGui.ScrollbarEx(bb, id, axis, scroll, size_visible, size_contents, rounding_corners) window.Scroll[k] = scroll end -- - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples -- - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. --- @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(5 --[[ImGuiCol.Border]]), rounding, g.Style.ImageBorderSize, 0 --[[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 24 --[[ImGuiCol.ButtonActive]] or hovered and 23 --[[ImGuiCol.ButtonHovered]] or 22 --[[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*2.0f to provided size. This is in order to facilitate fitting an image in a button. -- - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) -- FIXME: Maybe that's not the best design? --- @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 = g.FontSize + style.FramePadding.y * 2.0 -- [Luau] inline GetFrameHeight() local pos_x, pos_y = window.DC.CursorPos.x, window.DC.CursorPos.y -- [Luau] scalar pos, no temporary ImVec2 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_x, pos_y, pos_x + total_width, pos_y + (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, 4194304 --[[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 -- Range-Selection/Multi-selection support (header) local checked = v if is_multi_select then checked = ImGui.MultiSelectItemHeader(id, checked, nil) end local pressed, hovered, held = ImGui.ButtonBehavior(total_bb, id) -- Range-Selection/Multi-selection support (footer) if is_multi_select then checked, pressed = ImGui.MultiSelectItemFooter(id, checked, pressed, 1048576 --[[ImGuiMultiSelectFlags.CheckboxMode_]]) elseif pressed then checked = not checked end if v ~= checked then v = checked pressed = true -- return value ImGui.MarkItemEdited(id) end local check_bb = ImRect(pos_x, pos_y, pos_x + square_sz, pos_y + square_sz) local mixed_value = (bit32.band(g.LastItemData.ItemFlags, 4096 --[[ImGuiItemFlags.MixedValue]]) ~= 0) if is_visible then ImGui.RenderNavCursor(total_bb, id) local bg_col = ImGui.GetColorU32((held and hovered) and 9 --[[ImGuiCol.FrameBgActive]] or (hovered and 8 --[[ImGuiCol.FrameBgHovered]] or ((mixed_value or checked) and 19 --[[ImGuiCol.CheckboxSelectedBg]] or 7 --[[ImGuiCol.FrameBg]]))) local check_col = ImGui.GetColorU32(18 --[[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 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 local label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y) -- [Luau] only built when used 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, 4096 --[[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 = g.FontSize + style.FramePadding.y * 2.0 -- [Luau] inline GetFrameHeight() local pos_x, pos_y = window.DC.CursorPos.x, window.DC.CursorPos.y -- [Luau] scalar pos, no temporary ImVec2 local check_bb = ImRect(pos_x, pos_y, pos_x + square_sz, pos_y + square_sz) local total_bb = ImRect(pos_x, pos_y, pos_x + (square_sz + (label_size.x > 0.0 and style.ItemInnerSpacing.x + label_size.x or 0.0)), pos_y + (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(9 --[[ImGuiCol.FrameBgActive]]) else if hovered then col = ImGui.GetColorU32(8 --[[ImGuiCol.FrameBgHovered]]) else col = ImGui.GetColorU32(7 --[[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(18 --[[ImGuiCol.CheckMark]])) end if style.FrameBorderSize > 0.0 then window.DrawList:AddCircle(center + ImVec2(1, 1), radius, ImGui.GetColorU32(6 --[[ImGuiCol.BorderShadow]]), num_segment, style.FrameBorderSize) window.DrawList:AddCircle(center, radius, ImGui.GetColorU32(5 --[[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(-1.1754943508223e-38 --[[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 < 0.0f will display an indeterminate progress bar animation -- The value must be animated along with time, so e.g. passing '-1.0f * ImGui.GetTime()' as fraction works. 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(7 --[[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(46 --[[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(0 --[[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 -- This is provided as a convenience for being an often requested feature. -- FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system. -- Because of this we currently don't provide many styling options for this widget -- (e.g. hovered/active colors are automatically inferred from a single color). --- @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(7 --[[ImGuiMouseCursor.Hand]]) end local text_colf = ImVec4() ImVec4_Copy(text_colf, g.Style.Colors[53 --[[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-TEXT: Underline mode -- FIXME-DPI ImGui.PushStyleColor(0 --[[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(11 --[[ImGuiLocKey.OpenLink_s]]), url) -- It is more reassuring for user to _always_ display URL when it is the same as the label. if ImGui.BeginPopupContextItem() then if ImGui.MenuItem(ImGui.LocalizeGetMsg(12 --[[ImGuiLocKey.CopyLink]])) then ImGui.SetClipboardText(url) end ImGui.EndPopup() end return pressed end ------------------------------------------------------------------------------- -- [SECTION] Widgets: Low-level Layout helpers ------------------------------------------------------------------------------- -- - Spacing() -- - Dummy() -- - NewLine() -- - AlignTextToFramePadding() -- - SeparatorEx() [Internal] -- - Separator() ------------------------------------------------------------------------------- local LayoutHelpers_size = ImVec2() -- [Luau] scratch for ItemSize() arguments function ImGui.Spacing() local window = ImGui.GetCurrentWindow() if window.SkipItems then return end ImGui.ItemSize(LAYOUT_ZERO_SIZE) end --- @param size ImVec2 function ImGui.Dummy(size) local window = ImGui.GetCurrentWindow() if window.SkipItems then return end local cursor = window.DC.CursorPos local bb = ImRect(cursor.x, cursor.y, cursor.x + size.x, cursor.y + size.y) -- [Luau] no temporary ImVec2 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 = 1 --[[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 -- Horizontal/vertical separating line -- FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues. -- Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are. --- @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 assert(ImIsPowerOfTwo(bit32.band(flags, bit32.bor(1 --[[ImGuiSeparatorFlags.Horizontal]], 2 --[[ImGuiSeparatorFlags.Vertical]])))) -- Check that only 1 option is selected assert(thickness > 0.0) if bit32.band(flags, 2 --[[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(window.DC.CursorPos.x, y1, window.DC.CursorPos.x + thickness, y2) -- [Luau] no temporary ImVec2 local item_size = LayoutHelpers_size; item_size.x = thickness; item_size.y = 0.0 ImGui.ItemSize(item_size) if not ImGui.ItemAdd(bb, 0) then return end -- Draw window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(28 --[[ImGuiCol.Separator]])) if g.LogEnabled then ImGui.LogText(" |") end elseif bit32.band(flags, 1 --[[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, 4 --[[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) -- Between 1.71 and 1.92.7, we maintained a hack where a 1.0f thin Separator() would not impact layout. -- This was mostly chosen to allow backward compatibility with user's code assuming zero-height when calculating height for layout (e.g. bottom alignment of a status bar). -- In order to handle scaling we need to scale separator thickness and it would not makes sense to have a disparity depending on height. ----float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change. local bb = ImRect(x1, window.DC.CursorPos.y, x2, window.DC.CursorPos.y + thickness) -- [Luau] no temporary ImVec2 local item_size = LayoutHelpers_size; item_size.x = 0.0; item_size.y = thickness ImGui.ItemSize(item_size) if ImGui.ItemAdd(bb, 0) then -- Draw window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(28 --[[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 == 0 --[[ImGuiLayoutType.Horizontal]] then flags = 2 --[[ImGuiSeparatorFlags.Vertical]] else flags = 1 --[[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, 4 --[[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(28 --[[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 -- The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want: -- - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight) -- - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string) -- - because of this we probably can't turn 'string label' into 'string fmt, ...' -- Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item, -- and then we can turn this into a format function. ImGui.SeparatorTextEx(0, label, ImGui.FindRenderedTextEnd(label), 0.0) end ------------------------------------------------------------------------------- -- [SECTION] Widgets: ComboBox ------------------------------------------------------------------------------- -- - CalcMaxPopupHeightFromItemCount() [Internal] -- - BeginCombo() -- - BeginComboPopup() [Internal] -- - EndCombo() -- - BeginComboPreview() [Internal] -- - EndComboPreview() [Internal] -- - Combo() ------------------------------------------------------------------------------- --- @param items_count float --- @return float local function CalcMaxPopupHeightFromItemCount(items_count) local g = GImGui if items_count <= 0 then return 3.4028234663853e+38 --[[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() -- We behave like Begin() and need to consume those values if window.SkipItems then return false end local style = g.Style local id = window:GetID(label) assert(bit32.band(flags, bit32.bor(32 --[[ImGuiComboFlags.NoArrowButton]], 64 --[[ImGuiComboFlags.NoPreview]])) ~= bit32.bor(32 --[[ImGuiComboFlags.NoArrowButton]], 64 --[[ImGuiComboFlags.NoPreview]])) -- Can't use both flags together if bit32.band(flags, 128 --[[ImGuiComboFlags.WidthFitPreview]]) ~= 0 then assert(bit32.band(flags, bit32.bor(64 --[[ImGuiComboFlags.NoPreview]], 1048576 --[[ImGuiComboFlags.CustomPreview]])) == 0) end local arrow_size if (bit32.band(flags, 32 --[[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, 128 --[[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, 64 --[[ImGuiComboFlags.NoPreview]]) ~= 0 then w = arrow_size elseif bit32.band(flags, 128 --[[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 -- Open on click local pressed, hovered, held = ImGui.ButtonBehavior(bb, id) local popup_id = ImHashStr("##ComboPopup", nil, id) local popup_open = ImGui.IsPopupOpen(popup_id, 0 --[[ImGuiPopupFlags.None]]) if pressed and not popup_open then ImGui.OpenPopupEx(popup_id, 0 --[[ImGuiPopupFlags.None]]) popup_open = true end -- Render shape local frame_col = ImGui.GetColorU32(hovered and 8 --[[ImGuiCol.FrameBgHovered]] or 7 --[[ImGuiCol.FrameBg]]) local value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size) ImGui.RenderNavCursor(bb, id) if bit32.band(flags, 64 --[[ImGuiComboFlags.NoPreview]]) == 0 then window.DrawList:AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (bit32.band(flags, 32 --[[ImGuiComboFlags.NoArrowButton]]) ~= 0) and 240 --[[ImDrawFlags.RoundCornersAll]] or 80 --[[ImDrawFlags.RoundCornersLeft]]) end if bit32.band(flags, 32 --[[ImGuiComboFlags.NoArrowButton]]) == 0 then local bg_col = ImGui.GetColorU32((popup_open or hovered) and 23 --[[ImGuiCol.ButtonHovered]] or 22 --[[ImGuiCol.Button]]) local text_col = ImGui.GetColorU32(0 --[[ImGuiCol.Text]]) window.DrawList:AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) and 240 --[[ImDrawFlags.RoundCornersAll]] or 160 --[[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, 3 --[[ImGuiDir.Down]], 1.0) end end ImGui.RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding) -- Custom preview if bit32.band(flags, 1048576 --[[ImGuiComboFlags.CustomPreview]]) ~= 0 then g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y) assert(preview_value == nil or preview_value == "") preview_value = nil end -- Render preview and label if preview_value ~= nil and bit32.band(flags, 64 --[[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, 0 --[[ImGuiPopupFlags.None]]) then g.NextWindowData:ClearFlags() return false end -- Set popup size local w = bb:GetWidth() if bit32.band(g.NextWindowData.HasFlags, 16 --[[ImGuiNextWindowDataFlags.HasSizeConstraint]]) ~= 0 then g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w) else if bit32.band(flags, 30 --[[ImGuiComboFlags.HeightMask_]]) == 0 then flags = bit32.bor(flags, 4 --[[ImGuiComboFlags.HeightRegular]]) end assert(ImIsPowerOfTwo(bit32.band(flags, 30 --[[ImGuiComboFlags.HeightMask_]]))) -- Only one local popup_max_height_in_items = -1 if bit32.band(flags, 4 --[[ImGuiComboFlags.HeightRegular]]) ~= 0 then popup_max_height_in_items = 8 elseif bit32.band(flags, 2 --[[ImGuiComboFlags.HeightSmall]]) ~= 0 then popup_max_height_in_items = 4 elseif bit32.band(flags, 8 --[[ImGuiComboFlags.HeightLarge]]) ~= 0 then popup_max_height_in_items = 20 end local constraint_min = ImVec2(0.0, 0.0) local constraint_max = ImVec2(3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]) if bit32.band(g.NextWindowData.HasFlags, 2 --[[ImGuiNextWindowDataFlags.HasSize]]) == 0 or g.NextWindowData.SizeVal.x <= 0.0 then -- Don't apply constraints if user specified a size constraint_min.x = w end if bit32.band(g.NextWindowData.HasFlags, 2 --[[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) -- Recycle windows based on depth -- Set position given a custom constraint (peak into expected window size so we can position it) -- FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? -- FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? 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, 1 --[[ImGuiComboFlags.PopupAlignLeft]]) ~= 0) and 0 --[[ImGuiDir.Left]] or 3 --[[ImGuiDir.Down]] -- Left = "Below, Toward Left", Down = "Below, Toward Right (default)" 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, 1 --[[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(64 --[[ImGuiWindowFlags.AlwaysAutoResize]], 67108864 --[[ImGuiWindowFlags.Popup]], 1 --[[ImGuiWindowFlags.NoTitleBar]], 2 --[[ImGuiWindowFlags.NoResize]], 256 --[[ImGuiWindowFlags.NoSavedSettings]], 4 --[[ImGuiWindowFlags.NoMove]]) ImGui.PushStyleVarX(2 --[[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. 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 -- Submit preview contents for BeginCombo()/EndCombo(), to display contents that's more than just a text label. -- - [BETA] See GitHub issues: #1658, #4168. -- - Call directly after the BeginCombo/EndCombo block (requires ImGuiComboFlags.CustomPreview). -- - The preview is designed to only host non-interactive elements. -- - Not compatible with ImGuiComboFlags.WidthFitPreview. 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, 256 --[[ImGuiItemStatusFlags.Visible]]) ~= 0) then return false end 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 = 0 --[[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 -- FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future 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)) -- No need to do the same with IdealMaxPos 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 -- Getter for the old Combo() API: Lua array of strings (1-based), `idx` is 0-based local function Items_ArrayGetter(data, idx) return data[idx + 1] end -- Getter for the old Combo() API: "item1\0item2\0item3\0" local function Items_SingleStringGetter(data, idx) local items_count = 0 local p = 1 while p <= #data and string.byte(data, p) ~= 0 do local e = string.find(data, "\0", p, true) or (#data + 1) if idx == items_count then return string.sub(data, p, e - 1) end p = e + 1 items_count = items_count + 1 end return nil end local function Items_SingleStringCount(data) local items_count = 0 local p = 1 while p <= #data and string.byte(data, p) ~= 0 do p = (string.find(data, "\0", p, true) or #data) + 1 items_count = items_count + 1 end return items_count end -- Normalizes the 3 upstream overloads to (getter, user_data, items_count, height) -- - (items: string[], items_count?, height?) -- - (items_separated_by_zeros: string, height?) -- - (getter: fun(user_data, idx): string?, user_data, items_count, height?) local function Items_ResolveArgs(a, b, c, d) if type(a) == "function" then return a, b, c, d elseif type(a) == "string" then return Items_SingleStringGetter, a, Items_SingleStringCount(a), b else return Items_ArrayGetter, a, b or #a, c end end -- Old API, prefer using BeginCombo() nowadays if you can. --- @param label string --- @param current_item int # 0-based --- @return int current_item --- @return bool value_changed function ImGui.Combo(label, current_item, a, b, c, d) local g = GImGui local getter, user_data, items_count, popup_max_height_in_items = Items_ResolveArgs(a, b, c, d) if popup_max_height_in_items == nil then popup_max_height_in_items = -1 end -- Call the getter to obtain the preview string which is a parameter to BeginCombo() local preview_value = nil if bit32.band(bit32.bor(g.NextItemData.ItemFlagsSet, g.CurrentItemFlags), 4096 --[[ImGuiItemFlags.MixedValue]]) ~= 0 then preview_value = "" elseif current_item >= 0 and current_item < items_count then preview_value = getter(user_data, current_item) end -- The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. if popup_max_height_in_items ~= -1 and bit32.band(g.NextWindowData.HasFlags, 16 --[[ImGuiNextWindowDataFlags.HasSizeConstraint]]) == 0 then ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(3.4028234663853e+38 --[[FLT_MAX]], CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))) end if not ImGui.BeginCombo(label, preview_value, 0 --[[ImGuiComboFlags.None]]) then return current_item, false end -- Display items local value_changed = false local clipper = ImGuiListClipper() clipper:Begin(items_count) clipper:IncludeItemByIndex(current_item) while clipper:Step() do for i = clipper.DisplayStart, clipper.DisplayEnd - 1 do local item_text = getter(user_data, i) if item_text == nil then item_text = "*Unknown item*" end ImGui.PushID(i) local item_selected = (i == current_item) if ImGui.Selectable(item_text, item_selected) and current_item ~= i then value_changed = true current_item = i end if item_selected then ImGui.SetItemDefaultFocus() end ImGui.PopID() end end ImGui.EndCombo() if value_changed then ImGui.MarkItemEdited(g.LastItemData.ID) end return current_item, value_changed end ------------------------------------------------------------------------------- -- [SECTION] Data Type and Data Formatting Helpers [Internal] ------------------------------------------------------------------------------- -- - DataTypeGetInfo() -- - DataTypeFormatString() -- - DataTypeApplyOp() -- - DataTypeApplyFromText() -- - DataTypeCompare() -- - DataTypeClamp() -- - GetMinimumStepAtDecimalPrecision -- - RoundScalarWithFormat<>() ------------------------------------------------------------------------------- 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"), -- ImGuiDataType.S8 ImGuiDataTypeInfo(1, "U8", "%u", "%u"), ImGuiDataTypeInfo(2, "S16", "%d", "%d"), -- ImGuiDataType.S16 ImGuiDataTypeInfo(2, "U16", "%u", "%u"), ImGuiDataTypeInfo(4, "S32", "%d", "%d"), -- ImGuiDataType.S32 ImGuiDataTypeInfo(4, "U32", "%u", "%u"), ImGuiDataTypeInfo(4, "float", "%.3f", "%f"), -- ImGuiDataType.Float ImGuiDataTypeInfo(8, "double", "%f", "%lf"), -- ImGuiDataType.Double ImGuiDataTypeInfo(1, "bool", "%d", "%d"), -- ImGuiDataType.Bool ImGuiDataTypeInfo(0, "string", "%s", "%s") -- ImGuiDataType.String } --- @param data_type ImGuiDataType function ImGui.DataTypeGetInfo(data_type) assert(data_type >= 0 and data_type < 10 --[[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 == 4 --[[ImGuiDataType.S32]] then str = ImFormatString(format, (ImS32)(data)) elseif data_type == 5 --[[ImGuiDataType.U32]] then str = ImFormatString(format, (ImU32)(data)) elseif data_type == 6 --[[ImGuiDataType.Float]] then str = ImFormatString(format, data) elseif data_type == 7 --[[ImGuiDataType.Double]] then str = ImFormatString(format, data) elseif data_type == 0 --[[ImGuiDataType.S8]] then str = ImFormatString(format, (ImS8)(data)) elseif data_type == 1 --[[ImGuiDataType.U8]] then str = ImFormatString(format, (ImU8)(data)) elseif data_type == 2 --[[ImGuiDataType.S16]] then str = ImFormatString(format, (ImS16)(data)) elseif data_type == 3 --[[ImGuiDataType.U16]] then str = ImFormatString(format, (ImU16)(data)) else 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) assert(op == 43 or op == 45) -- '+' or '-' if data_type == 0 --[[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 == 1 --[[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 == 2 --[[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 == 3 --[[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 == 4 --[[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 == 5 --[[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 == 6 --[[ImGuiDataType.Float]] then if op == 43 then return arg1 + arg2 elseif op == 45 then return arg1 - arg2 end elseif data_type == 7 --[[ImGuiDataType.Double]] then if op == 43 then return arg1 + arg2 elseif op == 45 then return arg1 - arg2 end end assert(false) end local ImParseFormatSanitizeForScanning -- User can input math operators (e.g. +100) to edit a numerical values. -- NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. --- @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) -- Copy the value so we can compare at the end of the function if it changed at all. 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 -- Sanitize format -- - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf local format_sanitized, format_sanitized_size = {}, 32 if (data_type == 6 --[[ImGuiDataType.Float]] or data_type == 7 --[[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 -- Format doesn't want us to show the number currently, but we still need to parse the resulting input end end -- Small types need a 32-bit buffer to receive the result from scanf() 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 == 0 --[[ImGuiDataType.S8]] then data = (ImS8)(ImClamp(v32, IM_S8_MIN, IM_S8_MAX)) elseif data_type == 1 --[[ImGuiDataType.U8]] then data = (ImU8)(ImClamp(v32, IM_U8_MIN, IM_U8_MAX)) elseif data_type == 2 --[[ImGuiDataType.S16]] then data = (ImS16)(ImClamp(v32, IM_S16_MIN, IM_S16_MAX)) elseif data_type == 3 --[[ImGuiDataType.U16]] then data = (ImU16)(ImClamp(v32, IM_U16_MIN, IM_U16_MAX)) else 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 == 0 --[[ImGuiDataType.S8]] then return DataTypeCompareT((ImS8)(arg1), (ImS8)(arg2)) elseif data_type == 1 --[[ImGuiDataType.U8]] then return DataTypeCompareT((ImU8)(arg1), (ImU8)(arg2)) elseif data_type == 2 --[[ImGuiDataType.S16]] then return DataTypeCompareT((ImS16)(arg1), (ImS16)(arg2)) elseif data_type == 3 --[[ImGuiDataType.U16]] then return DataTypeCompareT((ImU16)(arg1), (ImU16)(arg2)) elseif data_type == 4 --[[ImGuiDataType.S32]] then return DataTypeCompareT((ImS32)(arg1), (ImS32)(arg2)) elseif data_type == 5 --[[ImGuiDataType.U32]] then return DataTypeCompareT((ImU32)(arg1), (ImU32)(arg2)) elseif data_type == 6 --[[ImGuiDataType.Float]] then return DataTypeCompareT(arg1, arg2) elseif data_type == 7 --[[ImGuiDataType.Double]] then return DataTypeCompareT(arg1, arg2) end 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) -- Clamp, both sides are optional, return true if modified 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 == 0 --[[ImGuiDataType.S8]] then return DataTypeClampT((ImS8)(data), min and (ImS8)(min), max and (ImS8)(max)) elseif data_type == 1 --[[ImGuiDataType.U8]] then return DataTypeClampT((ImU8)(data), min and (ImU8)(min), max and (ImU8)(max)) elseif data_type == 2 --[[ImGuiDataType.S16]] then return DataTypeClampT((ImS16)(data), min and (ImS16)(min), max and (ImS16)(max)) elseif data_type == 3 --[[ImGuiDataType.U16]] then return DataTypeClampT((ImU16)(data), min and (ImU16)(min), max and (ImU16)(max)) elseif data_type == 4 --[[ImGuiDataType.S32]] then return DataTypeClampT((ImS32)(data), min and (ImS32)(min), max and (ImS32)(max)) elseif data_type == 5 --[[ImGuiDataType.U32]] then return DataTypeClampT((ImU32)(data), min and (ImU32)(min), max and (ImU32)(max)) elseif data_type == 6 --[[ImGuiDataType.Float]] then return DataTypeClampT(data, min, max) elseif data_type == 7 --[[ImGuiDataType.Double]] then return DataTypeClampT(data, min, max) end 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 1.1754943508223e-38 --[[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) assert(data_type == 6 --[[ImGuiDataType.Float]] or data_type == 7 --[[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 -- Format value with our rounding, and read back local str = ImFormatString(format, v) v = ImAtof(str) or v return v end ------------------------------------------------------------------------------- -- [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. ------------------------------------------------------------------------------- -- - ImParseFormatFindStart() [Internal] -- - ImParseFormatFindEnd() [Internal] -- - ImParseFormatTrimDecorations() [Internal] -- - ImParseFormatSanitizeForScanning() [Internal] -- - ImParseFormatPrecision() [Internal] -- - TempInputText() [Internal] -- - TempInputScalar() [Internal] -- - InputScalar() -- - InputScalarN() -- - InputFloat() -- - InputFloat2() -- - InputFloat3() -- - InputFloat4() -- - InputInt() -- - InputInt2() -- - InputInt3() -- - InputInt4() -- - InputDouble() ------------------------------------------------------------------------------- -- We don't use strchr() because our strings are usually very short and often start with '%' --- @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 -- Extract the format out of a format string with leading or trailing decorations -- fmt = "blah blah" -> return "" -- fmt = "%.3f" -> return "%.3f" -- fmt = "hello %.3f" -> return "%.3f" -- fmt = "%.3f hello" -> return "%.3f" --- @param fmt string local function ImParseFormatTrimDecorations(fmt) local fmt_start = ImParseFormatFindStart(fmt) if fmt_start == nil or string.byte(fmt, fmt_start) ~= 37 then -- '%' return "" end local fmt_end = ImParseFormatFindEnd(fmt, fmt_start) if fmt_end > #fmt then -- If we only have leading decoration, we don't need to copy the data. return string.sub(fmt, fmt_start) end return string.sub(fmt, fmt_start, fmt_end - 1) end -- - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" --- @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) assert(fmt_end < fmt_out_size) -- Format is too long, let us know if this happens to you! 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)) -- Stop skipping digits if c ~= 39 and c ~= 36 and c ~= 95 then -- Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. fmt_out[fmt_out_begin] = c fmt_out_begin = fmt_out_begin + 1 end until true end -- fmt_out[fmt_out_begin] = 0 -- Zero-terminate 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 -- Parse display precision back from the display format string -- FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. --- @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 = 2147483647 --[[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 == 2147483647 --[[INT_MAX]] then precision = -1 end return (precision == 2147483647 --[[INT_MAX]]) and default_precision or precision end -- Create text input in place of another active widget (e.g. used when doing a Ctrl+Click on drag/slider widgets) -- - This must be submitted right after the item it is overlaying. -- FIXME: Facilitate using this in variety of other situations. --- @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 -- On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. -- We clear ActiveID on the first frame to allow the InputText() taking it back. 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, 32 --[[ImGuiItemFlags.AllowDuplicateId]]) -- Using ImGuiInputTextFlags.MergedItem above will skip ItemAdd() so we poke here. local value_changed = ImGui.InputTextEx(label, nil, buf, buf_size, bb:GetSize(), bit32.bor(flags, 134217728 --[[ImGuiInputTextFlags.TempInput]], 4096 --[[ImGuiInputTextFlags.AutoSelectAll]]), callback, user_data) ImGui.KeepAliveID(id) -- Not done because of ImGuiInputTextFlags.TempInput if (not is_active and not is_deactivated) then -- First frame we started displaying the InputText widget, we expect it to take the active id. 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 -- Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags.AlwaysClamp flag is set! -- This is intended: this way we allow Ctrl+Click manual input to set a value out of bounds, for maximum flexibility. -- However this may not be ideal for all uses, as some user code may break on out of bound values. --- @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) -- FIXME: May need to clarify display behavior if format doesn't contain %. -- "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405 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(4096 --[[ImGuiInputTextFlags.AutoSelectAll]], 268435456 --[[ImGuiInputTextFlags.LocalizeDecimalPoint]]) g.LastItemData.ItemFlags = bit32.bor(g.LastItemData.ItemFlags, 65536 --[[ImGuiItemFlags.NoMarkEdited]]) -- Because TempInputText() uses ImGuiInputTextFlags.MergedItem it doesn't submit a new item, so we poke LastItemData. g.LastItemData.ItemFlags = (bit32.band(g.LastItemData.ItemFlags, 256 --[[ImGuiItemFlags.LiveEditOnInputScalar]]) ~= 0) and bit32.bor(g.LastItemData.ItemFlags, 128 --[[ImGuiItemFlags.LiveEditOnInputText]]) or bit32.band(g.LastItemData.ItemFlags, bit32.bnot(128 --[[ImGuiItemFlags.LiveEditOnInputText]])) if not ImGui.TempInputText(bb, id, label, data_buf, data_buf_size, flags) then return data, false end -- Backup old value local data_backup = data -- Apply new value (or operations) then clamp 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 -- Only mark as edited if new value is different g.LastItemData.ItemFlags = bit32.band(g.LastItemData.ItemFlags, bit32.bnot(65536 --[[ImGuiItemFlags.NoMarkEdited]])) local value_changed = data_backup ~= data if value_changed then ImGui.MarkItemEdited(id) end return data, value_changed end -- Note: data is passed by value and the new value is returned: Returns (data, value_changed). For an Input widget, step and step_fast are optional. -- Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. --- @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 -- IM_ASSERT((flags & ImGuiInputTextFlags.EnterReturnsTrue) == 0) -- Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()! if format == nil then format = ImGui.DataTypeGetInfo(data_type).PrintFmt end local data_default = (bit32.band(g.NextItemData.HasFlags, 8 --[[ImGuiNextItemDataFlags.HasRefVal]]) ~= 0) and g.NextItemData.RefVal or g.DataTypeZeroValue local buf, buf_size = {}, 64 -- TODO: IM_COUNTOF() if bit32.band(flags, 16384 --[[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 -- Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags.Edited. -- We call MarkItemEdited() ourselves by comparing the actual data rather than the string. g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, 65536 --[[ImGuiItemFlags.NoMarkEdited]]) flags = bit32.bor(flags, 4096 --[[ImGuiInputTextFlags.AutoSelectAll]], 268435456 --[[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 -- With Step Buttons ImGui.BeginGroup() -- The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() ImGui.PushID(label) ImGui.SetNextItemWidth(ImMax(1.0, ImGui.CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)) ret = ImGui.InputText("", buf, buf_size, flags) -- PushID(label) + "" gives us the expected ID from outside point of view -- IMGUI_TEST_ENGINE_ITEM_INFO() else -- Without Step Buttons ret = ImGui.InputText(label, buf, buf_size, flags) end -- Apply local value_changed = false if bit32.band(g.LastItemData.ItemFlags, 256 --[[ImGuiItemFlags.LiveEditOnInputScalar]]) ~= 0 then local input_edited = bit32.band(g.LastItemData.StatusFlags, 2048 --[[ImGuiItemStatusFlags.EditedInternal]]) ~= 0 -- We would be using 'ret' if ImGuiInputTextFlags.EnterReturnsTrue was not involved. if input_edited then data, value_changed = ImGui.DataTypeApplyFromText(buf, data_type, data, format, bit32.band(flags, 8192 --[[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, 8192 --[[ImGuiInputTextFlags.ParseEmptyRefVal]]) ~= 0 and data_default or nil) end end -- Step buttons 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, 512 --[[ImGuiInputTextFlags.ReadOnly]]) ~= 0 then ImGui.BeginDisabled() end ImGui.PushItemFlag(8 --[[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, 512 --[[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(65536 --[[ImGuiItemFlags.NoMarkEdited]])) if value_changed then ImGui.MarkItemEdited(g.LastItemData.ID) end if bit32.band(flags, 64 --[[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) 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 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, 6 --[[ImGuiDataType.Float]], v, 3, nil, nil, format, flags) end function ImGui.InputFloat2(label, v, format, flags) return ImGui.InputScalarN(label, 6 --[[ImGuiDataType.Float]], v, 2, nil, nil, format or "%.3f", flags) end function ImGui.InputFloat4(label, v, format, flags) return ImGui.InputScalarN(label, 6 --[[ImGuiDataType.Float]], v, 4, nil, nil, format or "%.3f", flags) end function ImGui.InputInt2(label, v, flags) return ImGui.InputScalarN(label, 4 --[[ImGuiDataType.S32]], v, 2, nil, nil, "%d", flags) end function ImGui.InputInt3(label, v, flags) return ImGui.InputScalarN(label, 4 --[[ImGuiDataType.S32]], v, 3, nil, nil, "%d", flags) end function ImGui.InputInt4(label, v, flags) return ImGui.InputScalarN(label, 4 --[[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 -- Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. local format = (bit32.band(flags, 2 --[[ImGuiInputTextFlags.CharsHexadecimal]]) ~= 0) and "%08X" or "%d" return ImGui.InputScalar(label, 4 --[[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, 6 --[[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, 7 --[[ImGuiDataType.Double]], v, (step > 0.0 and step or nil), (step_fast > 0.0 and step_fast or nil), format, flags) end ------------------------------------------------------------------------------- -- [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. ------------------------------------------------------------------------------- -- - DragBehaviorT<>() [Internal] -- - DragBehavior() [Internal] -- - DragScalar() -- - DragScalarN() -- - DragFloat() -- - DragFloat2() -- - DragFloat3() -- - DragFloat4() -- - DragFloatRange2() -- - DragInt() -- - DragInt2() -- - DragInt3() -- - DragInt4() -- - DragIntRange2() ------------------------------------------------------------------------------- -- This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) --- @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, 1048576 --[[ImGuiSliderFlags.Vertical]]) ~= 0) and 2 --[[ImGuiAxis.Y]] or 1 --[[ImGuiAxis.X]] local is_bounded = (v_min < v_max) or ((v_min == v_max) and (v_min ~= 0.0 or (bit32.band(flags, 1024 --[[ImGuiSliderFlags.ClampZeroRange]]) ~= 0))) local is_wrapped = is_bounded and (bit32.band(flags, 256 --[[ImGuiSliderFlags.WrapAround]]) ~= 0) local is_logarithmic = bit32.band(flags, 32 --[[ImGuiSliderFlags.Logarithmic]]) ~= 0 local is_floating_point = (data_type == 6 --[[ImGuiDataType.Float]]) or (data_type == 7 --[[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 == 1 --[[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, 2048 --[[ImGuiSliderFlags.NoSpeedTweaks]]) == 0 then adjust_delta = adjust_delta / 100.0 end if g.IO.KeyShift and bit32.band(flags, 2048 --[[ImGuiSliderFlags.NoSpeedTweaks]]) == 0 then adjust_delta = adjust_delta * 10.0 end elseif g.ActiveIdSource == 2 --[[ImGuiInputSource.Keyboard]] or g.ActiveIdSource == 3 --[[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 == 3 --[[ImGuiInputSource.Gamepad]]) and 642 --[[ImGuiKey.NavGamepadTweakSlow]] or 4096 --[[ImGuiKey.NavKeyboardTweakSlow]] local fast_key = (g.NavInputSource == 3 --[[ImGuiInputSource.Gamepad]]) and 643 --[[ImGuiKey.NavGamepadTweakFast]] or 8192 --[[ImGuiKey.NavKeyboardTweakFast]] local tweak_factor if bit32.band(flags, 2048 --[[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 == 2 --[[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 < 3.4028234663853e+38 --[[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, 64 --[[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 -- Lose zero sign for float/double 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) -- Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. assert((flags == 1 or bit32.band(flags, 1879048207 --[[ImGuiSliderFlags.InvalidMask_]]) == 0), "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.") -- Things we can do easily outside the DragBehaviorT<> template, saves code generation. local g = GImGui if g.ActiveId == id then if g.ActiveIdSource == 1 --[[ImGuiInputSource.Mouse]] and not g.IO.MouseDown[0] then ImGui.ClearActiveID() elseif (g.ActiveIdSource == 2 --[[ImGuiInputSource.Keyboard]] or g.ActiveIdSource == 3 --[[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, 2048 --[[ImGuiItemFlags.ReadOnly]]) ~= 0 or bit32.band(flags, 2097152 --[[ImGuiSliderFlags.ReadOnly]]) ~= 0 then return v, false end if data_type == 0 --[[ImGuiDataType.S8]] then return ImGui.DragBehaviorT(ImS32, ImS32, 4 --[[ImGuiDataType.S32]], v, v_speed, min and min or IM_S8_MIN, max and max or IM_S8_MAX, format, flags) elseif data_type == 1 --[[ImGuiDataType.U8]] then return ImGui.DragBehaviorT(ImU32, ImS32, 5 --[[ImGuiDataType.U32]], v, v_speed, min and min or IM_U8_MIN, max and max or IM_U8_MAX, format, flags) elseif data_type == 2 --[[ImGuiDataType.S16]] then return ImGui.DragBehaviorT(ImS32, ImS32, 4 --[[ImGuiDataType.S32]], v, v_speed, min and min or IM_S16_MIN, max and max or IM_S16_MAX, format, flags) elseif data_type == 3 --[[ImGuiDataType.U16]] then return ImGui.DragBehaviorT(ImU32, ImS32, 5 --[[ImGuiDataType.U32]], v, v_speed, min and min or IM_U16_MIN, max and max or IM_U16_MAX, format, flags) elseif data_type == 4 --[[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 == 5 --[[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 == 6 --[[ImGuiDataType.Float]] then return ImGui.DragBehaviorT(float, float, data_type, v, v_speed, min and min or -3.4028234663853e+38 --[[FLT_MAX]], max and max or 3.4028234663853e+38 --[[FLT_MAX]], format, flags) elseif data_type == 7 --[[ImGuiDataType.Double]] then return ImGui.DragBehaviorT(double, double, data_type, v, v_speed, min and min or -1.7976931348623e+308 --[[DBL_MAX]], max and max or 1.7976931348623e+308 --[[DBL_MAX]], format, flags) end assert(false) return v, false end -- Only clamp Ctrl+Click input when ImGuiSliderFlags.ClampOnInput is set (generally via ImGuiSliderFlags.AlwaysClamp) --- @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, 512 --[[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) -- -1 when min < max, == 0 when 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, 1024 --[[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 -- [Luau] memo of string.format(format, value) for drag/slider value text (same values are redrawn every frame). -- ponytail: whole-memo reset at 4096 entries, LRU if values churn local fmt_memo, fmt_memo_n = {}, 0 local SliderScalar_total_bb, SliderScalar_grab_bb = ImRect(), ImRect() -- [Luau] scratch for SliderScalar()/DragScalar(), never escape local DRAG_TEXT_ALIGN = ImVec2(0.5, 0.5) function FormatCached(format, v) local m = fmt_memo[format] if m == nil then m = {}; fmt_memo[format] = m end local r = m[v] if r == nil then if fmt_memo_n >= 4096 then table.clear(fmt_memo); m = {}; fmt_memo[format] = m; fmt_memo_n = 0 end r = ImFormatString(format, v); m[v] = r; fmt_memo_n = fmt_memo_n + 1 end return r end -- Note: data is passed by value and the new value is returned: Returns (data, value_changed). For a Drag widget, min and max are optional. -- Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. function ImGui.DragScalar(label, data_type, data, v_speed, min, 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 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, 32 --[[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 cursor = window.DC.CursorPos local frame_bb = ImRect(cursor.x, cursor.y, cursor.x + w, cursor.y + (label_size.y + style.FramePadding.y * 2.0)) -- [Luau] no temporary ImVec2 local total_bb = SliderScalar_total_bb -- [Luau] scratch: ItemSize()/ItemAdd() only read it total_bb.Min.x = frame_bb.Min.x; total_bb.Min.y = frame_bb.Min.y total_bb.Max.x = frame_bb.Max.x + ((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0); total_bb.Max.y = frame_bb.Max.y + 0.0 local temp_input_allowed = (bit32.band(flags, 128 --[[ImGuiSliderFlags.NoInput]]) == 0) ImGui.ItemSize(total_bb, style.FramePadding.y) if not ImGui.ItemAdd(total_bb, id, frame_bb, temp_input_allowed and 1048576 --[[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 -- Tabbing or Ctrl+Click on Drag turns it into an InputText local clicked = hovered and ImGui.IsMouseClickedEx(0, 0 --[[ImGuiInputFlags.None]], id) local double_clicked = (hovered and g.IO.MouseClickedCount[0] == 2 and ImGui.TestKeyOwner(656 --[[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(656 --[[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, 1 --[[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 = 1 --[[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, 0 --[[ImGuiDir.Left]]), bit32.lshift(1, 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 9 --[[ImGuiCol.FrameBgActive]] or hovered and 8 --[[ImGuiCol.FrameBgHovered]] or 7 --[[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, FormatCached(format, data), nil, nil, DRAG_TEXT_ALIGN) 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, 6 --[[ImGuiDataType.Float]], v, v_speed, v_min, v_max, format, flags) end -- NB: v_speed is float to allow adjusting the drag speed with more precision --- @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, 4 --[[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, 4096 --[[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, 6 --[[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, 4 --[[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 == 6 --[[ImGuiDataType.Float]]) and -3.4028234663853e+38 --[[FLT_MAX]] or (-2147483648) --[[INT_MIN]] local hi = (data_type == 6 --[[ImGuiDataType.Float]]) and 3.4028234663853e+38 --[[FLT_MAX]] or 2147483647 --[[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 2097152 --[[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 2097152 --[[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(6 --[[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(4 --[[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] Widgets: SliderScalar, SliderFloat, SliderInt, etc. ------------------------------------------------------------------------------- -- - ScaleRatioFromValueT<> [Internal] -- - ScaleValueFromRatioT<> [Internal] -- - SliderBehaviorT<>() [Internal] -- - SliderBehavior() [Internal] -- - SliderScalar() -- - SliderScalarN() -- - SliderFloat() -- - SliderFloat2() -- - SliderFloat3() -- - SliderFloat4() -- - SliderAngle() -- - SliderInt() -- - SliderInt2() -- - SliderInt3() -- - SliderInt4() -- - VSliderScalar() -- - VSliderFloat() -- - VSliderInt() ------------------------------------------------------------------------------- -- Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) --- @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 == 6 --[[ImGuiDataType.Float]]) or (data_type == 7 --[[ImGuiDataType.Double]]) if is_floating_point then result = ImLerp(v_min, v_max, t) elseif t < 1.0 then -- t is already < 1.0 here -- - For integer values we want the clicking position to match the grab box so we round above -- This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. -- - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 -- range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. 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 -- FIXME: Try to move more of the code into shared SliderBehavior() --- @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, 1048576 --[[ImGuiSliderFlags.Vertical]]) ~= 0) and 2 --[[ImGuiAxis.Y]] or 1 --[[ImGuiAxis.X]] local axis_k = (axis == 1 --[[ImGuiAxis.X]]) and "x" or "y" -- [Luau] named key: ImVec2[axis] goes through IM_VEC2.__index local is_logarithmic = bit32.band(flags, 32 --[[ImGuiSliderFlags.Logarithmic]]) ~= 0 local is_floating_point = (data_type == 6 --[[ImGuiDataType.Float]]) or (data_type == 7 --[[ImGuiDataType.Double]]) local v_range_f = (v_min < v_max) and (v_max - v_min) or (v_min - v_max) -- We don't need high precision for what we do with it. -- Calculate bounds local grab_padding = 2.0 -- FIXME: Should be part of style. local slider_sz = (bb.Max[axis_k] - bb.Min[axis_k]) - grab_padding * 2.0 local grab_sz = style.GrabMinSize if not is_floating_point and v_range_f >= 0.0 then -- v_range_f < 0 may happen on integer overflows grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize) -- For integer sliders: if possible have the grab size represent 1 unit end grab_sz = ImMin(grab_sz, slider_sz) local slider_usable_sz = slider_sz - grab_sz local slider_usable_pos_min = bb.Min[axis_k] + grab_padding + grab_sz * 0.5 local slider_usable_pos_max = bb.Max[axis_k] - grab_padding - grab_sz * 0.5 local logarithmic_zero_epsilon = 0.0 -- Only valid when is_logarithmic is true local zero_deadzone_halfsize = 0.0 -- Only valid when is_logarithmic is true 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 = 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 -- Process interacting with the slider local value_changed = false if g.ActiveId == id then local set_new_value = false local clicked_t = 0.0 if g.ActiveIdSource == 1 --[[ImGuiInputSource.Mouse]] then if not g.IO.MouseDown[0] then ImGui.ClearActiveID() else local mouse_abs_pos = g.IO.MousePos[axis_k] if g.ActiveIdIsJustActivated then local grab_t = ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) if axis == 2 --[[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) -- No harm being extra generous here. 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 == 2 --[[ImGuiAxis.Y]] then clicked_t = 1.0 - clicked_t end set_new_value = true end elseif g.ActiveIdSource == 2 --[[ImGuiInputSource.Keyboard]] or g.ActiveIdSource == 3 --[[ImGuiInputSource.Gamepad]] then if g.ActiveIdIsJustActivated then g.SliderCurrentAccum = 0.0 -- Reset any stored nav delta upon activation g.SliderCurrentAccumDirty = false end local input_delta = (axis == 1 --[[ImGuiAxis.X]]) and ImGui.GetNavTweakPressedAmount(axis) or -ImGui.GetNavTweakPressedAmount(axis) if input_delta ~= 0.0 then local tweak_slow = ImGui.IsKeyDown((g.NavInputSource == 3 --[[ImGuiInputSource.Gamepad]]) and 642 --[[ImGuiKey.NavGamepadTweakSlow]] or 4096 --[[ImGuiKey.NavKeyboardTweakSlow]]) local tweak_fast = ImGui.IsKeyDown((g.NavInputSource == 3 --[[ImGuiInputSource.Gamepad]]) and 643 --[[ImGuiKey.NavGamepadTweakFast]] or 8192 --[[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 -- Keyboard/Gamepad tweak speeds in % of slider bounds 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 -- Keyboard/Gamepad tweak speeds in integer steps 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 -- This is to avoid applying the saturation when already past the limits set_new_value = false g.SliderCurrentAccum = 0.0 -- If pushing up against the limits, don't continue to accumulate else set_new_value = true local old_clicked_t = clicked_t clicked_t = ImSaturate(clicked_t + delta) -- Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator 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, 64 --[[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, 2048 --[[ImGuiItemFlags.ReadOnly]]) ~= 0) or (bit32.band(flags, 2097152 --[[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) -- Round to user desired precision based on format string if is_floating_point and bit32.band(flags, 64 --[[ImGuiSliderFlags.NoRoundToFormat]]) == 0 then v_new = ImGui.RoundScalarWithFormatT(format, data_type, v_new) end -- Apply result if v ~= v_new then v = v_new value_changed = true end end end -- [Luau] write out_grab_bb fields directly, no temporary ImRect local og_min, og_max = out_grab_bb.Min, out_grab_bb.Max if slider_sz < 1.0 then og_min.x = bb.Min.x; og_min.y = bb.Min.y; og_max.x = bb.Min.x; og_max.y = bb.Min.y else -- Output grab position so it can be displayed by the caller local grab_t = ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize) if axis == 2 --[[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 == 1 --[[ImGuiAxis.X]] then og_min.x = grab_pos - grab_sz * 0.5; og_min.y = bb.Min.y + grab_padding; og_max.x = grab_pos + grab_sz * 0.5; og_max.y = bb.Max.y - grab_padding else og_min.x = bb.Min.x + grab_padding; og_min.y = grab_pos - grab_sz * 0.5; og_max.x = bb.Max.x - grab_padding; og_max.y = grab_pos + grab_sz * 0.5 end end return v, value_changed end -- For 32-bit and larger types, slider bounds are limited to half the natural type range. -- So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. -- It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. --- @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) -- Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. assert((flags == 1 or bit32.band(flags, 1879048207 --[[ImGuiSliderFlags.InvalidMask_]]) == 0), "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.") assert(bit32.band(flags, 256 --[[ImGuiSliderFlags.WrapAround]]) == 0) -- Not supported by SliderXXX(), only by DragXXX() if data_type == 0 --[[ImGuiDataType.S8]] then local v32 = (ImS32)((ImS8)(v)); local r v32, r = ImGui.SliderBehaviorT(ImS32, ImS32, bb, id, 4 --[[ImGuiDataType.S32]], v32, min, max, format, flags, out_grab_bb) if r then v = (ImS8)(v32) end return v, r elseif data_type == 1 --[[ImGuiDataType.U8]] then local v32 = (ImU32)((ImU8)(v)); local r v32, r = ImGui.SliderBehaviorT(ImU32, ImS32, bb, id, 5 --[[ImGuiDataType.U32]], v32, min, max, format, flags, out_grab_bb) if r then v = (ImU8)(v32) end return v, r elseif data_type == 2 --[[ImGuiDataType.S16]] then local v32 = (ImS32)((ImS16)(v)); local r v32, r = ImGui.SliderBehaviorT(ImS32, ImS32, bb, id, 4 --[[ImGuiDataType.S32]], v32, min, max, format, flags, out_grab_bb) if r then v = (ImS16)(v32) end return v, r elseif data_type == 3 --[[ImGuiDataType.U16]] then local v32 = (ImU32)((ImU16)(v)); local r v32, r = ImGui.SliderBehaviorT(ImU32, ImS32, bb, id, 5 --[[ImGuiDataType.U32]], v32, min, max, format, flags, out_grab_bb) if r then v = (ImU16)(v32) end return v, r elseif data_type == 4 --[[ImGuiDataType.S32]] then 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 == 5 --[[ImGuiDataType.U32]] then 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 == 6 --[[ImGuiDataType.Float]] then assert(min >= -3.4028234663853e+38 --[[FLT_MAX]] / 2.0 and max <= 3.4028234663853e+38 --[[FLT_MAX]] / 2.0) return ImGui.SliderBehaviorT(float, float, bb, id, data_type, v, min, max, format, flags, out_grab_bb) elseif data_type == 7 --[[ImGuiDataType.Double]] then assert(min >= -1.7976931348623e+308 --[[DBL_MAX]] / 2.0 and max <= 1.7976931348623e+308 --[[DBL_MAX]] / 2.0) return ImGui.SliderBehaviorT(double, double, bb, id, data_type, v, min, max, format, flags, out_grab_bb) end assert(false) return v, false end -- Note: data is passed by value and the new value is returned: Returns (data, value_changed). For a slider, min and max are required. -- Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. --- @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, 32 --[[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 cursor = window.DC.CursorPos local frame_bb = ImRect(cursor.x, cursor.y, cursor.x + w, cursor.y + (label_size.y + style.FramePadding.y * 2.0)) -- [Luau] no temporary ImVec2 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 = SliderScalar_total_bb -- [Luau] scratch: ItemSize()/ItemAdd() only read it total_bb.Min.x = frame_bb.Min.x; total_bb.Min.y = frame_bb.Min.y; total_bb.Max.x = total_bb_x; total_bb.Max.y = frame_bb.Max.y local temp_input_allowed = bit32.band(flags, 128 --[[ImGuiSliderFlags.NoInput]]) == 0 ImGui.ItemSize(total_bb, style.FramePadding.y) local item_flags = temp_input_allowed and 1048576 --[[ImGuiItemFlags.Inputable]] or 0 if not ImGui.ItemAdd(total_bb, id, frame_bb, item_flags) 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 -- Tabbing or Ctrl+Click on Slider turns it into an input box local clicked = hovered and ImGui.IsMouseClickedEx(0, 0 --[[ImGuiInputFlags.None]], id) local make_active = clicked or g.NavActivateId == id if make_active and clicked then ImGui.SetKeyOwner(656 --[[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, 1 --[[ImGuiActivateFlags.PreferInput]]) ~= 0) then 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(g.ActiveIdUsingNavDirMask, bit32.lshift(1, 0 --[[ImGuiDir.Left]]), bit32.lshift(1, 1 --[[ImGuiDir.Right]])) end end if temp_input_is_active then -- Only clamp Ctrl+Click input when ImGuiSliderFlags.ClampOnInput is set (generally via ImGuiSliderFlags.AlwaysClamp) local clamp_enabled = bit32.band(flags, 512 --[[ImGuiSliderFlags.ClampOnInput]]) ~= 0 -- Don't use TempInputIsClampEnabled() 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 9 --[[ImGuiCol.FrameBgActive]] or (hovered and 8 --[[ImGuiCol.FrameBgHovered]] or 7 --[[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) -- Slider behavior local grab_bb = SliderScalar_grab_bb -- [Luau] scratch: fully written by SliderBehavior(), only read below 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 -- Render grab 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 21 --[[ImGuiCol.SliderGrabActive]] or 20 --[[ImGuiCol.SliderGrab]]), style.GrabRounding) 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. -- if g.LogEnabled then -- ImGui.LogSetNextTextDecoration("{", "}") -- end ImGui.RenderTextClipped(frame_bb.Min, frame_bb.Max, FormatCached(format, data), nil, nil, DRAG_TEXT_ALIGN) 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 -- Add multiple sliders on 1 line for compact edition of multiple components --- @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, 4096 --[[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, 6 --[[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, 6 --[[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, 6 --[[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, 6 --[[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 * 3.141592653589793 --[[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 * 3.141592653589793 --[[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, 4 --[[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, 4 --[[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, 4 --[[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, 4 --[[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) 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 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 -- 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 clicked = hovered and ImGui.IsMouseClickedEx(0, 0 --[[ImGuiInputFlags.None]], id) if clicked or g.NavActivateId == id then if clicked then ImGui.SetKeyOwner(656 --[[ImGuiKey.MouseLeft]], id) end ImGui.SetActiveID(id, window) ImGui.SetFocusID(id, window) ImGui.FocusWindow(window) g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, 2 --[[ImGuiDir.Up]]), bit32.lshift(1, 3 --[[ImGuiDir.Down]])) end -- Draw frame local frame_col = ImGui.GetColorU32((g.ActiveId == id) and 9 --[[ImGuiCol.FrameBgActive]] or (hovered and 8 --[[ImGuiCol.FrameBgHovered]] or 7 --[[ImGuiCol.FrameBg]])) ImGui.RenderNavCursor(frame_bb, id) ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding) -- Slider behavior 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, 1048576 --[[ImGuiSliderFlags.Vertical]]), grab_bb) if value_changed then ImGui.MarkItemEdited(id) end -- Render grab 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 21 --[[ImGuiCol.SliderGrabActive]] or 20 --[[ImGuiCol.SliderGrab]]), style.GrabRounding) end -- Display value using user-provided display format so user can add prefix/suffix/decorations to the value. -- For the vertical slider we allow centered text to overlap the frame padding -- 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, 6 --[[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, 4 --[[ImGuiDataType.S32]], v, v_min, v_max, format, flags) end ------------------------------------------------------------------------------- -- [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint ------------------------------------------------------------------------------- -- - imstb_textedit.h include -- - InputText() -- - InputTextWithHint() -- - InputTextMultiline() -- - InputTextEx() [Internal] -- - DebugNodeInputTextState() [Internal] ------------------------------------------------------------------------------- --- @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 assert(bit32.band(flags, 67108864 --[[ImGuiInputTextFlags.Multiline]]) == 0) -- call InputTextMultiline() return ImGui.InputTextEx(label, nil, buf, buf_size, ImVec2(0, 0), flags, callback, user_data) end -- [Luau] InputText edits a byte table in place (C++ char buf[N]). Helpers to make/read one: -- local buf = ImGui.NewTextBuffer("Hello", 256); ImGui.InputText("label", buf, 256); print(ImGui.TextBufferToString(buf)) function ImGui.NewTextBuffer(str, size) local t = {} for i = 1, #str do t[i] = string.byte(str, i) end for i = #str + 1, math.max(size or 0, #str + 1) do t[i] = 0 end return t end function ImGui.TextBufferToString(buf) local n = 0 while buf[n + 1] ~= nil and buf[n + 1] ~= 0 do n = n + 1 end return n == 0 and "" or ImGui._ByteArrayToString(buf, 1, n + 1) 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, 67108864 --[[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 assert(text_end_display >= text_begin and text_end_display <= text_end) return ImFontCalcTextSizeEx(g.Font, g.FontSize, 3.4028234663853e+38 --[[FLT_MAX]], obj.WrapWidth, text, text_begin, text_end_display, text_end, out_offset, flags) end -- Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) -- With our UTF-8 use of stb_textedit: -- - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine. -- - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW). -- - ...but we don't use that feature. --- @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) 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(4 --[[ImDrawTextFlags.StopOnNewLine]], 2 --[[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, 1024 --[[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, 1024 --[[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, 2 --[[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 == 0 --[[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) == 10 --[[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, 2 --[[ImDrawTextFlags.WrapKeepBlanks]]) cursor = eol if eol == cursor and obj.LastMoveDirectionLR ~= 0 --[[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) ~= 10 --[[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) -- Offset remaining text (+ copy zero terminator) 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, 4194304 --[[ImGuiInputTextFlags.CallbackResize]]) ~= 0 local text_len = obj.TextLen assert(pos <= text_len + 1) -- We support partial insertion (with a mod in stb_textedit.h) 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 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" -- stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling -- the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) --- @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 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(4194304 --[[STB_TEXTEDIT_K_SHIFT]])) if key_u == 2097152 --[[STB_TEXTEDIT_K_LEFT]] or key_u == 2097156 --[[STB_TEXTEDIT_K_LINESTART]] or key_u == 2097158 --[[STB_TEXTEDIT_K_TEXTSTART]] or key_u == 2097161 --[[STB_TEXTEDIT_K_BACKSPACE]] or key_u == 2097164 --[[STB_TEXTEDIT_K_WORDLEFT]] then self.LastMoveDirectionLR = 0 --[[ImGuiDir.Left]] elseif key_u == 2097153 --[[STB_TEXTEDIT_K_RIGHT]] or key_u == 2097157 --[[STB_TEXTEDIT_K_LINEEND]] or key_u == 2097159 --[[STB_TEXTEDIT_K_TEXTEND]] or key_u == 2097160 --[[STB_TEXTEDIT_K_DELETE]] or key_u == 2097165 --[[STB_TEXTEDIT_K_WORDRIGHT]] then self.LastMoveDirectionLR = 1 --[[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 -- Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header. function MT.ImGuiInputTextState:CursorAnimReset() self.CursorAnim = -0.30 end -- After a user-input the cursor stays on for a while without blinking 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 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, 4 --[[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) assert(backup.IndexAdvanceX.Size == 0 and backup.IndexLookup.Size == 0) end -- Return false to discard a character. Returns (char, ok). --- @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 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, 67108864 --[[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, 67108864 --[[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, 67108864 --[[ImGuiInputTextFlags.Multiline]]) ~= 0) pass = pass or (c == 9) and (bit32.band(flags, 32 --[[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 > 65535 --[[IM_UNICODE_CODEPOINT_MAX]] then return char, false end -- Generic named filters if apply_named_filters and (bit32.band(flags, bit32.bor(1 --[[ImGuiInputTextFlags.CharsDecimal]], 2 --[[ImGuiInputTextFlags.CharsHexadecimal]], 8 --[[ImGuiInputTextFlags.CharsUppercase]], 16 --[[ImGuiInputTextFlags.CharsNoBlank]], 4 --[[ImGuiInputTextFlags.CharsScientific]], 268435456 --[[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(1 --[[ImGuiInputTextFlags.CharsDecimal]], 4 --[[ImGuiInputTextFlags.CharsScientific]], 268435456 --[[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(1 --[[ImGuiInputTextFlags.CharsDecimal]], 4 --[[ImGuiInputTextFlags.CharsScientific]], 2 --[[ImGuiInputTextFlags.CharsHexadecimal]])) ~= 0 then if c >= 0xFF01 and c <= 0xFF5E then c = c - 0xFF01 + 0x21 end end -- Allow 0-9 . - + * / if bit32.band(flags, 1 --[[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, 4 --[[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, 2 --[[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, 8 --[[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, 16 --[[ImGuiInputTextFlags.CharsNoBlank]]) ~= 0 then if ImStd.ImCharIsBlankW(c) then return char, false end end char = c end -- Custom callback filter if bit32.band(flags, 2097152 --[[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 = 2097152 --[[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 -- As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables) -- we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714) -- It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick, -- but that more likely be attractive when we do have _NoLiveEdit flag available. --- @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, 512 --[[ImGuiInputTextFlags.ReadOnly]]) ~= 0 then g.InputTextDeactivatedState.TextA:resize(0) -- In theory this data won't be used, but clear to be neat. else 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 -- FIXME-WORDWRAP: Bundle some of this into ImGuiTextIndex and/or extract as a different tool? -- 'max_output_buffer_size' happens to be a meaningful optimization to avoid writing the full line_index when not necessarily needed (e.g. very large buffer, scrolled up, inactive) --- @param flags ImGuiInputTextFlags --- @param line_index ImGuiTextIndex --- @param buf char[] --- @param buf_end? int # nil: inactive multi-line path, end found with strchr() --- @param wrap_width float --- @param max_output_buffer_size int --- @param want_out_buf_end boolean --- @return int size --- @return int? out_buf_end # [Port] 'const char** out_buf_end' output parameter becomes a 2nd return value (nil when not requested) local function InputTextLineIndexBuild(flags, line_index, buf, buf_end, wrap_width, max_output_buffer_size, want_out_buf_end) local g = GImGui local size = 0 local s local trailing_line_already_counted = false -- [Port] 's' is a 1-based position in 'buf' (C++ s == buf + (s - 1)), Offsets store 0-based offsets like upstream. if bit32.band(flags, 16777216 --[[ImGuiInputTextFlags.WordWrap]]) ~= 0 then s = 1 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, 2 --[[ImDrawTextFlags.WrapKeepBlanks]]) if buf[s] == 10 then s = s + 1 end end elseif buf_end ~= nil then s = 1 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) if s ~= nil and s >= buf_end then s = nil end -- [Port] ImMemchr() stops at the zero-terminator, not at buf_end 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) trailing_line_already_counted = true break end s = s_eol + 1 end end local out_buf_end = nil if want_out_buf_end then out_buf_end = s buf_end = s end if size == 0 then line_index.Offsets:push_back(0) size = size + 1 end if buf_end > 1 and buf[buf_end - 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(buf_end - 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) -- [Port] 'cursor_n' is a 1-based position (Stb.cursor) == C++ cursor_ptr; Offsets hold 0-based offsets, compare with cursor_n - 1. local cursor_ptr = cursor_n local cursor_off = cursor_n - 1 local offsets = line_index.Offsets local it_begin = 1 local it_end = offsets.Size + 1 local it = ImLowerBound(offsets.Data, it_begin, it_end, cursor_off) if it > it_begin then if it == it_end or offsets.Data[it] ~= cursor_off or (state ~= nil and state.WrapWidth > 0.0 and state.LastMoveDirectionLR == 1 --[[ImGuiDir.Right]] and buf[cursor_ptr - 1] ~= 10 and buf[cursor_ptr - 1] ~= 0) then it = it - 1 end end local line_no = (it == it_begin) and 0 or (it - 1) -- 0-based (index_from_ptr) local line_start = line_index:get_line_begin(1, line_no) local offset = ImVec2() offset.x = InputTextCalcTextSize(g, buf, line_start, cursor_ptr, buf_end, nil, 2 --[[ImDrawTextFlags.WrapKeepBlanks]]).x offset.y = (line_no + 1) * g.FontSize return offset end -- Edit a string of text -- - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". -- - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. --- @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 local HintBufCache = setmetatable({}, { __mode = "k" }) local function HintToBuf(hint) local t = HintBufCache[hint] if t == nil then t = {} for i = 1, #hint do t[i] = string.byte(hint, i) end t[#hint + 1] = 0 HintBufCache[hint] = t end return t end function ImGui.InputTextEx(label, hint, buf, buf_size, size_arg, flags, callback, callback_user_data) if type(hint) == "string" then hint = HintToBuf(hint) end local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end assert(buf ~= nil and buf_size >= 0) assert(not (bit32.band(flags, 524288 --[[ImGuiInputTextFlags.CallbackHistory]]) ~= 0 and bit32.band(flags, 67108864 --[[ImGuiInputTextFlags.Multiline]]) ~= 0)) -- Can't use both together (they both use up/down keys) assert(not (bit32.band(flags, 262144 --[[ImGuiInputTextFlags.CallbackCompletion]]) ~= 0 and bit32.band(flags, 32 --[[ImGuiInputTextFlags.AllowTabInput]]) ~= 0)) -- Can't use both together (they both use tab key) assert(not (bit32.band(flags, 131072 --[[ImGuiInputTextFlags.ElideLeft]]) ~= 0 and bit32.band(flags, 67108864 --[[ImGuiInputTextFlags.Multiline]]) ~= 0)) -- Multiline does not work with left-trimming assert(bit32.band(flags, 16777216 --[[ImGuiInputTextFlags.WordWrap]]) == 0 or bit32.band(flags, 1024 --[[ImGuiInputTextFlags.Password]]) == 0) -- WordWrap does not work with Password mode. assert(bit32.band(flags, 16777216 --[[ImGuiInputTextFlags.WordWrap]]) == 0 or bit32.band(flags, 67108864 --[[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, 67108864 --[[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, 1048576 --[[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, 8 --[[ImGuiActivateFlags.FromTabbing]]) ~= 0) and (bit32.band(g.NavActivateFlags, 32 --[[ImGuiActivateFlags.FromFocusApi]]) == 0) and (bit32.band(flags, 32 --[[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(3 --[[ImGuiCol.ChildBg]], style.Colors[7 --[[ImGuiCol.FrameBg]]]) ImGui.PushStyleVar(7 --[[ImGuiStyleVar.ChildRounding]], style.FrameRounding) ImGui.PushStyleVar(8 --[[ImGuiStyleVar.ChildBorderSize]], style.FrameBorderSize) ImGui.PushStyleVar(2 --[[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(), 1 --[[ImGuiChildFlags.Borders]], 4 --[[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 -- Support for internal ImGuiInputTextFlags.MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) ImGui.ItemSize(total_bb, style.FramePadding.y) if bit32.band(flags, 134217728 --[[ImGuiInputTextFlags.TempInput]]) == 0 then if not ImGui.ItemAdd(total_bb, id, frame_bb, 1048576 --[[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, 32768 --[[ImGuiItemFlags.NoNavDisableMouseHover]])) if hovered then ImGui.SetMouseCursor(1 --[[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, 2048 --[[ImGuiItemFlags.ReadOnly]]) ~= 0 then flags = bit32.bor(flags, 512 --[[ImGuiInputTextFlags.ReadOnly]]) end local is_readonly = bit32.band(flags, 512 --[[ImGuiInputTextFlags.ReadOnly]]) ~= 0 local is_password = bit32.band(flags, 1024 --[[ImGuiInputTextFlags.Password]]) ~= 0 local is_undoable = bit32.band(flags, 65536 --[[ImGuiInputTextFlags.NoUndoRedo]]) == 0 local is_resizable = bit32.band(flags, 4194304 --[[ImGuiInputTextFlags.CallbackResize]]) ~= 0 if is_resizable then 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, 16777216 --[[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, 1 --[[ImGuiActivateFlags.PreferInput]]) ~= 0) or (g.NavInputSource == 2 --[[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, 134217728 --[[ImGuiInputTextFlags.TempInput]]) ~= 0 and g.InputTextDeactivatedState.ID ~= id) local scrollbar_id = (is_multiline and state ~= nil) and ImGui.GetWindowScrollbarID(draw_window, 2 --[[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 3.4028234663853e+38 --[[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))) -- state ~= nil means its our state. local init_changed_specs_readonly = (state ~= nil and (bit32.band(bit32.bxor(state.Flags, flags), 512 --[[ImGuiInputTextFlags.ReadOnly]]) ~= 0)) -- state ~= nil means its 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) 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) -- we use +1 to make sure that .Data is always pointing to at least an empty string. 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) 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) -- UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. 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) -- we use +1 to make sure that .Data is always pointing to at least an empty string. 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, 131072 --[[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, 4096 --[[ImGuiInputTextFlags.AutoSelectAll]]) ~= 0 then select_all = true end if input_requested_by_nav and (not recycle_state or (bit32.band(g.NavActivateFlags, 4 --[[ImGuiActivateFlags.TryToPreserveState]]) == 0)) then select_all = true end if user_clicked and io.KeyCtrl then select_all = true end end if bit32.band(flags, 2048 --[[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 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 = { 513 --[[ImGuiKey.LeftArrow]], 514 --[[ImGuiKey.RightArrow]], 522 --[[ImGuiKey.Delete]], 523 --[[ImGuiKey.Backspace]], 519 --[[ImGuiKey.Home]], 520 --[[ImGuiKey.End]] } for _, key in ipairs(always_owned_keys) do ImGui.SetKeyOwner(key, id) end if user_clicked then ImGui.SetKeyOwner(656 --[[ImGuiKey.MouseLeft]], id) end g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, 0 --[[ImGuiDir.Left]]), bit32.lshift(1, 1 --[[ImGuiDir.Right]])) if is_multiline or (bit32.band(flags, 524288 --[[ImGuiInputTextFlags.CallbackHistory]]) ~= 0) then g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, 2 --[[ImGuiDir.Up]]), bit32.lshift(1, 3 --[[ImGuiDir.Down]])) ImGui.SetKeyOwner(515 --[[ImGuiKey.UpArrow]], id) ImGui.SetKeyOwner(516 --[[ImGuiKey.DownArrow]], id) end if is_multiline then ImGui.SetKeyOwner(517 --[[ImGuiKey.PageUp]], id) ImGui.SetKeyOwner(518 --[[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(16384 --[[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 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(2097164 --[[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(2097156 --[[STB_TEXTEDIT_K_LINESTART]]) state:OnKeyPressed(bit32.bor(2097157 --[[STB_TEXTEDIT_K_LINEEND]], 4194304 --[[STB_TEXTEDIT_K_SHIFT]])) state:OnKeyPressed(bit32.bor(2097153 --[[STB_TEXTEDIT_K_RIGHT]], 4194304 --[[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 -- We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) -- (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) if bit32.band(flags, 32 --[[ImGuiInputTextFlags.AllowTabInput]]) ~= 0 and not is_readonly then if ImGui.Shortcut(512 --[[ImGuiKey.Tab]], 1 --[[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 -- if ImGui.Shortcut(bit32.bor(ImGuiKey.Tab, ImGuiMod_Shift), ImGuiInputFlags.Repeat, id) then -- end end -- Process regular text input (before we check for Return because using some IME will effectively send a Return?) -- We ignore Ctrl inputs, but need to allow Alt+Ctrl as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. 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 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 4194304 --[[STB_TEXTEDIT_K_SHIFT]] or 0) local is_wordmove_key_down = is_osx and io.KeyAlt or io.KeyCtrl -- OS X style: Text editing cursor movement using Alt instead of Ctrl local is_startend_key_down = is_osx and io.KeyCtrl and not io.KeySuper and not io.KeyAlt -- OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End -- Using Shortcut() with ImGuiInputFlags.RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use Ctrl+A and Ctrl+B: former would be handled by InputText) -- Otherwise we could simply assume that we own the keys as we are active. local f_repeat = 1 --[[ImGuiInputFlags.Repeat]] local is_cut = (ImGui.Shortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 569 --[[ImGuiKey.X]]), f_repeat, id) or ImGui.Shortcut(bit32.bor(8192 --[[ImGuiMod_Shift]], 522 --[[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(4096 --[[ImGuiMod_Ctrl]], 548 --[[ImGuiKey.C]]), 0, id) or ImGui.Shortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 521 --[[ImGuiKey.Insert]]), 0, id)) and not is_password and (not is_multiline or state:HasSelection()) local is_paste = (ImGui.Shortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 567 --[[ImGuiKey.V]]), f_repeat, id) or ImGui.Shortcut(bit32.bor(8192 --[[ImGuiMod_Shift]], 521 --[[ImGuiKey.Insert]]), f_repeat, id)) and not is_readonly local is_undo = (ImGui.Shortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 571 --[[ImGuiKey.Z]]), f_repeat, id)) and not is_readonly and is_undoable local is_redo = (ImGui.Shortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 570 --[[ImGuiKey.Y]]), f_repeat, id) or ImGui.Shortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 8192 --[[ImGuiMod_Shift]], 571 --[[ImGuiKey.Z]]), f_repeat, id)) and not is_readonly and is_undoable local is_select_all = ImGui.Shortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 546 --[[ImGuiKey.A]]), 0, id) -- We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. local nav_gamepad_active = (bit32.band(io.ConfigFlags, 2 --[[ImGuiConfigFlags.NavEnableGamepad]]) ~= 0) and (bit32.band(io.BackendFlags, 1 --[[ImGuiBackendFlags.HasGamepad]]) ~= 0) local is_enter = ImGui.Shortcut(525 --[[ImGuiKey.Enter]], f_repeat, id) or ImGui.Shortcut(627 --[[ImGuiKey.KeypadEnter]], f_repeat, id) local is_ctrl_enter = ImGui.Shortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 525 --[[ImGuiKey.Enter]]), f_repeat, id) or ImGui.Shortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 627 --[[ImGuiKey.KeypadEnter]]), f_repeat, id) local is_shift_enter = ImGui.Shortcut(bit32.bor(8192 --[[ImGuiMod_Shift]], 525 --[[ImGuiKey.Enter]]), f_repeat, id) or ImGui.Shortcut(bit32.bor(8192 --[[ImGuiMod_Shift]], 627 --[[ImGuiKey.KeypadEnter]]), f_repeat, id) local is_gamepad_validate = nav_gamepad_active and ImGui.IsKeyPressed(ImGuiKey.NavGamepadActivate, false) local is_cancel = ImGui.Shortcut(526 --[[ImGuiKey.Escape]], f_repeat, id) or (nav_gamepad_active and ImGui.Shortcut(ImGuiKey.NavGamepadCancel, f_repeat, id)) -- FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. -- FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line. if ImGui.IsKeyPressed(513 --[[ImGuiKey.LeftArrow]]) then state:OnKeyPressed(bit32.bor(is_startend_key_down and 2097156 --[[STB_TEXTEDIT_K_LINESTART]] or (is_wordmove_key_down and 2097164 --[[STB_TEXTEDIT_K_WORDLEFT]] or 2097152 --[[STB_TEXTEDIT_K_LEFT]]), k_mask)) elseif ImGui.IsKeyPressed(514 --[[ImGuiKey.RightArrow]]) then state:OnKeyPressed(bit32.bor(is_startend_key_down and 2097157 --[[STB_TEXTEDIT_K_LINEEND]] or (is_wordmove_key_down and 2097165 --[[STB_TEXTEDIT_K_WORDRIGHT]] or 2097153 --[[STB_TEXTEDIT_K_RIGHT]]), k_mask)) elseif ImGui.IsKeyPressed(515 --[[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 2097158 --[[STB_TEXTEDIT_K_TEXTSTART]] or 2097154 --[[STB_TEXTEDIT_K_UP]], k_mask)) end elseif ImGui.IsKeyPressed(516 --[[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 2097159 --[[STB_TEXTEDIT_K_TEXTEND]] or 2097155 --[[STB_TEXTEDIT_K_DOWN]], k_mask)) end elseif ImGui.IsKeyPressed(517 --[[ImGuiKey.PageUp]]) and is_multiline then state:OnKeyPressed(bit32.bor(2097166 --[[STB_TEXTEDIT_K_PGUP]], k_mask)) scroll_y = scroll_y - row_count_per_page * g.FontSize elseif ImGui.IsKeyPressed(518 --[[ImGuiKey.PageDown]]) and is_multiline then state:OnKeyPressed(bit32.bor(2097167 --[[STB_TEXTEDIT_K_PGDOWN]], k_mask)) scroll_y = scroll_y + row_count_per_page * g.FontSize elseif ImGui.IsKeyPressed(519 --[[ImGuiKey.Home]]) then state:OnKeyPressed(io.KeyCtrl and bit32.bor(2097158 --[[STB_TEXTEDIT_K_TEXTSTART]], k_mask) or bit32.bor(2097156 --[[STB_TEXTEDIT_K_LINESTART]], k_mask)) elseif ImGui.IsKeyPressed(520 --[[ImGuiKey.End]]) then state:OnKeyPressed(io.KeyCtrl and bit32.bor(2097159 --[[STB_TEXTEDIT_K_TEXTEND]], k_mask) or bit32.bor(2097157 --[[STB_TEXTEDIT_K_LINEEND]], k_mask)) elseif ImGui.IsKeyPressed(522 --[[ImGuiKey.Delete]]) and not is_readonly and not is_cut then if not state:HasSelection() then -- OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace) if is_wordmove_key_down then state:OnKeyPressed(bit32.bor(2097165 --[[STB_TEXTEDIT_K_WORDRIGHT]], 4194304 --[[STB_TEXTEDIT_K_SHIFT]])) end end state:OnKeyPressed(bit32.bor(2097160 --[[STB_TEXTEDIT_K_DELETE]], k_mask)) elseif ImGui.IsKeyPressed(523 --[[ImGuiKey.Backspace]]) and not is_readonly then if not state:HasSelection() then if is_wordmove_key_down then state:OnKeyPressed(bit32.bor(2097164 --[[STB_TEXTEDIT_K_WORDLEFT]], 4194304 --[[STB_TEXTEDIT_K_SHIFT]])) elseif is_osx and io.KeyCtrl and not io.KeyAlt and not io.KeySuper then state:OnKeyPressed(bit32.bor(2097156 --[[STB_TEXTEDIT_K_LINESTART]], 4194304 --[[STB_TEXTEDIT_K_SHIFT]])) end end state:OnKeyPressed(bit32.bor(2097161 --[[STB_TEXTEDIT_K_BACKSPACE]], k_mask)) elseif is_enter or is_ctrl_enter or is_shift_enter or is_gamepad_validate then -- Determine if we turn Enter into a \n character local ctrl_enter_for_new_line = bit32.band(flags, 256 --[[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 -- Queue reactivation, so that e.g. IsItemDeactivatedAfterEdit() will work. (#9001) state:SelectAll() -- No need to scroll g.InputTextReactivateId = id -- Mark for reactivation on next frame end elseif not is_readonly then -- Insert new line local c = 10 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, 128 --[[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 2097162 --[[STB_TEXTEDIT_K_UNDO]] or 2097163 --[[STB_TEXTEDIT_K_REDO]]) state:ClearSelection() elseif is_select_all then state:SelectAll() state.CursorFollow = true elseif is_cut or is_copy then -- Cut, Copy if g.PlatformIO.Platform_SetClipboardTextFn ~= nil then -- SetClipboardText() only takes null terminated strings + state.TextSrc may point to read-only user buffer, so we need to make a copy. 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 -- Filter pasted buffer 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 not ret2 then break -- continue 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 + 1, c_utf8, 1, out_len) until true end if clipboard_filtered.Size > 0 then -- If everything was filtered, ignore the pasting operation clipboard_filtered:push_back(0) stbte.paste(state, state.Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1) state.CursorFollow = true end end end -- Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. 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 assert(state ~= nil) --- @cast state ImGuiInputTextState if revert_edit and not is_readonly then if bit32.band(flags, 128 --[[ImGuiInputTextFlags.EscapeClearsAll]]) ~= 0 then -- Clear input 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 -- Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. -- Push records into the undo stack so we can Ctrl+Z the revert operation itself value_changed = true ImStb.stb_textedit_replace(state, state.Stb, state.TextToRevertTo.Data, state.TextToRevertTo.Size - 1) end end -- User callback if bit32.band(flags, bit32.bor(262144 --[[ImGuiInputTextFlags.CallbackCompletion]], 524288 --[[ImGuiInputTextFlags.CallbackHistory]], 8388608 --[[ImGuiInputTextFlags.CallbackEdit]], 1048576 --[[ImGuiInputTextFlags.CallbackAlways]])) ~= 0 then assert(callback ~= nil) -- The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. local event_flag = 0 local event_key = 0 --[[ImGuiKey.None]] if bit32.band(flags, 262144 --[[ImGuiInputTextFlags.CallbackCompletion]]) ~= 0 and ImGui.Shortcut(512 --[[ImGuiKey.Tab]], 0, id) then event_flag = 262144 --[[ImGuiInputTextFlags.CallbackCompletion]] event_key = 512 --[[ImGuiKey.Tab]] elseif bit32.band(flags, 524288 --[[ImGuiInputTextFlags.CallbackHistory]]) ~= 0 and ImGui.IsKeyPressed(515 --[[ImGuiKey.UpArrow]]) then event_flag = 524288 --[[ImGuiInputTextFlags.CallbackHistory]] event_key = 515 --[[ImGuiKey.UpArrow]] elseif bit32.band(flags, 524288 --[[ImGuiInputTextFlags.CallbackHistory]]) ~= 0 and ImGui.IsKeyPressed(516 --[[ImGuiKey.DownArrow]]) then event_flag = 524288 --[[ImGuiInputTextFlags.CallbackHistory]] event_key = 516 --[[ImGuiKey.DownArrow]] elseif bit32.band(flags, 8388608 --[[ImGuiInputTextFlags.CallbackEdit]]) ~= 0 and state.EditedThisFrame then event_flag = 8388608 --[[ImGuiInputTextFlags.CallbackEdit]] elseif bit32.band(flags, 1048576 --[[ImGuiInputTextFlags.CallbackAlways]]) ~= 0 then event_flag = 1048576 --[[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 -- FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925 local callback_buf = is_readonly and buf or state.TextA.Data 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 -- Call user code callback(callback_data) -- Read back what user may have modified callback_buf = is_readonly and buf or state.TextA.Data -- Pointer may have been invalidated by a resize callback assert(callback_data.Buf == callback_buf) -- Invalid to modify those fields assert(callback_data.BufSize == state.BufCapacity) 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 -- Callback may update buffer and thus set buf_dirty even in read-only mode. assert(callback_data.BufTextLen == ImStd.ImStrlen(callback_data.Buf)) -- You need to maintain BufTextLen if you change the text! InputTextReconcileUndoState(state, state.CallbackTextBackup.Data, state.CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen) state.TextLen = callback_data.BufTextLen -- Assume correct length and valid UTF-8 from user, saves us an extra strlen() state.EditedBefore = true; state.EditedThisFrame = true state:CursorAnimReset() end end end -- Write back result string if modified. -- FIXME-OPT: Could mark dirty state from the stb_textedit callbacks if not is_readonly then if bit32.band(g.LastItemData.ItemFlags, 128 --[[ImGuiItemFlags.LiveEditOnInputText]]) ~= 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 -- Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) -- This is used when e.g. losing focus or tabbing out into another InputText() which may already be using the temp buffer. if g.InputTextDeactivatedState.ID == id 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, 134217728 --[[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 -- Write back result to user buffer. This can currently only happen when (g.ActiveId == id) or when just deactivated. -- - As soon as the InputText() is active, our stored in-widget value gets priority over any underlying modification of the user buffer. -- - Make sure we always reapply the live buffer back to the input/user buffer before clearing ActiveId, even thought strictly speaking -- it was not modified on this frame. This allows the user to use InputText() without maintaining any user-side storage. -- (PS: if you use this property together with ImGuiInputTextFlags.CallbackResize, you are at the risk of recreating a temporary -- allocated/string object every frame. Which in the grand scheme of scheme is nothing, but isn't dear imgui vibe). if apply_new_text ~= nil then 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 = 4194304 --[[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) assert(apply_new_text_length <= buf_size) end -- IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); -- If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. 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(7 --[[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 = 0, 1 -- 0-based like upstream if is_multiline then line_visible_n0, line_visible_n1 = ImGui.CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize) end -- Build line index for easy data access (makes code below simpler and faster) local line_index = g.InputTextLineIndex line_index.Offsets:resize(0) local line_count = 1 if is_multiline then -- If scrolling is expected to change build full index. -- FIXME-OPT: Could append to index when new value of line_visible_n1 becomes bigger, see second call to CalcClipRectVisibleItemsY() below. local will_scroll_y = state and ((state.CursorFollow and render_cursor) or (state.CursorCenterY and (render_cursor or render_selection))) local out_buf_end line_count, out_buf_end = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, will_scroll_y and 2147483647 --[[INT_MAX]] or (line_visible_n1 + 1), buf_display_end == nil) if buf_display_end == nil then buf_display_end = out_buf_end end end --- @cast buf_display_end int line_index.EndOffset = buf_display_end - 1 line_visible_n1 = ImMin(line_visible_n1, line_count) -- Store text height (we don't need width) local text_size_y = line_count * g.FontSize -- ImGui.GetForegroundDrawList():AddRect(draw_pos + ImVec2(0, line_visible_n0 * g.FontSize), draw_pos + ImVec2(frame_size.x, line_visible_n1 * g.FontSize), IM_COL32(255, 0, 0, 255)) -- Calculate blinking cursor position --- @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() -- Render text. We currently only render selection when the widget is active or while scrolling. local text_col = ImGui.GetColorU32(is_displaying_hint and 1 --[[ImGuiCol.TextDisabled]] or 0 --[[ImGuiCol.Text]]) if render_cursor or render_selection then -- Render text (with cursor and selection) -- This is going to be messy. We need to: -- - Display the text (this alone can be more easily clipped) -- - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) -- - Measure text height (for scrollbar) -- We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) -- FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. assert(state ~= nil) state.LineCount = line_count -- Scroll local new_scroll_y = scroll_y if render_cursor and state.CursorFollow then -- Horizontal scroll in chunks of quarter width if bit32.band(flags, 32768 --[[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 -- Vertical scroll if is_multiline then -- Test if cursor is vertically visible 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) -- Manipulate cursor pos immediately avoid a frame of lag 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 selection draw_scroll.x = state.Scroll.x if render_selection then local bg_color = ImGui.GetColorU32(54 --[[ImGuiCol.TextSelectedBg]], render_cursor and 1.0 or 0.6) -- FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. local bg_offy_up = is_multiline and 0.0 or -1.0 -- FIXME-DPI: those offsets should be part of the style? they don't play so well with multi-line selection. local bg_offy_dn = is_multiline and 0.0 or 2.0 local bg_eol_width = IM_TRUNC(g.FontBaked:GetCharAdvance(32) * 0.50) -- So we can see selected empty lines 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 -- So we can see selected empty lines 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 * 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 -- Find render position for right alignment (single-line only) if g.ActiveId ~= id and bit32.band(flags, 131072 --[[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 -- draw_scroll.x = state.Scroll.x -- Preserve scroll when inactive? -- Render text if (is_multiline or (buf_display_end - 1) < buf_display_max_length) and bit32.band(text_col, 4278190080 --[[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 * 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(2 --[[ImDrawTextFlags.WrapKeepBlanks]], 1 --[[ImDrawTextFlags.CpuFineClip]])) end -- Render blinking cursor 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(34 --[[ImGuiCol.InputTextCursor]]), style.InputTextCursorSize) end -- Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) -- This is required for some backends (SDL3) to start emitting character/text inputs. -- As per #6341, make sure we don't set that on the deactivating frame. if not is_readonly and g.ActiveId == id then local ime_data = g.PlatformImeData -- (this is a public struct, passed to io.Platform_SetImeDataFn() handler) 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, 1048576 --[[ImGuiItemFlags.Inputable]], 1 --[[ImGuiItemFlags.NoTabStop]]) ImGui.EndChild() item_data_backup.StatusFlags = bit32.bor(item_data_backup.StatusFlags, bit32.band(g.LastItemData.StatusFlags, 128 --[[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, 2 --[[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, 64 --[[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 assert(bit32.band(flags, 67108864 --[[ImGuiInputTextFlags.Multiline]]) == 0) -- call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. return ImGui.InputTextEx(label, hint, buf, buf_size, ImVec2(0, 0), flags, callback, user_data) end ------------------------------------------------------------------------------- -- [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. ------------------------------------------------------------------------------- -- - ColorEdit3() -- - ColorEdit4() -- - ColorPicker3() -- - RenderColorRectWithAlphaCheckerboard() [Internal] -- - ColorPicker4() -- - ColorButton() -- - ColorTooltip() [Internal] -- - ColorEditOptionsPopup() [Internal] -- - ColorPickerOptionsPopup() [Internal] ------------------------------------------------------------------------------- --- @param col float[] --- @param H float --- @return float local function ColorEditRestoreH(col, H) local g = GImGui 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 -- ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. -- Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. --- @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 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 } -- Edit colors components (each component in 0.0f..1.0f range). -- See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags.NoAlpha flag is set. -- With typical options: Left-click on color square to open color picker. Right-click to open option menu. Ctrl+Click over input fields to edit them and TAB to go to next item. --- @param label string --- @param col float[] --- @param flags ImGuiColorEditFlags function ImGui.ColorEdit4(label, col, flags) 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 square_sz = ImGui.GetFrameHeight() local label_display_end = ImGui.FindRenderedTextEnd(label) local w_full = ImGui.CalcItemWidth() g.NextItemData:ClearFlags() -- [Luau] Fast path for a row that is entirely clipped (e.g. long lists such as Style Editor > Colors): nothing -- inside would draw, be hovered or receive input, so only reproduce the layout (same group size, baseline and -- last item rect as the full path). Not taken while anything could depend on the inner items: an active item -- or popup, keyboard navigation, logging, or the ID debug hook. if label_display_end == 1 and bit32.band(flags, bit32.bor(32 --[[ImGuiColorEditFlags.NoInputs]], 16 --[[ImGuiColorEditFlags.NoSmallPreview]])) == 0 and g.ActiveId == 0 and g.OpenPopupStack.Size == 0 and not g.NavCursorVisible and not g.NavAnyRequest and not g.LogEnabled and g.DebugHookIdInfoId == 0 then local w_button = square_sz + style.ItemInnerSpacing.x local w = ImMax(w_full - w_button, 1.0) + w_button local p = window.DC.CursorPos local cr = window.ClipRect if p.y + square_sz < cr.Min.y or p.y > cr.Max.y or p.x + w < cr.Min.x or p.x > cr.Max.x then ImGui.BeginGroup() local bb = ImRect(p.x, p.y, p.x + w, p.y + square_sz) ImGui.ItemSize(ImVec2(w, square_sz), style.FramePadding.y) ImGui.ItemAdd(bb, 0) ImGui.EndGroup() return false end end 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, 32 --[[ImGuiColorEditFlags.NoInputs]]) ~= 0 then flags = bit32.bor(bit32.band(flags, bit32.bnot(7340032 --[[ImGuiColorEditFlags.DisplayMask_]])), 1048576 --[[ImGuiColorEditFlags.DisplayRGB]], 8 --[[ImGuiColorEditFlags.NoOptions]]) end -- Context menu: display and modify options (before defaults are applied) if bit32.band(flags, 8 --[[ImGuiColorEditFlags.NoOptions]]) == 0 then ImGui.ColorEditOptionsPopup(col, flags) end -- Read stored options if bit32.band(flags, 7340032 --[[ImGuiColorEditFlags.DisplayMask_]]) == 0 then flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, 7340032 --[[ImGuiColorEditFlags.DisplayMask_]])) end if bit32.band(flags, 25165824 --[[ImGuiColorEditFlags.DataTypeMask_]]) == 0 then flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, 25165824 --[[ImGuiColorEditFlags.DataTypeMask_]])) end if bit32.band(flags, 100663296 --[[ImGuiColorEditFlags.PickerMask_]]) == 0 then flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, 100663296 --[[ImGuiColorEditFlags.PickerMask_]])) end if bit32.band(flags, 805306368 --[[ImGuiColorEditFlags.InputMask_]]) == 0 then flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, 805306368 --[[ImGuiColorEditFlags.InputMask_]])) end flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, bit32.bnot(bit32.bor(7340032 --[[ImGuiColorEditFlags.DisplayMask_]], 25165824 --[[ImGuiColorEditFlags.DataTypeMask_]], 100663296 --[[ImGuiColorEditFlags.PickerMask_]], 805306368 --[[ImGuiColorEditFlags.InputMask_]])))) assert(ImIsPowerOfTwo(bit32.band(flags, 7340032 --[[ImGuiColorEditFlags.DisplayMask_]]))) -- Check that only 1 is selected assert(ImIsPowerOfTwo(bit32.band(flags, 805306368 --[[ImGuiColorEditFlags.InputMask_]]))) -- Check that only 1 is selected local alpha = bit32.band(flags, 2 --[[ImGuiColorEditFlags.NoAlpha]]) == 0 local hdr = bit32.band(flags, 524288 --[[ImGuiColorEditFlags.HDR]]) ~= 0 local components = alpha and 4 or 3 local w_button = (bit32.band(flags, 16 --[[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, 536870912 --[[ImGuiColorEditFlags.InputHSV]]) ~= 0 and bit32.band(flags, 1048576 --[[ImGuiColorEditFlags.DisplayRGB]]) ~= 0 then f[1], f[2], f[3] = ImGui.ColorConvertHSVtoRGB(f[1], f[2], f[3]) elseif bit32.band(flags, 268435456 --[[ImGuiColorEditFlags.InputRGB]]) ~= 0 and bit32.band(flags, 2097152 --[[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 == 0 --[[ImGuiDir.Left]]) and w_button or 0.0 window.DC.CursorPos.x = pos.x + inputs_offset_x if bit32.band(flags, bit32.bor(1048576 --[[ImGuiColorEditFlags.DisplayRGB]], 2097152 --[[ImGuiColorEditFlags.DisplayHSV]])) ~= 0 and bit32.band(flags, 32 --[[ImGuiColorEditFlags.NoInputs]]) == 0 then -- RGB/HSV 0..255 Sliders 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(2097152 --[[ImGuiColorEditFlags.DisplayHSV]], 2048 --[[ImGuiColorEditFlags.NoColorMarkers]])) == 0 local hide_prefix = draw_color_marker or (w_per_component <= ImGui.CalcTextSize((bit32.band(flags, 16777216 --[[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, 2097152 --[[ImGuiColorEditFlags.DisplayHSV]]) ~= 0 then fmt_idx = 3 else fmt_idx = 2 end local drag_flags = draw_color_marker and 4096 --[[ImGuiSliderFlags.ColorMarkers]] or 0 --[[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, 16777216 --[[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, 8 --[[ImGuiColorEditFlags.NoOptions]]) == 0 then ImGui.OpenPopupOnItemClick("context", 8 --[[ImGuiPopupFlags.MouseButtonRight]]) end end elseif bit32.band(flags, 4194304 --[[ImGuiColorEditFlags.DisplayHex]]) ~= 0 and bit32.band(flags, 32 --[[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, 8 --[[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 -- alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) local r if alpha then r = ImStd.sscanf(buf, p, "%02X%02X%02X%02X", i) -- Treat at unsigned (%X is unsigned) else r = ImStd.sscanf(buf, p, "%02X%02X%02X", i) end -- IM_UNUSED(r) -- Fixes C6031: Return value ignored: 'sscanf'. end if bit32.band(flags, 8 --[[ImGuiColorEditFlags.NoOptions]]) == 0 then ImGui.OpenPopupOnItemClick("context", 8 --[[ImGuiPopupFlags.MouseButtonRight]]) end end local picker_active_window = nil if bit32.band(flags, 16 --[[ImGuiColorEditFlags.NoSmallPreview]]) == 0 then local button_offset_x = (bit32.band(flags, 32 --[[ImGuiColorEditFlags.NoInputs]]) ~= 0 or style.ColorButtonPosition == 0 --[[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, 4 --[[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, 8 --[[ImGuiColorEditFlags.NoOptions]]) == 0 then ImGui.OpenPopupOnItemClick("context", 8 --[[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(25165824 --[[ImGuiColorEditFlags.DataTypeMask_]], 100663296 --[[ImGuiColorEditFlags.PickerMask_]], 805306368 --[[ImGuiColorEditFlags.InputMask_]], 524288 --[[ImGuiColorEditFlags.HDR]], 2 --[[ImGuiColorEditFlags.NoAlpha]], 262144 --[[ImGuiColorEditFlags.AlphaBar]]) local picker_flags = bit32.bor(bit32.band(flags_untouched, picker_flags_to_forward), 7340032 --[[ImGuiColorEditFlags.DisplayMask_]], 128 --[[ImGuiColorEditFlags.NoLabel]], 16384 --[[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, 128 --[[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, 32 --[[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, 2097152 --[[ImGuiColorEditFlags.DisplayHSV]]) ~= 0 and bit32.band(flags, 268435456 --[[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, 1048576 --[[ImGuiColorEditFlags.DisplayRGB]]) ~= 0 and bit32.band(flags, 536870912 --[[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 -- NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. if bit32.band(g.LastItemData.StatusFlags, 1 --[[ImGuiItemStatusFlags.HoveredRect]]) ~= 0 and bit32.band(g.LastItemData.ItemFlags, 2048 --[[ImGuiItemFlags.ReadOnly]]) == 0 and bit32.band(flags, 512 --[[ImGuiColorEditFlags.NoDragDrop]]) == 0 and ImGui.BeginDragDropTarget() then local accepted_drag_drop = false local payload = ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F) if payload then local d = payload.Data col[1], col[2], col[3] = d[1], d[2], d[3] -- Preserve alpha if any value_changed = true; accepted_drag_drop = true end payload = ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F) if payload then local d = payload.Data for i = 1, components do col[i] = d[i] end value_changed = true; accepted_drag_drop = true end -- Drag-drop payloads are always RGB if accepted_drag_drop and bit32.band(flags, 536870912 --[[ImGuiColorEditFlags.InputHSV]]) ~= 0 then col[1], col[2], col[3] = ImGui.ColorConvertRGBtoHSV(col[1], col[2], col[3]) end ImGui.EndDragDropTarget() end -- 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 if flags == nil then flags = 0 end return ImGui.ColorEdit4(label, col, bit32.bor(flags, 2 --[[ImGuiColorEditFlags.NoAlpha]])) end -- `col` mutated in place, returns value_changed function ImGui.ColorPicker3(label, col, flags) if flags == nil then flags = 0 end local col4 = { col[1], col[2], col[3], 1.0 } if not ImGui.ColorPicker4(label, col4, bit32.bor(flags or 0, 2 --[[ImGuiColorEditFlags.NoAlpha]])) then return false end col[1] = col4[1]; col[2] = col4[2]; col[3] = col4[3] return true end -- This allowed passing 0 to set default, whereas NewFrame() will assert if one of missing. Abide to old logic. function ImGui.SetColorEditOptions(flags) local g = GImGui local def = 311427072 --[[ImGuiColorEditFlags.DefaultOptions_]] for _, mask in ipairs({ 7340032 --[[ImGuiColorEditFlags.DisplayMask_]], 25165824 --[[ImGuiColorEditFlags.DataTypeMask_]], 100663296 --[[ImGuiColorEditFlags.PickerMask_]], 805306368 --[[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), 1 --[[ImGuiDir.Right]], IM_COL32(0, 0, 0, alpha8)) ImGui.RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, 1 --[[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), 0 --[[ImGuiDir.Left]], IM_COL32(0, 0, 0, alpha8)) ImGui.RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, 0 --[[ImGuiDir.Left]], IM_COL32(255, 255, 255, alpha8)) end do --[[ColorPicker4]] local backup_initial_col = {0, 0, 0, 0} -- Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags.NoAlpha flag is set. -- FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) -- FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) --- @param label string --- @param col float[] --- @param flags ImGuiColorEditFlags --- @param ref_col? float[] function ImGui.ColorPicker4(label, col, flags, ref_col) if flags == nil then flags = 0 end 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), 2048 --[[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, 256 --[[ImGuiColorEditFlags.NoSidePreview]]) == 0 then flags = bit32.bor(flags, 16 --[[ImGuiColorEditFlags.NoSmallPreview]]) end -- Context menu: display and store options. if bit32.band(flags, 8 --[[ImGuiColorEditFlags.NoOptions]]) == 0 then ImGui.ColorPickerOptionsPopup(col, flags) end -- Read stored options if bit32.band(flags, 100663296 --[[ImGuiColorEditFlags.PickerMask_]]) == 0 then local picker_flags = bit32.band(g.IO.ConfigColorEditFlags, 100663296 --[[ImGuiColorEditFlags.PickerMask_]]) if picker_flags ~= 0 then flags = bit32.bor(flags, picker_flags) else flags = bit32.bor(flags, bit32.band(311427072 --[[ImGuiColorEditFlags.DefaultOptions_]], 100663296 --[[ImGuiColorEditFlags.PickerMask_]])) end end if bit32.band(flags, 805306368 --[[ImGuiColorEditFlags.InputMask_]]) == 0 then local input_flags = bit32.band(g.IO.ConfigColorEditFlags, 805306368 --[[ImGuiColorEditFlags.InputMask_]]) if input_flags ~= 0 then flags = bit32.bor(flags, input_flags) else flags = bit32.bor(flags, bit32.band(311427072 --[[ImGuiColorEditFlags.DefaultOptions_]], 805306368 --[[ImGuiColorEditFlags.InputMask_]])) end end assert(ImIsPowerOfTwo(bit32.band(flags, 100663296 --[[ImGuiColorEditFlags.PickerMask_]]))) -- Check that only 1 is selected assert(ImIsPowerOfTwo(bit32.band(flags, 805306368 --[[ImGuiColorEditFlags.InputMask_]]))) -- Check that only 1 is selected if bit32.band(flags, 8 --[[ImGuiColorEditFlags.NoOptions]]) == 0 then flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, 262144 --[[ImGuiColorEditFlags.AlphaBar]])) end -- Setup local components = (bit32.band(flags, 2 --[[ImGuiColorEditFlags.NoAlpha]]) ~= 0) and 3 or 4 local alpha_bar = (bit32.band(flags, 262144 --[[ImGuiColorEditFlags.AlphaBar]]) ~= 0) and (bit32.band(flags, 2 --[[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, 134217728 --[[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, 268435456 --[[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, 536870912 --[[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(2 --[[ImGuiItemFlags.NoNav]], true) if bit32.band(flags, 67108864 --[[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) / 3.141592653589793 --[[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 * 3.141592653589793 --[[IM_PI]]) or 1.0 local sin_hue_angle = triangle_rotate and ImSin(-H * 2.0 * 3.141592653589793 --[[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, 8 --[[ImGuiColorEditFlags.NoOptions]]) == 0 then ImGui.OpenPopupOnItemClick("context", 8 --[[ImGuiPopupFlags.MouseButtonRight]]) end elseif bit32.band(flags, 33554432 --[[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, 8 --[[ImGuiColorEditFlags.NoOptions]]) == 0 then ImGui.OpenPopupOnItemClick("context", 8 --[[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() -- ImGuiItemFlags.NoNav if bit32.band(flags, 256 --[[ImGuiColorEditFlags.NoSidePreview]]) == 0 then ImGui.SameLine(0, style.ItemInnerSpacing.x) ImGui.BeginGroup() end if bit32.band(flags, 128 --[[ImGuiColorEditFlags.NoLabel]]) == 0 then local label_display_end = ImGui.FindRenderedTextEnd(label) if label ~= "" and label_display_end > 1 then if bit32.band(flags, 256 --[[ImGuiColorEditFlags.NoSidePreview]]) ~= 0 then ImGui.SameLine(0, style.ItemInnerSpacing.x) end ImGui.TextEx(label, label_display_end) end end if bit32.band(flags, 256 --[[ImGuiColorEditFlags.NoSidePreview]]) == 0 then ImGui.PushItemFlag(4 --[[ImGuiItemFlags.NoNavDefaultFocus]], true) local col_v4 = ImVec4(col[1], col[2], col[3], (bit32.band(flags, 2 --[[ImGuiColorEditFlags.NoAlpha]]) ~= 0) and 1.0 or col[4]) if bit32.band(flags, 128 --[[ImGuiColorEditFlags.NoLabel]]) ~= 0 then ImGui.Text("Current") end local sub_flags_to_forward = bit32.bor(805306368 --[[ImGuiColorEditFlags.InputMask_]], 524288 --[[ImGuiColorEditFlags.HDR]], 28674 --[[ImGuiColorEditFlags.AlphaMask_]], 64 --[[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, 2 --[[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, 268435456 --[[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, 536870912 --[[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, 32 --[[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(25165824 --[[ImGuiColorEditFlags.DataTypeMask_]], 805306368 --[[ImGuiColorEditFlags.InputMask_]], 524288 --[[ImGuiColorEditFlags.HDR]], 28674 --[[ImGuiColorEditFlags.AlphaMask_]], 8 --[[ImGuiColorEditFlags.NoOptions]], 64 --[[ImGuiColorEditFlags.NoTooltip]], 16 --[[ImGuiColorEditFlags.NoSmallPreview]]) local sub_flags = bit32.bor(bit32.band(flags, sub_flags_to_forward), 4 --[[ImGuiColorEditFlags.NoPicker]]) if bit32.band(flags, 1048576 --[[ImGuiColorEditFlags.DisplayRGB]]) ~= 0 or bit32.band(flags, 7340032 --[[ImGuiColorEditFlags.DisplayMask_]]) == 0 then if ImGui.ColorEdit4("##rgb", col, bit32.bor(sub_flags, 1048576 --[[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, 2097152 --[[ImGuiColorEditFlags.DisplayHSV]]) ~= 0 or bit32.band(flags, 7340032 --[[ImGuiColorEditFlags.DisplayMask_]]) == 0 then if ImGui.ColorEdit4("##hsv", col, bit32.bor(sub_flags, 2097152 --[[ImGuiColorEditFlags.DisplayHSV]])) then value_changed = true end end if bit32.band(flags, 4194304 --[[ImGuiColorEditFlags.DisplayHex]]) ~= 0 or bit32.band(flags, 7340032 --[[ImGuiColorEditFlags.DisplayMask_]]) == 0 then if ImGui.ColorEdit4("##hex", col, bit32.bor(sub_flags, 4194304 --[[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, 268435456 --[[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, 268435456 --[[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, 536870912 --[[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, 67108864 --[[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 * 3.141592653589793 --[[IM_PI]] - aeps local a1 = n / 6.0 * 2.0 * 3.141592653589793 --[[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 * 3.141592653589793 --[[IM_PI]]) local sin_hue_angle = ImSin(H * 2.0 * 3.141592653589793 --[[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, 33554432 --[[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) sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2) -- Sneakily prevent the circle to stick out too much sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2) -- Render Hue Bar for 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(4278190080 --[[IM_COL32_A_MASK]])), bit32.band(user_col32_striped_of_alpha, bit32.bnot(4278190080 --[[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 -- A little color square. Return true when clicked. -- FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. -- 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. -- Note that 'col' may be encoded in HSV if ImGuiColorEditFlags.InputHSV is set. --- @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(2 --[[ImGuiColorEditFlags.NoAlpha]], 4096 --[[ImGuiColorEditFlags.AlphaOpaque]])) ~= 0 then flags = bit32.band(flags, bit32.bnot(bit32.bor(8192 --[[ImGuiColorEditFlags.AlphaNoBg]], 16384 --[[ImGuiColorEditFlags.AlphaPreviewHalf]]))) end local col_rgb = ImVec4(col.x, col.y, col.z, col.w) if bit32.band(flags, 536870912 --[[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, 1024 --[[ImGuiColorEditFlags.NoBorder]]) == 0 then off = -0.75 bb_inner:Expand(off) end if bit32.band(flags, 16384 --[[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, 8192 --[[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, 160 --[[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, 160 --[[ImDrawFlags.RoundCornersRight]]) end window.DrawList:AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), ImGui.GetColorU32(col_rgb_without_alpha), rounding, 80 --[[ImDrawFlags.RoundCornersLeft]]) else -- Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha local col_source = (bit32.band(flags, 4096 --[[ImGuiColorEditFlags.AlphaOpaque]]) ~= 0) and col_rgb_without_alpha or col_rgb if col_source.w < 1.0 and bit32.band(flags, 8192 --[[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, 1024 --[[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(7 --[[ImGuiCol.FrameBg]]), rounding) -- Color buttons are often in need of some sort of border end end -- Drag and Drop Source -- NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. -- [Port] payload.Data is a 1-based float array copy { r, g, b [, a] } (C++ memcpy of float[3]/float[4]) if g.ActiveId == id and bit32.band(flags, 512 --[[ImGuiColorEditFlags.NoDragDrop]]) == 0 and ImGui.BeginDragDropSource() then if bit32.band(flags, 2 --[[ImGuiColorEditFlags.NoAlpha]]) ~= 0 then ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, { col_rgb.x, col_rgb.y, col_rgb.z }, 3, 2 --[[ImGuiCond.Once]]) else ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, { col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.w }, 4, 2 --[[ImGuiCond.Once]]) end ImGui.PushItemFlag(4096 --[[ImGuiItemFlags.MixedValue]], false) ImGui.ColorButton(desc_id, col, flags) ImGui.PopItemFlag() ImGui.SameLine() ImGui.TextEx("Color") ImGui.EndDragDropSource() end -- Tooltip if bit32.band(flags, 64 --[[ImGuiColorEditFlags.NoTooltip]]) == 0 and hovered and ImGui.IsItemHovered(4096 --[[ImGuiHoveredFlags.ForTooltip]]) then ImGui.ColorTooltip(desc_id, col, bit32.band(flags, bit32.bor(805306368 --[[ImGuiColorEditFlags.InputMask_]], 28674 --[[ImGuiColorEditFlags.AlphaMask_]]))) end return pressed end -- Note: only access 3 floats if ImGuiColorEditFlags.NoAlpha flag is set. --- @param text? string --- @param col ImVec4 --- @param flags ImGuiColorEditFlags function ImGui.ColorTooltip(text, col, flags) local g = GImGui if not ImGui.BeginTooltipEx(2 --[[ImGuiTooltipFlags.OverridePrevious]], 0 --[[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, 2 --[[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, 2 --[[ImGuiColorEditFlags.NoAlpha]]) ~= 0) and 255 or IM_F32_TO_INT8_SAT(col.w) local flags_to_forward = bit32.bor(805306368 --[[ImGuiColorEditFlags.InputMask_]], 28674 --[[ImGuiColorEditFlags.AlphaMask_]]) ImGui.ColorButton("##preview", cf, bit32.bor(bit32.band(flags, flags_to_forward), 64 --[[ImGuiColorEditFlags.NoTooltip]]), sz) ImGui.SameLine() if bit32.band(flags, 268435456 --[[ImGuiColorEditFlags.InputRGB]]) ~= 0 or bit32.band(flags, 805306368 --[[ImGuiColorEditFlags.InputMask_]]) == 0 then if bit32.band(flags, 2 --[[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, 536870912 --[[ImGuiColorEditFlags.InputHSV]]) ~= 0 then if bit32.band(flags, 2 --[[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, 7340032 --[[ImGuiColorEditFlags.DisplayMask_]]) == 0 local allow_opt_datatype = bit32.band(flags, 25165824 --[[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(65536 --[[ImGuiItemFlags.NoMarkEdited]], true) local opts = g.IO.ConfigColorEditFlags if allow_opt_inputs then if ImGui.RadioButtonEx("RGB", bit32.band(opts, 1048576 --[[ImGuiColorEditFlags.DisplayRGB]]) ~= 0) then opts = bit32.bor(bit32.band(opts, bit32.bnot(7340032 --[[ImGuiColorEditFlags.DisplayMask_]])), 1048576 --[[ImGuiColorEditFlags.DisplayRGB]]) end if ImGui.RadioButtonEx("HSV", bit32.band(opts, 2097152 --[[ImGuiColorEditFlags.DisplayHSV]]) ~= 0) then opts = bit32.bor(bit32.band(opts, bit32.bnot(7340032 --[[ImGuiColorEditFlags.DisplayMask_]])), 2097152 --[[ImGuiColorEditFlags.DisplayHSV]]) end if ImGui.RadioButtonEx("Hex", bit32.band(opts, 4194304 --[[ImGuiColorEditFlags.DisplayHex]]) ~= 0) then opts = bit32.bor(bit32.band(opts, bit32.bnot(7340032 --[[ImGuiColorEditFlags.DisplayMask_]])), 4194304 --[[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, 8388608 --[[ImGuiColorEditFlags.Uint8]]) ~= 0) then opts = bit32.bor(bit32.band(opts, bit32.bnot(25165824 --[[ImGuiColorEditFlags.DataTypeMask_]])), 8388608 --[[ImGuiColorEditFlags.Uint8]]) end if ImGui.RadioButtonEx("0.00..1.00", bit32.band(opts, 16777216 --[[ImGuiColorEditFlags.Float]]) ~= 0) then opts = bit32.bor(bit32.band(opts, bit32.bnot(25165824 --[[ImGuiColorEditFlags.DataTypeMask_]])), 16777216 --[[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, 2 --[[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, 2 --[[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, 2 --[[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, 100663296 --[[ImGuiColorEditFlags.PickerMask_]]) == 0 local allow_opt_alpha_bar = (bit32.band(flags, 2 --[[ImGuiColorEditFlags.NoAlpha]]) == 0) and (bit32.band(flags, 262144 --[[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(65536 --[[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 -- Draw small/thumbnail version of each picker type (over an invisible button for selection) if picker_type > 0 then ImGui.Separator() end ImGui.PushID(picker_type) local picker_flags = bit32.bor(32 --[[ImGuiColorEditFlags.NoInputs]], 8 --[[ImGuiColorEditFlags.NoOptions]], 128 --[[ImGuiColorEditFlags.NoLabel]], 256 --[[ImGuiColorEditFlags.NoSidePreview]], bit32.band(flags, 2 --[[ImGuiColorEditFlags.NoAlpha]])) if picker_type == 0 then picker_flags = bit32.bor(picker_flags, 33554432 --[[ImGuiColorEditFlags.PickerHueBar]]) end if picker_type == 1 then picker_flags = bit32.bor(picker_flags, 67108864 --[[ImGuiColorEditFlags.PickerHueWheel]]) end local backup_pos = ImGui.GetCursorScreenPos() if ImGui.Selectable("##selectable", false, 0, picker_size) then -- By default, Selectable() is closing popup g.IO.ConfigColorEditFlags = bit32.bor(bit32.band(g.IO.ConfigColorEditFlags, bit32.bnot(100663296 --[[ImGuiColorEditFlags.PickerMask_]])), bit32.band(picker_flags, 100663296 --[[ImGuiColorEditFlags.PickerMask_]])) end ImGui.SetCursorScreenPos(backup_pos) local previewing_ref_col = ImVec4() for i = 1, (bit32.band(picker_flags, 2 --[[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, 262144 --[[ImGuiColorEditFlags.AlphaBar]]) end ImGui.PopItemFlag() ImGui.EndPopup() end ------------------------------------------------------------------------------- -- [SECTION] Widgets: TreeNode, CollapsingHeader, etc. ------------------------------------------------------------------------------- -- - TreeNode() -- - TreeNodeV() -- - TreeNodeEx() -- - TreeNodeExV() -- - TreeNodeStoreStackData() [Internal] -- - TreeNodeBehavior() [Internal] -- - TreePush() -- - TreePop() -- - GetTreeNodeToLabelSpacing() -- - SetNextItemOpen() -- - CollapsingHeader() ------------------------------------------------------------------------------- -- va_list variants: identical in Lua (varargs) ImGui.TextColoredV = function(...) return ImGui.TextColored(...) end ImGui.TextDisabledV = function(...) return ImGui.TextDisabled(...) end ImGui.TextWrappedV = function(...) return ImGui.TextWrapped(...) end ImGui.TextAlignedV = function(...) return ImGui.TextAligned(...) end ImGui.LabelTextV = function(...) return ImGui.LabelText(...) end ImGui.BulletTextV = function(...) return ImGui.BulletText(...) end --- @param data_type ImGuiDataType --- @param v number function ImGui.SetNextItemRefVal(data_type, v) local g = GImGui g.NextItemData.HasFlags = bit32.bor(g.NextItemData.HasFlags, 8 --[[ImGuiNextItemDataFlags.HasRefVal]]) g.NextItemData.RefVal = v end -- Overloads: TreeNode(label) / TreeNode(str_id, fmt, ...) --- @param label string function ImGui.TreeNode(label, fmt, ...) if fmt ~= nil then return ImGui.TreeNodeEx(label, 0, fmt, ...) end local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local id = window:GetID(label) return ImGui.TreeNodeBehavior(id, 0 --[[ImGuiTreeNodeFlags.None]], label, nil) end function ImGui.TreeNodeV(str_id, fmt, ...) return ImGui.TreeNodeExV(str_id, 0, fmt, ...) end -- Overloads: TreeNodeEx(label, flags) / TreeNodeEx(str_id, flags, fmt, ...) --- @param label string --- @param flags? ImGuiTreeNodeFlags function ImGui.TreeNodeEx(label, flags, fmt, ...) if flags == nil then flags = 0 end if fmt ~= nil then return ImGui.TreeNodeExV(label, flags, fmt, ...) end local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local id = window:GetID(label) return ImGui.TreeNodeBehavior(id, flags, label, nil) end --- @param str_id string|ImGuiID function ImGui.TreeNodeExV(str_id, flags, fmt, ...) local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local id = window:GetID(str_id) local label = (select("#", ...) > 0) and string.format(fmt, ...) or fmt return ImGui.TreeNodeBehavior(id, flags, label, #label + 1) end -- The reason those two functions are not yet in public API is because I would like to design a more feature-full and generic API for this. -- They are otherwise function (cc: #3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722) --- @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) -- Leaf node always open a new tree/id scope. If you never use it, add ImGuiTreeNodeFlags.NoTreePushOnOpen. if bit32.band(flags, 256 --[[ImGuiTreeNodeFlags.Leaf]]) ~= 0 then return true end -- We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function local g = GImGui local window = g.CurrentWindow local storage = window.DC.StateStorage local is_open if bit32.band(g.NextItemData.HasFlags, 2 --[[ImGuiNextItemDataFlags.HasOpen]]) ~= 0 then if bit32.band(g.NextItemData.OpenCond, 1 --[[ImGuiCond.Always]]) ~= 0 then is_open = g.NextItemData.OpenVal ImGui.TreeNodeSetOpen(storage_id, is_open) else -- We treat ImGuiCond.Once and ImGuiCond.FirstUseEver the same because tree node state are not saved persistently. 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 and true or false end end else is_open = (storage[storage_id] == nil) and (bit32.band(flags, 32 --[[ImGuiTreeNodeFlags.DefaultOpen]]) ~= 0) or storage[storage_id] end -- When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). -- NB- If we are above max depth we still allow manually opened nodes to be logged. if g.LogEnabled and bit32.band(flags, 16 --[[ImGuiTreeNodeFlags.NoAutoOpenOnLog]]) == 0 and (window.DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand then is_open = true end return is_open end -- Store ImGuiTreeNodeStackData for just submitted node. -- Currently only supports 32 level deep. Easy to increase to e.g. 64. --- @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) -- Initially I tried to latch value for GetColorU32(ImGuiCol.TreeLines) but it's not a good trade-off for very large trees. local draw_lines = bit32.band(flags, bit32.bor(524288 --[[ImGuiTreeNodeFlags.DrawLinesFull]], 1048576 --[[ImGuiTreeNodeFlags.DrawLinesToNodes]])) ~= 0 tree_node_data.DrawLinesX1 = draw_lines and (x1 + g.FontSize * 0.5 + g.Style.FramePadding.x) or 3.4028234663853e+38 --[[FLT_MAX]] tree_node_data.DrawLinesTableColumn = (draw_lines and g.CurrentTable) and g.CurrentTable.CurrentColumn or -1 tree_node_data.DrawLinesToNodesY2 = -3.4028234663853e+38 --[[FLT_MAX]] window.DC.TreeHasStackDataDepthMask = bit32.bor(window.DC.TreeHasStackDataDepthMask, bit32.lshift(1, window.DC.TreeDepth)) if bit32.band(flags, 1048576 --[[ImGuiTreeNodeFlags.DrawLinesToNodes]]) ~= 0 then window.DC.TreeRecordsClippedNodesY2Mask = bit32.bor(window.DC.TreeRecordsClippedNodesY2Mask, 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 -- When not framed, we vertically increase height up to typical framed widget height local display_frame = bit32.band(flags, 2 --[[ImGuiTreeNodeFlags.Framed]]) ~= 0 local use_frame_padding = display_frame or (bit32.band(flags, 1024 --[[ImGuiTreeNodeFlags.FramePadding]]) ~= 0) -- [Luau] scalar padding, no temporary ImVec2 local padding_x, padding_y if use_frame_padding then padding_x, padding_y = style.FramePadding.x, style.FramePadding.y else padding_x, padding_y = style.FramePadding.x, math.min(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)) -- Collapsing arrow width + Spacing local text_offset_y = use_frame_padding and ImMax(style.FramePadding.y, window.DC.CurrLineTextBaseOffset) or window.DC.CurrLineTextBaseOffset -- Latch before ItemSize changes it local text_width = g.FontSize + label_size.x + padding_x * 2 -- Include collapsing arrow local frame_height = label_size.y + padding_y * 2 local span_all_columns = bit32.band(flags, 16384 --[[ImGuiTreeNodeFlags.SpanAllColumns]]) ~= 0 and (g.CurrentTable ~= nil) local span_all_columns_label = bit32.band(flags, 32768 --[[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, 4096 --[[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, 8192 --[[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) -- Framed header expand a little outside of current limits 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) local item_size = LayoutHelpers_size; item_size.x = text_width; item_size.y = frame_height -- [Luau] scratch, ItemSize() only reads it ImGui.ItemSize(item_size, padding_y) -- For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing local interact_bb = ImRect() ImRect_Copy(interact_bb, frame_bb) if bit32.band(flags, bit32.bor(2 --[[ImGuiTreeNodeFlags.Framed]], 2048 --[[ImGuiTreeNodeFlags.SpanAvailWidth]], 4096 --[[ImGuiTreeNodeFlags.SpanFullWidth]], 8192 --[[ImGuiTreeNodeFlags.SpanLabelWidth]], 16384 --[[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 -- Compute open and multi-select states before ItemAdd() as it clear NextItem data. local storage_id = (bit32.band(g.NextItemData.HasFlags, 16 --[[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 -- 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(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, 2 --[[ImGuiItemStatusFlags.HasDisplayRect]]) ImRect_Copy(g.LastItemData.DisplayRect, frame_bb) -- If a NavLeft request is happening and ImGuiTreeNodeFlags.NavLeftJumpsToParent enabled: -- Store data for the current depth to allow returning to this node from any child item. -- For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). -- It will become tempting to enable ImGuiTreeNodeFlags.NavLeftJumpsToParent by default or move it to ImGuiStyle. local store_tree_node_stack_data = false if bit32.band(flags, 1835008 --[[ImGuiTreeNodeFlags.DrawLinesMask_]]) == 0 then flags = bit32.bor(flags, g.Style.TreeLinesFlags) end local draw_tree_lines = (bit32.band(flags, bit32.bor(524288 --[[ImGuiTreeNodeFlags.DrawLinesFull]], 1048576 --[[ImGuiTreeNodeFlags.DrawLinesToNodes]])) ~= 0) and (frame_bb.Min.y < window.ClipRect.Max.y) and (g.Style.TreeLinesSize > 0.0) if bit32.band(flags, 8 --[[ImGuiTreeNodeFlags.NoTreePushOnOpen]]) == 0 then store_tree_node_stack_data = draw_tree_lines if bit32.band(flags, 131072 --[[ImGuiTreeNodeFlags.NavLeftJumpsToParent]]) ~= 0 and not g.NavIdIsAlive then if g.NavMoveDir == 0 --[[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, 256 --[[ImGuiTreeNodeFlags.Leaf]]) ~= 0 if not is_visible then if bit32.band(flags, 1048576 --[[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) -- Don't need to aim to mid Y position as we are clipped anyway. 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)))) -- Done end end if is_open and store_tree_node_stack_data then TreeNodeStoreStackData(flags, text_pos.x - text_offset_x) -- Call before TreePushOverrideID() end if is_open and bit32.band(flags, 8 --[[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, 512 --[[ImGuiItemStatusFlags.HasClipRect]]) ImRect_Copy(g.LastItemData.ClipRect, window.ClipRect) end local button_flags = 0 --[[ImGuiTreeNodeFlags.None]] if bit32.band(flags, 4 --[[ImGuiTreeNodeFlags.AllowOverlap]]) ~= 0 or bit32.band(g.LastItemData.ItemFlags, 16384 --[[ImGuiItemFlags.AllowOverlap]]) ~= 0 then button_flags = bit32.bor(button_flags, 4096 --[[ImGuiButtonFlags.AllowOverlap]]) end if not is_leaf then button_flags = bit32.bor(button_flags, 512 --[[ImGuiButtonFlags.PressedOnDragDropHold]]) end -- We allow clicking on the arrow section with keyboard modifiers held, in order to easily -- allow browsing a tree while preserving selection with code implementing multi-selection patterns. -- When clicking on the rest of the tree node we always disallow keyboard modifiers. 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, 4194304 --[[ImGuiItemFlags.IsMultiSelect]]) ~= 0 if is_multi_select then -- We absolutely need to distinguish open vs select so _OpenOnArrow comes by default flags = bit32.bor(flags, (bit32.band(flags, 192 --[[ImGuiTreeNodeFlags.OpenOnMask_]]) == 0) and bit32.bor(128 --[[ImGuiTreeNodeFlags.OpenOnArrow]], 64 --[[ImGuiTreeNodeFlags.OpenOnDoubleClick]]) or 128 --[[ImGuiTreeNodeFlags.OpenOnArrow]]) end -- Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. -- Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. -- - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) -- - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) -- - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) -- - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) -- - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) -- It is rather standard that arrow click react on Down rather than Up. -- We set ImGuiButtonFlags.PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. if is_mouse_x_over_arrow then button_flags = bit32.bor(button_flags, 16 --[[ImGuiButtonFlags.PressedOnClick]]) elseif bit32.band(flags, 64 --[[ImGuiTreeNodeFlags.OpenOnDoubleClick]]) ~= 0 then button_flags = bit32.bor(button_flags, 32 --[[ImGuiButtonFlags.PressedOnClickRelease]], 256 --[[ImGuiButtonFlags.PressedOnDoubleClick]]) else button_flags = bit32.bor(button_flags, 32 --[[ImGuiButtonFlags.PressedOnClickRelease]]) end if bit32.band(flags, 134217728 --[[ImGuiTreeNodeFlags.NoNavFocus]]) ~= 0 then button_flags = bit32.bor(button_flags, 262144 --[[ImGuiButtonFlags.NoNavFocus]]) end local selected = bit32.band(flags, 1 --[[ImGuiTreeNodeFlags.Selected]]) ~= 0 local was_selected = selected -- Multi-selection support (header) if is_multi_select then -- Handle multi-select + alter button flags for it selected, button_flags = ImGui.MultiSelectItemHeader(id, selected, button_flags) if is_mouse_x_over_arrow then button_flags = bit32.band(bit32.bor(button_flags, 16 --[[ImGuiButtonFlags.PressedOnClick]]), bit32.bnot(32 --[[ImGuiButtonFlags.PressedOnClickRelease]])) end else if window ~= g.HoveredWindow or not is_mouse_x_over_arrow then button_flags = bit32.bor(button_flags, 65536 --[[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, 192 --[[ImGuiTreeNodeFlags.OpenOnMask_]]) == 0 or (g.NavActivateId == id and not is_multi_select) then toggled = true -- Single click end if bit32.band(flags, 128 --[[ImGuiTreeNodeFlags.OpenOnArrow]]) ~= 0 then toggled = toggled or (is_mouse_x_over_arrow and not g.NavHighlightItemUnderNav) -- Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job end if bit32.band(flags, 64 --[[ImGuiTreeNodeFlags.OpenOnDoubleClick]]) ~= 0 and g.IO.MouseClickedCount[0] == 2 then toggled = true -- Double click end elseif pressed and g.DragDropHoldJustPressedId == id then assert(bit32.band(button_flags, 512 --[[ImGuiButtonFlags.PressedOnDragDropHold]]) ~= 0) if not is_open then -- When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. toggled = true else pressed = false -- Cancel press so it doesn't trigger selection. end end if g.NavId == id and g.NavMoveDir == 0 --[[ImGuiDir.Left]] and is_open then toggled = true ImGui.NavClearPreferredPosForAxis(1 --[[ImGuiAxis.X]]) ImGui.NavMoveRequestCancel() end if g.NavId == id and g.NavMoveDir == 1 --[[ImGuiDir.Right]] and not is_open then -- If there's something upcoming on the line we may want to give it the priority? toggled = true ImGui.NavClearPreferredPosForAxis(1 --[[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, 16 --[[ImGuiItemStatusFlags.ToggledOpen]]) end end -- Multi-selection support (footer) 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, 8 --[[ImGuiItemStatusFlags.ToggledSelection]]) end -- Render do local text_col = ImGui.GetColorU32(0 --[[ImGuiCol.Text]]) local nav_render_cursor_flags = 2 --[[ImGuiNavRenderCursorFlags.Compact]] if is_multi_select then nav_render_cursor_flags = bit32.bor(nav_render_cursor_flags, 4 --[[ImGuiNavRenderCursorFlags.AlwaysDraw]]) -- Always show the nav rectangle end if display_frame then -- Framed type local bg_col = ImGui.GetColorU32((held and hovered) and 27 --[[ImGuiCol.HeaderActive]] or (hovered and 26 --[[ImGuiCol.HeaderHovered]] or 25 --[[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, 512 --[[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, 536870912 --[[ImGuiTreeNodeFlags.UpsideDownArrow]]) ~= 0) and 2 --[[ImGuiDir.Up]] or 3 --[[ImGuiDir.Down]]) or 1 --[[ImGuiDir.Right]], 1.0) else -- Leaf without bullet, left-adjusted text text_pos.x = text_pos.x - (text_offset_x - padding_x) end if bit32.band(flags, 268435456 --[[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 -- Unframed typed for tree nodes if hovered or selected then local bg_col = ImGui.GetColorU32((held and hovered) and 27 --[[ImGuiCol.HeaderActive]] or (hovered and 26 --[[ImGuiCol.HeaderHovered]] or 25 --[[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, 512 --[[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, 536870912 --[[ImGuiTreeNodeFlags.UpsideDownArrow]]) ~= 0) and 2 --[[ImGuiDir.Up]] or 3 --[[ImGuiDir.Down]]) or 1 --[[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 -- Label 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) -- Call before TreePushOverrideID() end if is_open and bit32.band(flags, 8 --[[ImGuiTreeNodeFlags.NoTreePushOnOpen]]) == 0 then ImGui.TreePushOverrideID(id) -- Could use TreePush(label) but this avoid computing twice 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 -- Draw horizontal line from our parent node -- This is only called for visible child nodes so we are not too fussy anymore about performances --- @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 -- FIXME: Could this be simplified using new stroke flags? 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(55 --[[ImGuiCol.TreeLines]]), g.Style.TreeLinesSize) else window.DrawList:AddLineH(x1, x2, y, ImGui.GetColorU32(55 --[[ImGuiCol.TreeLines]]), g.Style.TreeLinesSize) end end -- Draw vertical line of the hierarchy --- @param data ImGuiTreeNodeStackData function ImGui.TreeNodeDrawLineToTreePop(data) local g = GImGui local window = g.CurrentWindow local y1 = ImMax(data.NavRect.Max.y, window.ClipRect.Min.y) local y2 = data.DrawLinesToNodesY2 if bit32.band(data.TreeFlags, 524288 --[[ImGuiTreeNodeFlags.DrawLinesFull]]) ~= 0 then local y2_full = window.DC.CursorPos.y if g.CurrentTable then y2_full = ImMax(g.CurrentTable.RowPosY2, y2_full) end y2_full = ImTrunc(y2_full - g.Style.ItemSpacing.y - g.FontSize * 0.5) if y2 + (g.Style.ItemSpacing.y + g.Style.TreeLinesRounding) < y2_full then -- FIXME: threshold to use ToNodes Y2 instead of Full Y2 when close by ItemSpacing.y y2 = y2_full end end y2 = ImMin(y2, window.ClipRect.Max.y) if y2 <= y1 then return end local x = ImTrunc(data.DrawLinesX1 - g.Style.TreeLinesSize * 0.5) + g.Style.TreeLinesSize * 0.5 -- Draw line centered at X1, but snap to pixels boundary. if data.DrawLinesTableColumn ~= -1 then ImGui.TablePushColumnChannel(data.DrawLinesTableColumn) end -- We use AddLine() instead of AddLineV() as we provide coordinates for line center (FIXME-OPT) window.DrawList:AddLine(ImVec2(x, y1), ImVec2(x, y2), ImGui.GetColorU32(55 --[[ImGuiCol.TreeLines]]), g.Style.TreeLinesSize) if data.DrawLinesTableColumn ~= -1 then ImGui.TablePopColumnChannel() end end --- @param str_id string|ImGuiID function ImGui.TreePush(str_id) local window = ImGui.GetCurrentWindow() ImGui.Indent() window.DC.TreeDepth = window.DC.TreeDepth + 1 ImGui.PushID(str_id) 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] assert(data.ID == window.IDStack:back()) -- Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags.NavLeftJumpsToParent is enabled) if bit32.band(data.TreeFlags, 131072 --[[ImGuiTreeNodeFlags.NavLeftJumpsToParent]]) ~= 0 then if g.NavIdIsAlive and g.NavMoveDir == 0 --[[ImGuiDir.Left]] and g.NavWindow == window and ImGui.NavMoveRequestButNoResultYet() then ImGui.NavMoveRequestResolveWithPastTreeNode(g.NavMoveResultLocal, data) end end -- Draw hierarchy lines if data.DrawLinesX1 ~= 3.4028234663853e+38 --[[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 assert(window.IDStack.Size > 1) -- There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. ImGui.PopID() end -- Set next TreeNode/CollapsingHeader open state. --- @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, 2 --[[ImGuiNextItemDataFlags.HasOpen]]) g.NextItemData.OpenVal = is_open g.NextItemData.OpenCond = (cond ~= 0) and cond or 1 --[[ImGuiCond.Always]] end -- Horizontal distance preceding label when using TreeNode() or Bullet() function ImGui.GetTreeNodeToLabelSpacing() local g = GImGui return g.FontSize + (g.Style.FramePadding.x * 2.0) end -- Set next TreeNode/CollapsingHeader storage id. --- @param storage_id ImGuiID function ImGui.SetNextItemStorageID(storage_id) local g = GImGui if g.CurrentWindow.SkipItems then return end g.NextItemData.HasFlags = bit32.bor(g.NextItemData.HasFlags, 16 --[[ImGuiNextItemDataFlags.HasStorageID]]) g.NextItemData.StorageId = storage_id end -- CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags.NoTreePushOnOpen flag). -- This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags.CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). -- Overloads: CollapsingHeader(label, flags?) -> is_open -- CollapsingHeader(label, p_visible: bool, flags?) -> is_open, p_visible -- p_visible == nil : regular collapsing header -- p_visible == true : show a small close button on the corner of the header, clicking the button will set p_visible = false (returned as 2nd value) -- p_visible == false : do not show the header at all -- Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags.DefaultOpen. --- @param label string function ImGui.CollapsingHeader(label, a, b) local p_visible, flags if type(a) == "boolean" then p_visible, flags = a, b else flags = a end if flags == nil then flags = 0 end local window = ImGui.GetCurrentWindow() if window.SkipItems then return false, p_visible end if p_visible == false then return false, p_visible end local id = window:GetID(label) flags = bit32.bor(flags, 26 --[[ImGuiTreeNodeFlags.CollapsingHeader]]) if p_visible ~= nil then flags = bit32.bor(flags, 4 --[[ImGuiTreeNodeFlags.AllowOverlap]], 268435456 --[[ImGuiTreeNodeFlags.ClipLabelForTrailingButton]]) end local is_open = ImGui.TreeNodeBehavior(id, flags, label) if p_visible ~= nil then -- Create a small overlapping close button -- FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. -- FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. local g = GImGui local last_item_backup = ImGuiLastItemData() ImGuiLastItemData_Copy(last_item_backup, g.LastItemData) local button_size = g.FontSize local button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size) local button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y local close_button_id = ImGui.GetIDWithSeed("#CLOSE", nil, id) if ImGui.CloseButton(close_button_id, ImVec2(button_x, button_y)) then p_visible = false end ImGuiLastItemData_Copy(g.LastItemData, last_item_backup) end return is_open, p_visible end ------------------------------------------------------------------------------- -- [SECTION] Widgets: Selectable ------------------------------------------------------------------------------- -- - Selectable() ------------------------------------------------------------------------------- -- Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. -- But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. -- With this scheme, ImGuiSelectableFlags.SpanAllColumns and ImGuiSelectableFlags.AllowOverlap are also frequently used flags. -- FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. --- @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 = LAYOUT_ZERO_SIZE end -- [Luau] shared read-only default (only read below) local window = ImGui.GetCurrentWindow() if (window.SkipItems) then return false, selected end local g = GImGui local style = g.Style -- Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. 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, 2 --[[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, 16777216 --[[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, 67108864 --[[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 -- if g.IO.KeyCtrl then ImGui.GetForegroundDrawList():AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)) end local disabled_item = bit32.band(flags, 8 --[[ImGuiSelectableFlags.Disabled]]) ~= 0 local extra_item_flags = disabled_item and 64 --[[ImGuiItemFlags.Disabled]] or 0 --[[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, 4194304 --[[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, 64 --[[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, 512 --[[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, 1048576 --[[ImGuiSelectableFlags.NoHoldingActiveID]]) ~= 0 then button_flags = bit32.bor(button_flags, 131072 --[[ImGuiButtonFlags.NoHoldingActiveId]]) end if bit32.band(flags, 134217728 --[[ImGuiSelectableFlags.NoSetKeyOwner]]) ~= 0 then button_flags = bit32.bor(button_flags, 1048576 --[[ImGuiButtonFlags.NoSetKeyOwner]]) end if bit32.band(flags, 4194304 --[[ImGuiSelectableFlags.SelectOnClick]]) ~= 0 then button_flags = bit32.bor(button_flags, 16 --[[ImGuiButtonFlags.PressedOnClick]]) end if bit32.band(flags, 8388608 --[[ImGuiSelectableFlags.SelectOnRelease]]) ~= 0 then button_flags = bit32.bor(button_flags, 128 --[[ImGuiButtonFlags.PressedOnRelease]]) end if bit32.band(flags, 4 --[[ImGuiSelectableFlags.AllowDoubleClick]]) ~= 0 then button_flags = bit32.bor(button_flags, 32 --[[ImGuiButtonFlags.PressedOnClickRelease]], 256 --[[ImGuiButtonFlags.PressedOnDoubleClick]]) end if bit32.band(flags, 16 --[[ImGuiSelectableFlags.AllowOverlap]]) ~= 0 or bit32.band(g.LastItemData.ItemFlags, 16384 --[[ImGuiItemFlags.AllowOverlap]]) ~= 0 then button_flags = bit32.bor(button_flags, 4096 --[[ImGuiButtonFlags.AllowOverlap]]) end -- Multi-selection support (header) local was_selected = selected if is_multi_select then -- Handle multi-select + alter button flags for it 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 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, 64 --[[ImGuiSelectableFlags.SelectOnNav]]) ~= 0 and g.NavJustMovedToId ~= 0 and g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId then if g.NavJustMovedToId == id and bit32.band(g.NavJustMovedToKeyMods, 4096 --[[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, 33554432 --[[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, 8 --[[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, 32 --[[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(27 --[[ImGuiCol.HeaderActive]]) elseif highlighted then col = ImGui.GetColorU32(26 --[[ImGuiCol.HeaderHovered]]) else col = ImGui.GetColorU32(25 --[[ImGuiCol.Header]]) end ImGui.RenderFrame(bb.Min, bb.Max, col, false, style.SelectableRounding) end if g.NavId == id then local nav_render_cursor_flags = 2 --[[ImGuiNavRenderCursorFlags.Compact]] if is_multi_select then nav_render_cursor_flags = bit32.bor(nav_render_cursor_flags, 4 --[[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, 67108864 --[[ImGuiWindowFlags.Popup]]) ~= 0 and bit32.band(flags, 1 --[[ImGuiSelectableFlags.NoAutoClosePopups]]) == 0 and bit32.band(g.LastItemData.ItemFlags, 16 --[[ImGuiItemFlags.AutoClosePopups]]) ~= 0 then ImGui.CloseCurrentPopup() end if disabled_item and not disabled_global then ImGui.EndDisabled() end -- Selectable() always returns a pressed state! -- Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui.IsItemToggledSelection() to retrieve -- selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect(). return pressed, selected end ------------------------------------------------------------------------------- -- [SECTION] Widgets: Typing-Select support ------------------------------------------------------------------------------- do -- [Port] Typing-Select, Box-Select, Multi-Select sections: locals kept private local MT = ImGui.GetMetatables() local TypingSelectCharBuf = { 0, 0, 0, 0, 0 } -- [Luau] scratch for ImTextCharToUtf8() (C++: char w_buf[5]) -- [Experimental] Currently not exposed in public API. -- Consume character inputs and return search request, if any. -- This would typically only be called on the focused window or location you want to grab inputs for, e.g. -- if ImGui.IsWindowFocused(...) then -- local req = ImGui.GetTypingSelectRequest() -- if req then focus_idx = ImGui.TypingSelectFindMatch(req, #my_items, function(user_data, n) return my_items[n + 1].Name end, my_items, -1) end -- However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer). -- [Port] Item indices passed to get_item_name_func(user_data, idx) and returned by TypingSelectFind*() are 0-based like upstream (-1 = none). --- @param flags? ImGuiTypingSelectFlags --- @return ImGuiTypingSelectRequest? function ImGui.GetTypingSelectRequest(flags) if flags == nil then flags = 0 --[[ImGuiTypingSelectFlags.None]] end local g = GImGui local data = g.TypingSelectState local out_request = data.Request -- Clear buffer local TYPING_SELECT_RESET_TIMER = 1.80 -- FIXME: Potentially move to IO config. local TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4 -- Lock single char matching when repeating same char 4 times if #data.SearchBuffer ~= 0 then local clear_buffer = false clear_buffer = clear_buffer or (g.NavFocusScopeId ~= data.FocusScope) clear_buffer = clear_buffer or (data.LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time) clear_buffer = clear_buffer or g.NavAnyRequest clear_buffer = clear_buffer or (g.ActiveId ~= 0 and g.NavActivateId == 0) -- Allow temporary SPACE activation to not interfere clear_buffer = clear_buffer or ImGui.IsKeyPressed(526 --[[ImGuiKey.Escape]]) or ImGui.IsKeyPressed(525 --[[ImGuiKey.Enter]]) clear_buffer = clear_buffer or (ImGui.IsKeyPressed(523 --[[ImGuiKey.Backspace]]) and bit32.band(flags, 1 --[[ImGuiTypingSelectFlags.AllowBackspace]]) == 0) --if clear_buffer then IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n") end if clear_buffer then data:Clear() end end -- Append to buffer local buffer_max_len = 64 - 1 -- [Port] IM_COUNTOF(data->SearchBuffer) - 1 local buffer_len = #data.SearchBuffer local select_request = false local input_queue = g.IO.InputQueueCharacters for n = 1, input_queue.Size do repeat local w = input_queue.Data[n] local w_buf = TypingSelectCharBuf local w_len = ImStd.ImTextCharToUtf8(w_buf, w) -- [Port] also gives ImTextCountUtf8BytesFromStr(&w, &w + 1) if w < 32 or (buffer_len == 0 and ImCharIsBlankW(w)) or (buffer_len + w_len > buffer_max_len) then -- Ignore leading blanks break -- continue end local w_str = string.char(table.unpack(w_buf, 1, w_len)) if data.SingleCharModeLock and w_len == out_request.SingleCharSize and string.sub(data.SearchBuffer, 1, w_len) == w_str then select_request = true -- Same character: don't need to append to buffer. break -- continue end if data.SingleCharModeLock then data:Clear() -- Different character: clear buffer_len = 0 end data.SearchBuffer = string.sub(data.SearchBuffer, 1, buffer_len) .. w_str -- Append buffer_len = buffer_len + w_len select_request = true until true end input_queue:resize(0) -- Handle backspace if bit32.band(flags, 1 --[[ImGuiTypingSelectFlags.AllowBackspace]]) ~= 0 and ImGui.IsKeyPressedEx(523 --[[ImGuiKey.Backspace]], 1 --[[ImGuiInputFlags.Repeat]]) then local p = ImStd.ImTextFindPreviousUtf8Codepoint(data.SearchBuffer, 1, buffer_len + 1) -- 1-based byte position data.SearchBuffer = string.sub(data.SearchBuffer, 1, p - 1) buffer_len = p - 1 end -- Return request if any if buffer_len == 0 then return nil end if select_request then data.FocusScope = g.NavFocusScopeId data.LastRequestFrame = g.FrameCount data.LastRequestTime = g.Time end out_request.Flags = flags out_request.SearchBufferLen = buffer_len out_request.SearchBuffer = data.SearchBuffer out_request.SelectRequest = (data.LastRequestFrame == g.FrameCount) out_request.SingleCharMode = false out_request.SingleCharSize = 0 -- Calculate if buffer contains the same character repeated. -- - This can be used to implement a special search mode on first character. -- - Performed on UTF-8 codepoint for correctness. -- - SingleCharMode is always set for first input character, because it usually leads to a "next". if bit32.band(flags, 2 --[[ImGuiTypingSelectFlags.AllowSingleCharMode]]) ~= 0 then local buf = out_request.SearchBuffer local buf_begin = 1 local buf_end = buf_begin + out_request.SearchBufferLen local c0_len = ImStd.ImTextCountUtf8BytesFromChar(buf, buf_begin, buf_end) local c0 = string.sub(buf, buf_begin, buf_begin + c0_len - 1) local p = buf_begin + c0_len while p < buf_end do if string.sub(buf, p, p + c0_len - 1) ~= c0 then -- memcmp(buf_begin, p, c0_len) != 0 break end p = p + c0_len end local single_char_count = (p == buf_end) and math.floor(out_request.SearchBufferLen / c0_len) or 0 out_request.SingleCharMode = (single_char_count > 0 or data.SingleCharModeLock) out_request.SingleCharSize = c0_len data.SingleCharModeLock = data.SingleCharModeLock or (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK) -- From now on we stop search matching to lock to single char mode. end return out_request end -- [Port] s1 is the byte range [s1_begin, s1_end) of string s1, s2 is a whole string (out of range bytes read as 0 like a C terminator). local function ImStrimatchlen(s1, s1_begin, s1_end, s2) local match_len = 0 local s2_p = 1 while s1_begin < s1_end and ImToUpper(string.byte(s1, s1_begin)) == ImToUpper(string.byte(s2, s2_p) or 0) do s1_begin = s1_begin + 1 s2_p = s2_p + 1 match_len = match_len + 1 end return match_len end -- Default handler for finding a result for typing-select. You may implement your own. -- You might want to display a tooltip to visualize the current request SearchBuffer -- When SingleCharMode is set: -- - it is better to NOT display a tooltip of other on-screen display indicator. -- - the index of the currently focused item is required. -- if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO.NavIdItem, otherwise from g.NavLastValidSelectionUserData. --- @param req ImGuiTypingSelectRequest? --- @param items_count int --- @param get_item_name_func fun(user_data: any, idx: int): string # idx is 0-based --- @param user_data any --- @param nav_item_idx int # 0-based, -1 if unknown --- @return int # 0-based, -1 if none function ImGui.TypingSelectFindMatch(req, items_count, get_item_name_func, user_data, nav_item_idx) if req == nil or req.SelectRequest == false then -- Support NULL parameter so both calls can be done from same spot. return -1 end local idx = -1 if req.SingleCharMode and bit32.band(req.Flags, 2 --[[ImGuiTypingSelectFlags.AllowSingleCharMode]]) ~= 0 then idx = ImGui.TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx) else idx = ImGui.TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data) end if idx ~= -1 then ImGui.SetNavCursorVisibleAfterMove() end return idx end -- Special handling when a single character is repeated: perform search on a single letter and goes to next. function ImGui.TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx) -- FIXME: Assume selection user data is index. Would be extremely practical. --if nav_item_idx == -1 then -- nav_item_idx = g.NavLastValidSelectionUserData --end local first_match_idx = -1 local return_next_match = false for idx = 0, items_count - 1 do repeat local item_name = get_item_name_func(user_data, idx) if ImStrimatchlen(req.SearchBuffer, 1, 1 + req.SingleCharSize, item_name) < req.SingleCharSize then break -- continue end if return_next_match then -- Return next matching item after current item. return idx end if first_match_idx == -1 and nav_item_idx == -1 then -- Return first match immediately if we don't have a nav_item_idx value. return idx end if first_match_idx == -1 then -- Record first match for wrapping. first_match_idx = idx end if nav_item_idx == idx then -- Record that we encountering nav_item so we can return next match. return_next_match = true end until true end return first_match_idx -- First result end function ImGui.TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data) local longest_match_idx = -1 local longest_match_len = 0 for idx = 0, items_count - 1 do local item_name = get_item_name_func(user_data, idx) local match_len = ImStrimatchlen(req.SearchBuffer, 1, 1 + req.SearchBufferLen, item_name) if match_len > longest_match_len then -- [Port] inverted 'if (match_len <= longest_match_len) continue;' longest_match_idx = idx longest_match_len = match_len if match_len == req.SearchBufferLen then break end end end return longest_match_idx end --- @param data ImGuiTypingSelectState function ImGui.DebugNodeTypingSelectState(data) ImGui.Text("SearchBuffer = \"%s\"", data.SearchBuffer) ImGui.Text("SingleCharMode = %d, Size = %d, Lock = %d", data.Request.SingleCharMode and 1 or 0, data.Request.SingleCharSize, data.SingleCharModeLock and 1 or 0) ImGui.Text("LastRequest = time: %.2f, frame: %d", data.LastRequestTime, data.LastRequestFrame) end ------------------------------------------------------------------------------- -- [SECTION] Widgets: Box-Select support -- This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet. ------------------------------------------------------------------------------- -- Extra logic in MultiSelectItemFooter() and ImGuiListClipper:Step() ------------------------------------------------------------------------------- -- - BoxSelectPreStartDrag() [Internal] -- - BoxSelectActivateDrag() [Internal] -- - BoxSelectDeactivateDrag() [Internal] -- - BoxSelectScrollWithMouseDrag() [Internal] -- - BeginBoxSelect() [Internal] -- - EndBoxSelect() [Internal] ------------------------------------------------------------------------------- -- Call on the initial click. local function BoxSelectPreStartDrag(id, clicked_item) local g = GImGui local bs = g.BoxSelectState bs.ID = id bs.IsStarting = true -- Consider starting box-select. bs.IsStartedFromVoid = (clicked_item == (-1) --[[ImGuiSelectionUserData_Invalid]]) bs.IsStartedSetNavIdOnce = bs.IsStartedFromVoid bs.KeyMods = g.IO.KeyMods local off = g.CurrentWindow.DC.CursorStartPos -- [Luau] inline WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos) ImVec2_CopyV(bs.StartPosRel, g.IO.MousePos.x - off.x, g.IO.MousePos.y - off.y) ImVec2_Copy(bs.EndPosRel, bs.StartPosRel) ImVec2_CopyV(bs.ScrollAccum, 0.0, 0.0) end local function BoxSelectActivateDrag(bs, window) local g = GImGui IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs.ID) bs.IsActive = true bs.Window = window bs.IsStarting = false ImGui.SetActiveID(bs.ID, window) ImGui.SetActiveIdUsingAllKeyboardKeys() if bs.IsStartedFromVoid and bit32.band(bs.KeyMods, bit32.bor(4096 --[[ImGuiMod_Ctrl]], 8192 --[[ImGuiMod_Shift]])) == 0 then bs.RequestClear = true end end local function BoxSelectDeactivateDrag(bs) local g = GImGui bs.IsActive = false; bs.IsStarting = false if g.ActiveId == bs.ID then IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs.ID) ImGui.ClearActiveID() end bs.ID = 0 end local function BoxSelectScrollWithMouseDrag(bs, window, inner_r) local g = GImGui assert(bs.Window == window) for n = 1, 2 do -- each axis -- [Port] 1 = X, 2 = Y repeat local k = (n == 1) and "x" or "y" local mouse_pos = g.IO.MousePos[k] local dist = (mouse_pos > inner_r.Max[k]) and mouse_pos - inner_r.Max[k] or (mouse_pos < inner_r.Min[k]) and mouse_pos - inner_r.Min[k] or 0.0 local scroll_curr = window.Scroll[k] if dist == 0.0 or (dist < 0.0 and scroll_curr < 0.0) or (dist > 0.0 and scroll_curr >= window.ScrollMax[k]) then break -- continue end local speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0, 1.0, 4.0, ImAbs(dist)) -- x1 to x4 depending on distance local scroll_step = g.FontSize * 35.0 * speed_multiplier * ImSign(dist) * g.IO.DeltaTime bs.ScrollAccum[k] = bs.ScrollAccum[k] + scroll_step -- Accumulate into a stored value so we can handle high-framerate local scroll_step_i = ImFloor(bs.ScrollAccum[k]) if scroll_step_i == 0.0 then break -- continue end if n == 1 then ImGui.SetScrollX(window, scroll_curr + scroll_step_i) else ImGui.SetScrollY(window, scroll_curr + scroll_step_i) end bs.ScrollAccum[k] = bs.ScrollAccum[k] - scroll_step_i until true end end --- @param scope_rect ImRect --- @param window ImGuiWindow --- @param box_select_id ImGuiID --- @param ms_flags ImGuiMultiSelectFlags --- @return bool function ImGui.BeginBoxSelect(scope_rect, window, box_select_id, ms_flags) local g = GImGui local bs = g.BoxSelectState ImGui.KeepAliveID(box_select_id) if bs.ID ~= box_select_id then return false end -- IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry. bs.UnclipMode = false bs.RequestClear = false if bs.IsStarting and ImGui.IsMouseDragPastThreshold(0) then BoxSelectActivateDrag(bs, window) elseif (bs.IsStarting or bs.IsActive) and g.IO.MouseDown[0] == false then BoxSelectDeactivateDrag(bs) end if not bs.IsActive then return false end -- Current frame absolute prev/current rectangles are used to toggle selection. -- They are derived from positions relative to scrolling space, so "previous" rectangle is reprojected for current frame coordinates. -- [Luau] scalar versions of WindowPosRelToAbs()/ImClamp()/ImMin()/ImMax() (no temporary ImVec2) local off = window.DC.CursorStartPos local start_pos_abs_x, start_pos_abs_y = bs.StartPosRel.x + off.x, bs.StartPosRel.y + off.y local prev_end_pos_abs_x, prev_end_pos_abs_y = bs.EndPosRel.x + off.x, bs.EndPosRel.y + off.y -- Clamped already local curr_end_pos_abs_x, curr_end_pos_abs_y = g.IO.MousePos.x, g.IO.MousePos.y if bit32.band(ms_flags, 2048 --[[ImGuiMultiSelectFlags.ScopeWindow]]) ~= 0 then -- Box-select scrolling only happens with ScopeWindow curr_end_pos_abs_x = ImClamp(curr_end_pos_abs_x, scope_rect.Min.x, scope_rect.Max.x) curr_end_pos_abs_y = ImClamp(curr_end_pos_abs_y, scope_rect.Min.y, scope_rect.Max.y) end ImVec2_CopyV(bs.BoxSelectRectPrev.Min, ImMin(start_pos_abs_x, prev_end_pos_abs_x), ImMin(start_pos_abs_y, prev_end_pos_abs_y)) ImVec2_CopyV(bs.BoxSelectRectPrev.Max, ImMax(start_pos_abs_x, prev_end_pos_abs_x), ImMax(start_pos_abs_y, prev_end_pos_abs_y)) ImVec2_CopyV(bs.BoxSelectRectCurr.Min, ImMin(start_pos_abs_x, curr_end_pos_abs_x), ImMin(start_pos_abs_y, curr_end_pos_abs_y)) ImVec2_CopyV(bs.BoxSelectRectCurr.Max, ImMax(start_pos_abs_x, curr_end_pos_abs_x), ImMax(start_pos_abs_y, curr_end_pos_abs_y)) --IMGUI_DEBUG_LOG("StartPosRel (%.2f,%.2f) EndPosRel (%.2f,%.2f) -> (%.2f,%.2f)\n", bs.StartPosRel.x, bs.StartPosRel.y, bs.EndPosRel.x, bs.EndPosRel.y, WindowPosAbsToRel(window, g.IO.MousePos).x, WindowPosAbsToRel(window, g.IO.MousePos).y) -- Box-select 2D mode detects change of the rectangle. -- Storing unclip rects which will be tested by widgets supporting box-select. Always update rectangles when active (even if we don't use them). -- To facilitate understanding this: enable IMGUI_DEBUG_BOXSELECT and visualize all geometry. if bit32.band(ms_flags, bit32.bor(64 --[[ImGuiMultiSelectFlags.BoxSelect1d]], 128 --[[ImGuiMultiSelectFlags.BoxSelect2d]])) ~= 0 then -- For both sides, compute the area differing between Prev and Curr rectangles. local unclip_x, unclip_y = bs.UnclipRects[1], bs.UnclipRects[2] -- [Port] UnclipRects[0], UnclipRects[1] ImVec2_CopyV(unclip_x.Min, 3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]); ImVec2_CopyV(unclip_x.Max, -3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[FLT_MAX]]) ImVec2_CopyV(unclip_y.Min, 3.4028234663853e+38 --[[FLT_MAX]], 3.4028234663853e+38 --[[FLT_MAX]]); ImVec2_CopyV(unclip_y.Max, -3.4028234663853e+38 --[[FLT_MAX]], -3.4028234663853e+38 --[[FLT_MAX]]) local curr, prev = bs.BoxSelectRectCurr, bs.BoxSelectRectPrev for side = 0, 1 do local a = (side == 0) and curr.Min or curr.Max local b = (side == 0) and prev.Min or prev.Max local d_min_x, d_min_y = ImMin(a.x, b.x), ImMin(a.y, b.y) local d_max_x, d_max_y = ImMax(a.x, b.x), ImMax(a.y, b.y) if d_min_x ~= d_max_x then unclip_x:AddX(d_min_x) unclip_x:AddX(d_max_x) end if d_min_y ~= d_max_y then unclip_y:AddY(d_min_y) unclip_y:AddY(d_max_y) end end -- box_select_intersection = BoxSelectRectPrev + BoxSelectRectCurr local box_select_intersection_min_x, box_select_intersection_min_y = ImMin(prev.Min.x, curr.Min.x), ImMin(prev.Min.y, curr.Min.y) local box_select_intersection_max_x, box_select_intersection_max_y = ImMax(prev.Max.x, curr.Max.x), ImMax(prev.Max.y, curr.Max.y) if bit32.band(ms_flags, 128 --[[ImGuiMultiSelectFlags.BoxSelect2d]]) ~= 0 then if prev.Min.x ~= curr.Min.x or prev.Max.x ~= curr.Max.x then unclip_x:AddY(box_select_intersection_min_y) unclip_x:AddY(box_select_intersection_max_y) end end if bit32.band(ms_flags, bit32.bor(64 --[[ImGuiMultiSelectFlags.BoxSelect1d]], 128 --[[ImGuiMultiSelectFlags.BoxSelect2d]])) ~= 0 then if prev.Min.y ~= curr.Min.y or prev.Max.y ~= curr.Max.y then unclip_y:AddX(box_select_intersection_min_x) unclip_y:AddX(box_select_intersection_max_x) end end -- Merge both rectangles into one. -- FIXME-OPT: When UnclipRect.Area() is much larger than the sum of UnclipRects[0]/[1] Areas, widgets should -- ideally first use UnclipRect as a first coarse cull layer + the individual ones as a second validation. ImRect_Copy(bs.UnclipRect, unclip_x) bs.UnclipRect:Add(unclip_y) if not bs.UnclipRect:IsInverted() and (not window.ClipRect:Contains(bs.UnclipRect.Min) or not window.ClipRect:Contains(bs.UnclipRect.Max)) then -- !! Don't use Contains(ImRect) bs.UnclipMode = true end if bs.UnclipMode and g.CurrentTable ~= nil then ImGui.TableApplyExternalUnclipRect(g.CurrentTable, bs.UnclipRect) -- No need submitting both end end -- [Port] IMGUI_DEBUG_BOXSELECT visualization not ported (compile-time debug option, disabled upstream). return true end --- @param scope_rect ImRect --- @param ms_flags ImGuiMultiSelectFlags function ImGui.EndBoxSelect(scope_rect, ms_flags) local g = GImGui local window = g.CurrentWindow local bs = g.BoxSelectState assert(bs.IsActive) bs.UnclipMode = false -- Render selection rectangle bs.EndPosRel = ImGui.WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)) -- Clamp stored position according to current scrolling view local box_select_r = ImRect(bs.BoxSelectRectCurr.Min, bs.BoxSelectRectCurr.Max) box_select_r:ClipWith(scope_rect) local draw_window = ImGui.FindFrontMostVisibleChildWindow(window) draw_window.DrawList:AddRectFilled(box_select_r.Min, box_select_r.Max, ImGui.GetColorU32(29 --[[ImGuiCol.SeparatorHovered]], 0.30)) -- FIXME-MULTISELECT: Styling draw_window.DrawList:AddRect(box_select_r.Min, box_select_r.Max, ImGui.GetColorU32(59 --[[ImGuiCol.NavCursor]])) -- FIXME-MULTISELECT FIXME-DPI: Styling -- Scroll local enable_scroll = bit32.band(ms_flags, 2048 --[[ImGuiMultiSelectFlags.ScopeWindow]]) ~= 0 and bit32.band(ms_flags, 256 --[[ImGuiMultiSelectFlags.BoxSelectNoScroll]]) == 0 if enable_scroll then local scroll_r = ImRect(scope_rect.Min, scope_rect.Max) scroll_r:Expand(-g.FontSize) --GetForegroundDrawList():AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255)) if not scroll_r:Contains(g.IO.MousePos) then BoxSelectScrollWithMouseDrag(bs, window, scroll_r) end end end ------------------------------------------------------------------------------- -- [SECTION] Widgets: Multi-Select support ------------------------------------------------------------------------------- -- - DebugLogMultiSelectRequests() [Internal] -- - CalcScopeRect() [Internal] -- - BeginMultiSelect() -- - EndMultiSelect() -- - SetNextItemSelectionUserData() -- - MultiSelectItemHeader() [Internal] -- - MultiSelectItemFooter() [Internal] -- - DebugNodeMultiSelectState() [Internal] ------------------------------------------------------------------------------- -- [Luau] reused scratch request: ImVector:push_back() copies it into the preallocated element (ImGuiSelectionRequest_Copy) local MultiSelectScratchRequest = { Type = 0, Selected = false, RangeDirection = 0, RangeFirstItem = -1, RangeLastItem = -1 } local MultiSelectScratchItemRect = ImRect() -- [Luau] scratch for MultiSelectItemFooter()'s item_rect local function DebugLogMultiSelectRequests(func, io) local g = GImGui for _, req in io.Requests:iter() do if req.Type == 1 --[[ImGuiSelectionRequestType.SetAll]] then IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", func, req.Selected and 1 or 0, req.Selected and "SelectAll" or "Clear") end if req.Type == 2 --[[ImGuiSelectionRequestType.SetRange]] then IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %s..%s = %d (dir %d)\n", func, tostring(req.RangeFirstItem), tostring(req.RangeLastItem), req.Selected and 1 or 0, req.RangeDirection) end end end local function CalcScopeRect(ms, window) if bit32.band(ms.Flags, 4096 --[[ImGuiMultiSelectFlags.ScopeRect]]) ~= 0 then -- Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only -- This probably doesn't work inside a table as there are ample ambiguities related to exact time of calling BeginMultiSelect()/EndMultiSelect(). return ImRect(ms.ScopeRectMin.x, ms.ScopeRectMin.y, ImMax(window.DC.CursorMaxPos.x, ms.ScopeRectMin.x), ImMax(window.DC.CursorMaxPos.y, ms.ScopeRectMin.y)) else --// When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970) local scope_rect = ImRect(window.InnerClipRect.Min, window.InnerClipRect.Max) --if g.CurrentTable ~= nil then -- scope_rect = g.CurrentTable.HostClipRect --end -- Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect? scope_rect.Min.x = ImMin(scope_rect.Min.x + window.DecoInnerSizeX1, scope_rect.Max.x) scope_rect.Min.y = ImMin(scope_rect.Min.y + window.DecoInnerSizeY1, scope_rect.Max.y) return scope_rect end end -- Return ImGuiMultiSelectIO structure. -- Lifetime: don't hold on ImGuiMultiSelectIO references over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). -- Passing 'selection_size' and 'items_count' parameters is currently optional. -- - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags.ClearOnEscape won't claim Escape key when selection_size 0, -- allowing a first press to clear selection THEN the second press to leave child window and return to parent. -- - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently). -- - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1. -- - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags.ClearOnEscape flag dynamically. --- @param flags ImGuiMultiSelectFlags --- @param selection_size? int --- @param items_count? int --- @return ImGuiMultiSelectIO function ImGui.BeginMultiSelect(flags, selection_size, items_count) if selection_size == nil then selection_size = -1 end if items_count == nil then items_count = -1 end local g = GImGui local window = g.CurrentWindow g.MultiSelectTempDataStacked = g.MultiSelectTempDataStacked + 1 while g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size do -- [Port] resize(n, ImGuiMultiSelectTempData()) would share one instance g.MultiSelectTempData:push_back(ImGuiMultiSelectTempData()) end local ms = g.MultiSelectTempData.Data[g.MultiSelectTempDataStacked] g.CurrentMultiSelect = ms if bit32.band(flags, bit32.bor(2048 --[[ImGuiMultiSelectFlags.ScopeWindow]], 4096 --[[ImGuiMultiSelectFlags.ScopeRect]])) == 0 then flags = bit32.bor(flags, 2048 --[[ImGuiMultiSelectFlags.ScopeWindow]]) end if bit32.band(flags, 1 --[[ImGuiMultiSelectFlags.SingleSelect]]) ~= 0 then flags = bit32.band(flags, bit32.bnot(bit32.bor(128 --[[ImGuiMultiSelectFlags.BoxSelect2d]], 64 --[[ImGuiMultiSelectFlags.BoxSelect1d]]))) end if bit32.band(flags, 128 --[[ImGuiMultiSelectFlags.BoxSelect2d]]) ~= 0 then flags = bit32.band(flags, bit32.bnot(64 --[[ImGuiMultiSelectFlags.BoxSelect1d]])) end -- FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250) -- They should perhaps be stacked properly? local table_ = g.CurrentTable if table_ then if not table_.IsLayoutLocked then ImGui.TableUpdateLayout(table_) elseif table_.CurrentColumn ~= -1 then ImGui.TableEndCell(table_) -- This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it. end end -- FIXME: BeginFocusScope() local id = window.IDStack.Data[window.IDStack.Size] -- window.IDStack:back() ms:Clear() ms.FocusScopeId = id ms.Flags = flags ImVec2_Copy(ms.BackupCursorMaxPos, window.DC.CursorMaxPos) ImVec2_Copy(ms.ScopeRectMin, window.DC.CursorPos) if bit32.band(flags, 4096 --[[ImGuiMultiSelectFlags.ScopeRect]]) ~= 0 then ImVec2_Copy(window.DC.CursorMaxPos, ms.ScopeRectMin) -- CalcScopeRect() for ImGuiMultiSelectFlags.ScopeRect will measure in EndMultiSelect(). end ImGui.PushFocusScope(ms.FocusScopeId) ms.IsFocused = ImGui.IsInNavFocusRoute(g.CurrentFocusScopeId) if bit32.band(flags, 2048 --[[ImGuiMultiSelectFlags.ScopeWindow]]) ~= 0 then -- Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. window.DC.NavLayersActiveMask = bit32.bor(window.DC.NavLayersActiveMask, bit32.lshift(1, 0 --[[ImGuiNavLayer.Main]])) end -- Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame. if g.NavJustMovedToId ~= 0 then ms.KeyMods = g.NavJustMovedToIsTabbing and 0 or g.NavJustMovedToKeyMods else ms.KeyMods = g.IO.KeyMods end if bit32.band(flags, 4 --[[ImGuiMultiSelectFlags.NoRangeSelect]]) ~= 0 then ms.KeyMods = bit32.band(ms.KeyMods, bit32.bnot(8192 --[[ImGuiMod_Shift]])) end -- Bind storage local storage = g.MultiSelectStorage:GetOrAddByKey(id) storage.ID = id storage.LastFrameActive = g.FrameCount storage.LastSelectionSize = selection_size storage.Window = window ms.Storage = storage -- Output to user ms.IO.Requests:resize(0) ms.IO.RangeSrcItem = storage.RangeSrcItem ms.IO.NavIdItem = storage.NavIdItem ms.IO.NavIdSelected = (storage.NavIdSelected == 1) ms.IO.ItemsCount = items_count -- Clear when using Navigation to move within the scope -- (we compare FocusScopeId so it possible to use multiple selections inside a same window) local request_clear = false local request_select_all = false if g.NavJustMovedToId ~= 0 and g.NavJustMovedToFocusScopeId == ms.FocusScopeId and g.NavJustMovedToHasSelectionData then if bit32.band(ms.KeyMods, 8192 --[[ImGuiMod_Shift]]) ~= 0 then ms.IsKeyboardSetRange = true end if ms.IsKeyboardSetRange then assert(storage.RangeSrcItem ~= (-1) --[[ImGuiSelectionUserData_Invalid]]) -- Not ready -> could clear? end if bit32.band(ms.KeyMods, bit32.bor(4096 --[[ImGuiMod_Ctrl]], 8192 --[[ImGuiMod_Shift]])) == 0 and bit32.band(flags, bit32.bor(16 --[[ImGuiMultiSelectFlags.NoAutoClear]], 8 --[[ImGuiMultiSelectFlags.NoAutoSelect]])) == 0 then request_clear = true end elseif g.NavJustMovedFromFocusScopeId == ms.FocusScopeId then -- Also clear on leaving scope (may be optional?) if bit32.band(ms.KeyMods, bit32.bor(4096 --[[ImGuiMod_Ctrl]], 8192 --[[ImGuiMod_Shift]])) == 0 and bit32.band(flags, bit32.bor(16 --[[ImGuiMultiSelectFlags.NoAutoClear]], 8 --[[ImGuiMultiSelectFlags.NoAutoSelect]])) == 0 then request_clear = true end end -- Box-select handling: update active state. local bs = g.BoxSelectState if bit32.band(flags, bit32.bor(64 --[[ImGuiMultiSelectFlags.BoxSelect1d]], 128 --[[ImGuiMultiSelectFlags.BoxSelect2d]])) ~= 0 then ms.BoxSelectId = ImGui.GetID("##BoxSelect") if ImGui.BeginBoxSelect(CalcScopeRect(ms, window), window, ms.BoxSelectId, flags) then request_clear = request_clear or bs.RequestClear end end if ms.IsFocused then -- Shortcut: Clear selection (Escape) -- - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window. -- - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock. if bit32.band(flags, 512 --[[ImGuiMultiSelectFlags.ClearOnEscape]]) ~= 0 then if selection_size ~= 0 or bs.IsActive then if ImGui.Shortcut(526 --[[ImGuiKey.Escape]], 0 --[[ImGuiInputFlags.None]], bs.IsActive and bs.ID or 0) then request_clear = true if bs.IsActive then BoxSelectDeactivateDrag(bs) end end end end -- Shortcut: Select all (Ctrl+A) if bit32.band(flags, 1 --[[ImGuiMultiSelectFlags.SingleSelect]]) == 0 and bit32.band(flags, 2 --[[ImGuiMultiSelectFlags.NoSelectAll]]) == 0 then if ImGui.Shortcut(bit32.bor(4096 --[[ImGuiMod_Ctrl]], 546 --[[ImGuiKey.A]])) then request_select_all = true end end end if request_clear or request_select_all then ImGui.MultiSelectAddSetAll(ms, request_select_all) if not request_select_all then storage.LastSelectionSize = 0 end end ms.LoopRequestSetAll = request_select_all and 1 or (request_clear and 0 or -1) ms.IsSoleOrUnknownSelectionSize = (storage.LastSelectionSize == 1) or (storage.LastSelectionSize == -1) --ms.PrevSubmittedItem = ImGuiSelectionUserData_Invalid if bit32.band(g.DebugLogFlags, 64 --[[ImGuiDebugLogFlags.EventSelection]]) ~= 0 then DebugLogMultiSelectRequests("BeginMultiSelect", ms.IO) end return ms.IO end -- Return updated ImGuiMultiSelectIO structure. -- Lifetime: don't hold on ImGuiMultiSelectIO references over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). --- @return ImGuiMultiSelectIO function ImGui.EndMultiSelect() local g = GImGui local ms = g.CurrentMultiSelect local storage = ms.Storage local window = g.CurrentWindow IM_ASSERT_USER_ERROR(ms.FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!") assert(g.CurrentMultiSelect ~= nil and storage.Window == g.CurrentWindow) assert(g.MultiSelectTempDataStacked > 0 and g.MultiSelectTempData.Data[g.MultiSelectTempDataStacked] == g.CurrentMultiSelect) local scope_rect = CalcScopeRect(ms, window) if ms.IsFocused then -- We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here. if ms.IO.RangeSrcReset or (ms.RangeSrcPassedBy == false and ms.IO.RangeSrcItem ~= (-1) --[[ImGuiSelectionUserData_Invalid]]) then -- Can't read storage.RangeSrcItem here -> we want the state at beginning of the scope (see tests for easy failure) IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n") -- Will set be to NavId. storage.RangeSrcItem = (-1) --[[ImGuiSelectionUserData_Invalid]] end if ms.NavIdPassedBy == false and storage.NavIdItem ~= (-1) --[[ImGuiSelectionUserData_Invalid]] then IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n") storage.NavIdItem = (-1) --[[ImGuiSelectionUserData_Invalid]] storage.NavIdSelected = -1 end if bit32.band(ms.Flags, bit32.bor(64 --[[ImGuiMultiSelectFlags.BoxSelect1d]], 128 --[[ImGuiMultiSelectFlags.BoxSelect2d]])) ~= 0 and ImGui.GetBoxSelectState(ms.BoxSelectId) then ImGui.EndBoxSelect(scope_rect, ms.Flags) end end if ms.IsEndIO == false then ms.IO.Requests:resize(0) end -- Clear selection when clicking void? -- We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection! -- The InnerRect test is necessary for non-child/decorated windows. local scope_hovered = window.InnerRect:Contains(g.IO.MousePos) and ImGui.IsWindowHovered(1 --[[ImGuiHoveredFlags.ChildWindows]]) if scope_hovered and bit32.band(ms.Flags, 4096 --[[ImGuiMultiSelectFlags.ScopeRect]]) ~= 0 then scope_hovered = scope_hovered and scope_rect:Contains(g.IO.MousePos) end if scope_hovered and g.HoveredId == 0 and g.ActiveId == 0 then if bit32.band(ms.Flags, bit32.bor(64 --[[ImGuiMultiSelectFlags.BoxSelect1d]], 128 --[[ImGuiMultiSelectFlags.BoxSelect2d]])) ~= 0 then if not g.BoxSelectState.IsActive and not g.BoxSelectState.IsStarting and g.IO.MouseClickedCount[0] == 1 then BoxSelectPreStartDrag(ms.BoxSelectId, (-1) --[[ImGuiSelectionUserData_Invalid]]) ImGui.FocusWindow(window, 2 --[[ImGuiFocusRequestFlags.UnlessBelowModal]]) ImGui.SetHoveredID(ms.BoxSelectId) if bit32.band(ms.Flags, 4096 --[[ImGuiMultiSelectFlags.ScopeRect]]) ~= 0 then ImGui.SetNavID(0, 0 --[[ImGuiNavLayer.Main]], ms.FocusScopeId, ImRect(g.IO.MousePos.x, g.IO.MousePos.y, g.IO.MousePos.x, g.IO.MousePos.y)) -- Automatically switch FocusScope for initial click from void to box-select. end end end if bit32.band(ms.Flags, 1024 --[[ImGuiMultiSelectFlags.ClearOnClickVoid]]) ~= 0 then if ImGui.IsMouseReleased(0) and ImGui.IsMouseDragPastThreshold(0) == false and g.IO.KeyMods == 0 --[[ImGuiMod_None]] then ImGui.MultiSelectAddSetAll(ms, false) end end end -- Courtesy nav wrapping helper flag if bit32.band(ms.Flags, 65536 --[[ImGuiMultiSelectFlags.NavWrapX]]) ~= 0 then assert(bit32.band(ms.Flags, 2048 --[[ImGuiMultiSelectFlags.ScopeWindow]]) ~= 0) -- Only supported at window scope ImGui.NavMoveRequestTryWrapping(ImGui.GetCurrentWindow(), 4 --[[ImGuiNavMoveFlags.WrapX]]) end -- Unwind local table_ = g.CurrentTable if table_ then if table_.IsInsideRow then ImGui.TableEndRow(table_) end end ImVec2_CopyV(window.DC.CursorMaxPos, ImMax(ms.BackupCursorMaxPos.x, window.DC.CursorMaxPos.x), ImMax(ms.BackupCursorMaxPos.y, window.DC.CursorMaxPos.y)) ImGui.PopFocusScope() if bit32.band(g.DebugLogFlags, 64 --[[ImGuiDebugLogFlags.EventSelection]]) ~= 0 then DebugLogMultiSelectRequests("EndMultiSelect", ms.IO) end ms.FocusScopeId = 0 ms.Flags = 0 --[[ImGuiMultiSelectFlags.None]] g.MultiSelectTempDataStacked = g.MultiSelectTempDataStacked - 1 if g.MultiSelectTempDataStacked > 0 then g.CurrentMultiSelect = g.MultiSelectTempData.Data[g.MultiSelectTempDataStacked] else g.CurrentMultiSelect = nil end return ms.IO end --- @param selection_user_data ImGuiSelectionUserData function ImGui.SetNextItemSelectionUserData(selection_user_data) -- Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! -- This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. local g = GImGui local next_item_data = g.NextItemData next_item_data.SelectionUserData = selection_user_data next_item_data.FocusScopeId = g.CurrentFocusScopeId local ms = g.CurrentMultiSelect if ms then -- Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping) next_item_data.ItemFlagsSet = bit32.bor(next_item_data.ItemFlagsSet, 2097152 --[[ImGuiItemFlags.HasSelectionUserData]], 4194304 --[[ImGuiItemFlags.IsMultiSelect]]) if ms.IO.RangeSrcItem == selection_user_data then ms.RangeSrcPassedBy = true end --ms.PrevSubmittedItem = ms.CurrSubmittedItem -- Can't rely on previous g.NextItemData.SelectionUserData because NextItemData is not restored on nested multi-select. --ms.CurrSubmittedItem = selection_user_data else next_item_data.ItemFlagsSet = bit32.bor(next_item_data.ItemFlagsSet, 2097152 --[[ImGuiItemFlags.HasSelectionUserData]]) end end -- In charge of: -- - Applying SetAll for submitted items. -- - Applying SetRange for submitted items and record end points. -- - Altering button behavior flags to facilitate use with drag and drop. -- [Port] out-params as return values: `selected, button_flags = MultiSelectItemHeader(id, selected, button_flags)` (button_flags may be nil: C++ p_button_flags == NULL) --- @param id ImGuiID --- @param selected bool --- @param button_flags ImGuiButtonFlags? --- @return bool, ImGuiButtonFlags? function ImGui.MultiSelectItemHeader(id, selected, button_flags) local g = GImGui local ms = g.CurrentMultiSelect if ms.IsFocused then local storage = ms.Storage local item_data = g.NextItemData.SelectionUserData assert(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId, "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope") -- Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect(). -- This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper. -- If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect() if ms.LoopRequestSetAll ~= -1 then selected = (ms.LoopRequestSetAll == 1) end -- When using Shift+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection) -- For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function) if ms.IsKeyboardSetRange then assert(id ~= 0 and bit32.band(ms.KeyMods, 8192 --[[ImGuiMod_Shift]]) ~= 0) local is_range_dst = (ms.RangeDstPassedBy == false) and g.NavJustMovedToId == id -- Assume that g.NavJustMovedToId is not clipped. if is_range_dst then ms.RangeDstPassedBy = true end if is_range_dst and storage.RangeSrcItem == (-1) --[[ImGuiSelectionUserData_Invalid]] then -- If we don't have RangeSrc, assign RangeSrc = RangeDst storage.RangeSrcItem = item_data storage.RangeSelected = selected and 1 or 0 end local is_range_src = storage.RangeSrcItem == item_data if is_range_src or is_range_dst or ms.RangeSrcPassedBy ~= ms.RangeDstPassedBy then -- Apply range-select value to visible items assert(storage.RangeSrcItem ~= (-1) --[[ImGuiSelectionUserData_Invalid]] and storage.RangeSelected ~= -1) selected = (storage.RangeSelected ~= 0) elseif bit32.band(ms.KeyMods, 4096 --[[ImGuiMod_Ctrl]]) == 0 and bit32.band(ms.Flags, 16 --[[ImGuiMultiSelectFlags.NoAutoClear]]) == 0 then -- Clear other items selected = false end end end -- Alter button behavior flags -- To handle drag and drop of multiple items we need to avoid clearing selection on click. -- Enabling this test makes actions using Ctrl+Shift delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items. if button_flags ~= nil then button_flags = bit32.bor(button_flags, 524288 --[[ImGuiButtonFlags.NoHoveredOnFocus]]) button_flags = bit32.band(button_flags, bit32.bnot(bit32.bor(16 --[[ImGuiButtonFlags.PressedOnClick]], 32 --[[ImGuiButtonFlags.PressedOnClickRelease]]))) if bit32.band(ms.Flags, 16384 --[[ImGuiMultiSelectFlags.SelectOnClickAlways]]) ~= 0 then button_flags = bit32.bor(button_flags, 16 --[[ImGuiButtonFlags.PressedOnClick]]) elseif bit32.band(ms.Flags, 32768 --[[ImGuiMultiSelectFlags.SelectOnClickRelease]]) ~= 0 then button_flags = bit32.bor(button_flags, 32 --[[ImGuiButtonFlags.PressedOnClickRelease]]) else -- ImGuiMultiSelectFlags.SelectOnAuto button_flags = bit32.bor(button_flags, (not selected or (g.ActiveId == id and g.ActiveIdHasBeenPressedBefore)) and 16 --[[ImGuiButtonFlags.PressedOnClick]] or 32 --[[ImGuiButtonFlags.PressedOnClickRelease]]) end end return selected, button_flags end -- In charge of: -- - Auto-select on navigation. -- - Box-select toggle handling. -- - Right-click handling. -- - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse. -- - Record current selection state for RangeSrc -- This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite. -- [Port] out-params as return values: `selected, pressed = MultiSelectItemFooter(id, selected, pressed, extra_flags)` --- @param id ImGuiID --- @param selected bool --- @param pressed bool --- @param extra_flags? ImGuiMultiSelectFlags --- @return bool, bool function ImGui.MultiSelectItemFooter(id, selected, pressed, extra_flags) if extra_flags == nil then extra_flags = 0 end local g = GImGui local window = g.CurrentWindow local ms = g.CurrentMultiSelect local storage = ms.Storage if pressed then ms.IsFocused = true end local hovered = false if bit32.band(g.LastItemData.StatusFlags, 1 --[[ImGuiItemStatusFlags.HoveredRect]]) ~= 0 then hovered = ImGui.IsItemHovered(32 --[[ImGuiHoveredFlags.AllowWhenBlockedByPopup]]) end if not ms.IsFocused and not hovered then return selected, pressed end local item_data = g.NextItemData.SelectionUserData local flags = bit32.bor(ms.Flags, extra_flags) local is_singleselect = bit32.band(flags, 1 --[[ImGuiMultiSelectFlags.SingleSelect]]) ~= 0 local is_ctrl = bit32.band(ms.KeyMods, 4096 --[[ImGuiMod_Ctrl]]) ~= 0 local is_shift = bit32.band(ms.KeyMods, 8192 --[[ImGuiMod_Shift]]) ~= 0 local apply_to_range_src = false if g.NavId == id and storage.RangeSrcItem == (-1) --[[ImGuiSelectionUserData_Invalid]] then apply_to_range_src = true end if ms.IsEndIO == false then ms.IO.Requests:resize(0) ms.IsEndIO = true end -- Auto-select as you navigate a list if g.NavJustMovedToId == id then if bit32.band(flags, 8 --[[ImGuiMultiSelectFlags.NoAutoSelect]]) == 0 then if is_ctrl and is_shift then pressed = true elseif not is_ctrl then selected = true; pressed = true end else -- With NoAutoSelect, using Shift+keyboard performs a write/copy if is_shift then pressed = true elseif not is_ctrl then apply_to_range_src = true -- Since if (pressed) {} main block is not running we update this end end end if apply_to_range_src then storage.RangeSrcItem = item_data storage.RangeSelected = selected and 1 or 0 -- Will be updated at the end of this function anyway. end -- Box-select toggle handling if ms.BoxSelectId ~= 0 then local bs = ImGui.GetBoxSelectState(ms.BoxSelectId) if bs then local item_rect = MultiSelectScratchItemRect ImRect_Copy(item_rect, g.LastItemData.Rect) if not window.DC.NavIsScrollPushableX then -- FIXME: Rename to be more generic. local table_ = g.CurrentTable if table_ and table_.CurrentColumn ~= -1 then -- FIXME: We cannot solely use current ClipRect as it includes HostClipRect. -- However we account for ClipRect being larger than current column (e.g. when using SpanAllColumns) -- A more generic version would be nice, but window.WorkRect.Min/Max exclude CellPadding. (#7994, #9383) local column = table_.Columns[table_.CurrentColumn] -- [Port] upstream tests ItemFlags against ImGuiItemStatusFlags_HasClipRect (sic), reproduced as-is. local has_clip_rect = bit32.band(g.LastItemData.ItemFlags, 512 --[[ImGuiItemStatusFlags.HasClipRect]]) ~= 0 local clip_min_x = has_clip_rect and g.LastItemData.ClipRect.Min.x or window.ClipRect.Min.x local clip_max_x = has_clip_rect and g.LastItemData.ClipRect.Max.x or window.ClipRect.Max.x if clip_min_x ~= clip_max_x then -- When zero sized we expect that bounds have been clamped and thus are unreliable item_rect.Min.x = ImMax(item_rect.Min.x, ImMin(column.MinX, clip_min_x)) item_rect.Max.x = ImMin(item_rect.Max.x, ImMax(column.MaxX, clip_max_x)) else item_rect.Min.x = ImMax(item_rect.Min.x, column.MinX) item_rect.Max.x = ImMin(item_rect.Max.x, column.MaxX) end --GetForegroundDrawList():AddRect(item_rect.Min, item_rect.Max, IM_COL32(255, 0, 255, 255)) end end local rect_overlap_curr = bs.BoxSelectRectCurr:Overlaps(item_rect) local rect_overlap_prev = bs.BoxSelectRectPrev:Overlaps(item_rect) if (rect_overlap_curr and not rect_overlap_prev and not selected) or (rect_overlap_prev and not rect_overlap_curr) then if storage.LastSelectionSize <= 0 and bs.IsStartedSetNavIdOnce then pressed = true -- First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway) bs.IsStartedSetNavIdOnce = false else selected = not selected ImGui.MultiSelectAddSetRange(ms, selected, 1, item_data, item_data) end storage.LastSelectionSize = ImMax(storage.LastSelectionSize + 1, 1) end end end -- Right-click handling. -- FIXME-MULTISELECT: Maybe should be moved to Selectable()? Also see #5816, #8200, #9015 if hovered and ImGui.IsMouseClicked(1) and bit32.band(flags, bit32.bor(8 --[[ImGuiMultiSelectFlags.NoAutoSelect]], 131072 --[[ImGuiMultiSelectFlags.NoSelectOnRightClick]])) == 0 then if g.ActiveId ~= 0 and g.ActiveId ~= id then ImGui.ClearActiveID() end ImGui.SetFocusID(id, window) if not pressed and not selected then pressed = true is_ctrl = false; is_shift = false end end -- Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected. -- The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something -- (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional? local enter_pressed = pressed and (g.NavActivateId == id) and bit32.band(g.NavActivateFlags, 1 --[[ImGuiActivateFlags.PreferInput]]) ~= 0 -- Alter selection if pressed and (not enter_pressed or not selected) then -- Box-select local input_source = (g.NavJustMovedToId == id or g.NavActivateId == id) and g.NavInputSource or 1 --[[ImGuiInputSource.Mouse]] if bit32.band(flags, bit32.bor(64 --[[ImGuiMultiSelectFlags.BoxSelect1d]], 128 --[[ImGuiMultiSelectFlags.BoxSelect2d]])) ~= 0 then if not g.BoxSelectState.IsActive and not g.BoxSelectState.IsStarting and input_source == 1 --[[ImGuiInputSource.Mouse]] and g.IO.MouseClickedCount[0] == 1 then BoxSelectPreStartDrag(ms.BoxSelectId, item_data) end end ------------------------------------------------------------------------------------------ -- ACTION | Begin | Pressed/Activated | End ------------------------------------------------------------------------------------------ -- Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1 -- Keys Navigated: Ctrl | n/a | n/a -- Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 -- Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst -- Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1 -- Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1 -- Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1 ------------------------------------------------------------------------------------------ -- Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1 -- Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1 -- Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 -- Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst ------------------------------------------------------------------------------------------ if bit32.band(flags, 16 --[[ImGuiMultiSelectFlags.NoAutoClear]]) == 0 then local request_clear = false if is_singleselect then request_clear = true elseif (input_source == 1 --[[ImGuiInputSource.Mouse]] or g.NavActivateId == id) and not is_ctrl then if bit32.band(flags, 32 --[[ImGuiMultiSelectFlags.NoAutoClearOnReselect]]) ~= 0 then request_clear = not selected else request_clear = true end elseif (input_source == 2 --[[ImGuiInputSource.Keyboard]] or input_source == 3 --[[ImGuiInputSource.Gamepad]]) and is_shift and not is_ctrl then request_clear = true -- With is_shift==false the RequestClear was done in BeginIO, not necessary to do again. end if request_clear then ImGui.MultiSelectAddSetAll(ms, false) end end local range_direction local range_selected if is_shift and not is_singleselect then --IM_ASSERT(storage.HasRangeSrc and storage.HasRangeValue) if storage.RangeSrcItem == (-1) --[[ImGuiSelectionUserData_Invalid]] then storage.RangeSrcItem = item_data end if bit32.band(flags, 1048576 --[[ImGuiMultiSelectFlags.CheckboxMode_]]) == 0 then -- Shift+Arrow always select -- Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage.RangeSelected) if is_ctrl and storage.RangeSelected ~= -1 then range_selected = (storage.RangeSelected ~= 0) else range_selected = true end else -- Shift+Arrow copy source selection state -- Shift+Click always copy from target selection state if ms.IsKeyboardSetRange then if storage.RangeSelected ~= -1 then range_selected = (storage.RangeSelected ~= 0) else range_selected = true end else range_selected = not selected end end range_direction = ms.RangeSrcPassedBy and 1 or -1 else -- Ctrl inverts selection, otherwise always select if bit32.band(flags, 1048576 --[[ImGuiMultiSelectFlags.CheckboxMode_]]) == 0 then if is_ctrl then selected = not selected else selected = true end else selected = not selected end storage.RangeSrcItem = item_data range_selected = selected range_direction = 1 end ImGui.MultiSelectAddSetRange(ms, range_selected, range_direction, storage.RangeSrcItem, item_data) end -- Update/store the selection state of the Source item (used by Ctrl+Shift, when Source is unselected we perform a range unselect) if storage.RangeSrcItem == item_data then storage.RangeSelected = selected and 1 or 0 end -- Update/store the selection state of focused item if g.NavId == id then storage.NavIdItem = item_data storage.NavIdSelected = selected and 1 or 0 end if storage.NavIdItem == item_data then ms.NavIdPassedBy = true end return selected, pressed end --- @param ms ImGuiMultiSelectTempData --- @param selected bool function ImGui.MultiSelectAddSetAll(ms, selected) local req = MultiSelectScratchRequest -- ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid } req.Type = 1 --[[ImGuiSelectionRequestType.SetAll]]; req.Selected = selected; req.RangeDirection = 0; req.RangeFirstItem = (-1) --[[ImGuiSelectionUserData_Invalid]]; req.RangeLastItem = (-1) --[[ImGuiSelectionUserData_Invalid]] ms.IO.Requests:resize(0) -- Can always clear previous requests ms.IO.Requests:push_back(req) -- Add new request end --- @param ms ImGuiMultiSelectTempData --- @param selected bool --- @param range_dir int --- @param first_item ImGuiSelectionUserData --- @param last_item ImGuiSelectionUserData function ImGui.MultiSelectAddSetRange(ms, selected, range_dir, first_item, last_item) -- Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges) -- FIXME-OPT: Disabled on 2026/04/09 as this would break with any form of coarse clipping that we don't know about (e.g. TableNextColumn() return value). -- The low-hanging fruit would be to know that ImGuiSelectionUserData are sequential indices, in which case we can trivially compare PrevSubmittedItem + RangeDir == FirstItem. -- User can always perform this merge if required. -- (#if 0 block not ported) local req = MultiSelectScratchRequest -- ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item } req.Type = 2 --[[ImGuiSelectionRequestType.SetRange]]; req.Selected = selected; req.RangeDirection = range_dir if range_dir > 0 then req.RangeFirstItem = first_item; req.RangeLastItem = last_item else req.RangeFirstItem = last_item; req.RangeLastItem = first_item end ms.IO.Requests:push_back(req) -- Add new request end --- @param storage ImGuiMultiSelectState function ImGui.DebugNodeMultiSelectState(storage) local is_active = (storage.LastFrameActive >= ImGui.GetFrameCount() - 2) -- Note that fully clipped early out scrolling tables will appear as inactive here. if not is_active then ImGui.PushStyleColor(0 --[[ImGuiCol.Text]], ImGui.GetStyleColorVec4(1 --[[ImGuiCol.TextDisabled]])) end local open = ImGui.TreeNode(storage.ID, "MultiSelect 0x%08X in '%s'%s", storage.ID, storage.Window and storage.Window.Name or "N/A", is_active and "" or " *Inactive*") if not is_active then ImGui.PopStyleColor() end if not open then return end -- [Port] ImGuiSelectionUserData may be any Lua value: printed with tostring() instead of %lld (0x%llX) ImGui.Text("RangeSrcItem = %s, RangeSelected = %d", tostring(storage.RangeSrcItem), storage.RangeSelected) ImGui.Text("NavIdItem = %s, NavIdSelected = %d", tostring(storage.NavIdItem), storage.NavIdSelected) ImGui.Text("LastSelectionSize = %d", storage.LastSelectionSize) -- Provided by user ImGui.TreePop() end ------------------------------------------------------------------------------- -- [SECTION] Widgets: Multi-Select helpers ------------------------------------------------------------------------------- -- - ImGuiSelectionBasicStorage -- - ImGuiSelectionExternalStorage ------------------------------------------------------------------------------- -- [Port] Storage representation: -- - Upstream _Storage is an ImGuiStorage (vector of {ImGuiID key, int val_i} pairs sorted by key, val_i = selection order -- or 0 when unselected). Here _Storage is a plain Lua table: [id] = selection order (always > 0); unselected ids are -- removed (nil) instead of being kept with val_i == 0. Contains()/SetItemSelected() are O(1). -- - Iteration: `local it, id = nil, 0; local has_more; while true do has_more, it, id = selection:GetNextSelectedItem(it) if not has_more then break end ... end` -- (C++: void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) {...}). The opaque iterator is an -- integer position into _IterKeys, a snapshot of the selected ids sorted by key (or by selection order when -- PreserveOrder is set), rebuilt when an iteration starts (it == nil). Ids unselected during an iteration are skipped. -- A storage supports one iteration at a time (starting a new one rebuilds the shared snapshot). -- - Keys returned by AdapterIndexToStorageId must be mutually comparable with '<' (numbers by default) for the sort. --- @class ImGuiSelectionBasicStorage --- @field Size int # Number of selected items, maintained by this helper. --- @field PreserveOrder bool # = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) --- @field UserData any # = nil // User data for use by adapter function // e.g. selection.UserData = my_items --- @field AdapterIndexToStorageId fun(self: ImGuiSelectionBasicStorage, idx: int): ImGuiID # e.g. selection.AdapterIndexToStorageId = function(self, idx) return self.UserData[idx + 1].ID end --- @field _SelectionOrder int # [Internal] Increasing counter to store selection order --- @field _Storage table # [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). MT.ImGuiSelectionBasicStorage = {} MT.ImGuiSelectionBasicStorage.__index = MT.ImGuiSelectionBasicStorage local function ImGuiSelectionBasicStorage_DefaultAdapterIndexToStorageId(_, idx) return idx end --- @return ImGuiSelectionBasicStorage function ImGuiSelectionBasicStorage() local this = setmetatable({}, MT.ImGuiSelectionBasicStorage) this.Size = 0 this.PreserveOrder = false this.UserData = nil this.AdapterIndexToStorageId = ImGuiSelectionBasicStorage_DefaultAdapterIndexToStorageId -- [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; } this._SelectionOrder = 1 -- Always >0 this._Storage = {} this._IterKeys = {} -- [Port] GetNextSelectedItem() snapshot return this end function MT.ImGuiSelectionBasicStorage:Clear() self.Size = 0 self._SelectionOrder = 1 -- Always >0 table.clear(self._Storage) end --- @param r ImGuiSelectionBasicStorage function MT.ImGuiSelectionBasicStorage:Swap(r) self.Size, r.Size = r.Size, self.Size self._SelectionOrder, r._SelectionOrder = r._SelectionOrder, self._SelectionOrder self._Storage, r._Storage = r._Storage, self._Storage end --- @param id ImGuiID --- @return bool function MT.ImGuiSelectionBasicStorage:Contains(id) return self._Storage[id] ~= nil end local PairComparerStorage = nil local function PairComparerByValueInt(lhs, rhs) return PairComparerStorage[lhs] < PairComparerStorage[rhs] end -- GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user. -- (e.g. store unselected vs compact down, compact down on demand, use raw ImVector instead of ImGuiStorage...) -- [Port] `has_more, opaque_it, out_id = selection:GetNextSelectedItem(opaque_it)`: pass nil to start, then the returned opaque_it. --- @param opaque_it any --- @return bool, any, ImGuiID function MT.ImGuiSelectionBasicStorage:GetNextSelectedItem(opaque_it) local storage = self._Storage local keys = self._IterKeys local it = opaque_it if it == nil then table.clear(keys) local n = 0 for id in pairs(storage) do n = n + 1; keys[n] = id end if self.PreserveOrder then PairComparerStorage = storage table.sort(keys, PairComparerByValueInt) -- ~ImGuiStorage::BuildSortByValueInt() PairComparerStorage = nil else table.sort(keys) -- ImGuiStorage is sorted by key end it = 1 end local it_end = #keys + 1 assert(it >= 1 and it <= it_end) while it < it_end and storage[keys[it]] == nil do it = it + 1 end local has_more = (it ~= it_end) if has_more then return true, it + 1, keys[it] end return false, it, 0 end --- @param id ImGuiID --- @param selected bool function MT.ImGuiSelectionBasicStorage:SetItemSelected(id, selected) local storage = self._Storage local p_int = storage[id] if selected and p_int == nil then storage[id] = self._SelectionOrder; self._SelectionOrder = self._SelectionOrder + 1; self.Size = self.Size + 1 elseif not selected and p_int ~= nil then storage[id] = nil; self.Size = self.Size - 1 end end --- @param idx int --- @return ImGuiID function MT.ImGuiSelectionBasicStorage:GetStorageIdFromIndex(idx) return self.AdapterIndexToStorageId(self, idx) end -- Convert index to item id based on provided adapter. -- Optimized for batch edits (with same value of 'selected') -- [Port] With a hash table there is nothing to defer: insert/remove in place. size_before_amends is unused. local function ImGuiSelectionBasicStorage_BatchSetItemSelected(selection, id, selected, size_before_amends, selection_order) local storage = selection._Storage local is_contained = storage[id] ~= nil if selected == is_contained then return end if selected then storage[id] = selection_order else storage[id] = nil end selection.Size = selection.Size + (selected and 1 or -1) end -- [Port] Upstream sorts the ImGuiStorage vector here (BuildSortByKey). The Lua table needs no sorting: GetNextSelectedItem() sorts its snapshot. local function ImGuiSelectionBasicStorage_BatchFinish(selection, selected, size_before_amends) end -- Apply requests coming from BeginMultiSelect() and EndMultiSelect(). -- - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen. -- - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem. -- - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection. -- - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform -- a lookup in order to have some way to iterate/interpolate between two items. -- - A full-featured application is likely to allow search/filtering which is likely to lead to using indices -- and constructing a view index <> object id/ptr data structure anyway. -- WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC. -- Notice that with the simplest adapter (using indices everywhere), all functions return their parameters. -- The most simple implementation (using indices everywhere) would look like: -- for _, req in ms_io.Requests:iter() do -- if req.Type == ImGuiSelectionRequestType.SetAll then Clear(); if req.Selected then for n = 0, items_count - 1 do SetItemSelected(n, true) end end end -- if req.Type == ImGuiSelectionRequestType.SetRange then for n = req.RangeFirstItem, req.RangeLastItem do SetItemSelected(n, req.Selected) end end -- end --- @param ms_io ImGuiMultiSelectIO function MT.ImGuiSelectionBasicStorage:ApplyRequests(ms_io) -- For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional. -- It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect(). -- Other scheme may handle SetAll differently. assert(ms_io.ItemsCount ~= -1, "Missing value for items_count in BeginMultiSelect() call!") assert(self.AdapterIndexToStorageId ~= nil) -- This is optimized/specialized to cope with very large selections (e.g. 100k+ items) -- - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish(). -- - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass. -- - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector to reduce bandwidth, but this is a reasonable trade off to reuse code. -- - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling -- left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each. -- FIXME-OPT: For each block of consecutive SetRange request: -- - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage. -- - rewrite sorted storage a single time. for _, req in ms_io.Requests:iter() do if req.Type == 1 --[[ImGuiSelectionRequestType.SetAll]] then self:Clear() if req.Selected then local size_before_amends = self.Size -- [Port] _Storage.Data.Size (0 after Clear()) for idx = 0, ms_io.ItemsCount - 1 do ImGuiSelectionBasicStorage_BatchSetItemSelected(self, self:GetStorageIdFromIndex(idx), req.Selected, size_before_amends, self._SelectionOrder) self._SelectionOrder = self._SelectionOrder + 1 end ImGuiSelectionBasicStorage_BatchFinish(self, req.Selected, size_before_amends) end elseif req.Type == 2 --[[ImGuiSelectionRequestType.SetRange]] then local selection_changes = req.RangeLastItem - req.RangeFirstItem + 1 --local g = GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io.Requests:index_from_ptr(req), ms_io.Requests.Size, selection_changes, req.Selected) if selection_changes == 1 or (selection_changes < math.floor(self.Size / 100)) then -- Multiple sorted insertion + copy likely to be faster. -- Technically we could do a single copy with a little more work (sort sequential SetRange requests) for idx = req.RangeFirstItem, req.RangeLastItem do self:SetItemSelected(self:GetStorageIdFromIndex(idx), req.Selected) end else -- Append insertion + single sort likely be faster. -- Use req.RangeDirection to set order field so that Shift+Clicking from 1 to 5 is different than Shift+Clicking from 5 to 1 local size_before_amends = self.Size local selection_order = self._SelectionOrder + ((req.RangeDirection < 0) and selection_changes - 1 or 0) for idx = req.RangeFirstItem, req.RangeLastItem do ImGuiSelectionBasicStorage_BatchSetItemSelected(self, self:GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order) selection_order = selection_order + req.RangeDirection end if req.Selected then self._SelectionOrder = self._SelectionOrder + selection_changes end ImGuiSelectionBasicStorage_BatchFinish(self, req.Selected, size_before_amends) end end end end ------------------------------------------------------------------------------- -- Optional helper to apply multi-selection requests to existing randomly accessible storage. -- Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. --- @class ImGuiSelectionExternalStorage --- @field UserData any # User data for use by adapter function // e.g. selection.UserData = my_items --- @field AdapterSetItemSelected fun(self: ImGuiSelectionExternalStorage, idx: int, selected: bool) # e.g. AdapterSetItemSelected = function(self, idx, selected) self.UserData[idx + 1].Selected = selected end MT.ImGuiSelectionExternalStorage = {} MT.ImGuiSelectionExternalStorage.__index = MT.ImGuiSelectionExternalStorage --- @return ImGuiSelectionExternalStorage function ImGuiSelectionExternalStorage() local this = setmetatable({}, MT.ImGuiSelectionExternalStorage) this.UserData = nil this.AdapterSetItemSelected = nil return this end -- Apply requests coming from BeginMultiSelect() and EndMultiSelect(). -- We also pull 'ms_io.ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage -- This makes no assumption about underlying storage. --- @param ms_io ImGuiMultiSelectIO function MT.ImGuiSelectionExternalStorage:ApplyRequests(ms_io) assert(self.AdapterSetItemSelected) for _, req in ms_io.Requests:iter() do if req.Type == 1 --[[ImGuiSelectionRequestType.SetAll]] then for idx = 0, ms_io.ItemsCount - 1 do self.AdapterSetItemSelected(self, idx, req.Selected) end end if req.Type == 2 --[[ImGuiSelectionRequestType.SetRange]] then for idx = req.RangeFirstItem, req.RangeLastItem do self.AdapterSetItemSelected(self, idx, req.Selected) end end end end end -- do (Typing-Select, Box-Select, Multi-Select) ------------------------------------------------------------------------------- -- [SECTION] Widgets: ListBox ------------------------------------------------------------------------------- -- - BeginListBox() -- - EndListBox() -- - ListBox() ------------------------------------------------------------------------------- -- This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags.FrameStyle flag for stylistic changes + displaying a label. -- This handle some subtleties with capturing info from the label. -- If you don't need a label you can pretty much directly use ImGui.BeginChild() with ImGuiChildFlags.FrameStyle. -- Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" -- Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.5f * item_height). --- @param label string --- @param size_arg? ImVec2 function ImGui.BeginListBox(label, size_arg) if size_arg == nil then size_arg = ImVec2(0, 0) end local g = GImGui local window = ImGui.GetCurrentWindow() if window.SkipItems then return false end local style = g.Style local id = ImGui.GetID(label) local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) -- Size default to hold ~7.25 items. -- Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. local size = ImTrunc(ImGui.CalcItemSize(size_arg, ImGui.CalcItemWidth(), ImGui.GetTextLineHeightWithSpacing() * 7.25 + style.FramePadding.y * 2.0)) local frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)) local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + frame_size) local 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)) g.NextItemData:ClearFlags() if not ImGui.IsRectVisible(bb.Min, bb.Max) then ImGui.ItemSize(bb:GetSize(), style.FramePadding.y) ImGui.ItemAdd(bb, 0, frame_bb) g.NextWindowData:ClearFlags() -- We behave like Begin() and need to consume those values return false end -- FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well. ImGui.BeginGroup() if label_size.x > 0.0 then local label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y) ImGui.RenderText(label_pos, label, 1, label_end, false) ImVec2_Copy(window.DC.CursorMaxPos, ImMax(window.DC.CursorMaxPos, label_pos + label_size)) ImGui.AlignTextToFramePadding() end ImGui.BeginChild(id, frame_bb:GetSize(), 128 --[[ImGuiChildFlags.FrameStyle]]) return true end function ImGui.EndListBox() local g = GImGui local window = g.CurrentWindow assert(bit32.band(window.Flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) ~= 0, "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?") ImGui.EndChild() ImGui.EndGroup() -- This is only required to be able to do IsItemXXX query on the whole ListBox including label end -- This is merely a helper around BeginListBox(), EndListBox(). -- Considering using those directly to submit custom data or store selection differently. -- Overloads: (label, current_item, items[], items_count?, height_in_items?) or (label, current_item, getter, user_data, items_count, height_in_items?) --- @param current_item int # 0-based --- @return int current_item --- @return bool value_changed function ImGui.ListBox(label, current_item, a, b, c, d) local g = GImGui local getter, user_data, items_count, height_in_items = Items_ResolveArgs(a, b, c, d) if height_in_items == nil then height_in_items = -1 end -- Calculate size from "height_in_items" if height_in_items < 0 then height_in_items = ImMin(items_count, 7) end local height_in_items_f = height_in_items + 0.25 local size = ImVec2(0.0, ImTrunc(ImGui.GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0)) if not ImGui.BeginListBox(label, size) then return current_item, false end -- Assume all items have even height (= 1 line of text). If you need items of different height, -- you can create a custom version of ListBox() in your code without using the clipper. local value_changed = false local clipper = ImGuiListClipper() clipper:Begin(items_count, ImGui.GetTextLineHeightWithSpacing()) -- We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. clipper:IncludeItemByIndex(current_item) while clipper:Step() do for i = clipper.DisplayStart, clipper.DisplayEnd - 1 do local item_text = getter(user_data, i) if item_text == nil then item_text = "*Unknown item*" end ImGui.PushID(i) local item_selected = (i == current_item) if ImGui.Selectable(item_text, item_selected) then current_item = i value_changed = true end if item_selected then ImGui.SetItemDefaultFocus() end ImGui.PopID() end end ImGui.EndListBox() if value_changed then ImGui.MarkItemEdited(g.LastItemData.ID) end return current_item, value_changed end ------------------------------------------------------------------------------- -- [SECTION] Widgets: PlotLines, PlotHistogram ------------------------------------------------------------------------------- -- - PlotEx() [Internal] -- - PlotLines() -- - PlotHistogram() ------------------------------------------------------------------------------- -- Plot/Graph widgets are not very good. -- Consider using ImPlot (https://github.com/epezent/implot) which is much better! ------------------------------------------------------------------------------- --- @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, 2 --[[ImGuiItemFlags.NoNav]]) then return -1 end local _, hovered, _ = ImGui.ButtonBehavior(frame_bb, id) -- Determine scale from values if not specified if scale_min == 3.4028234663853e+38 --[[FLT_MAX]] or scale_max == 3.4028234663853e+38 --[[FLT_MAX]] then local v_min = 3.4028234663853e+38 --[[FLT_MAX]] local v_max = -3.4028234663853e+38 --[[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 == 3.4028234663853e+38 --[[FLT_MAX]] then scale_min = v_min end if scale_max == 3.4028234663853e+38 --[[FLT_MAX]] then scale_max = v_max end end ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, ImGui.GetColorU32(7 --[[ImGuiCol.FrameBg]]), true, style.FrameRounding) local values_count_min = (plot_type == 0 --[[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 == 0 --[[ImGuiPlotType.Lines]]) and -1 or 0) local item_count = values_count + ((plot_type == 0 --[[ImGuiPlotType.Lines]]) and -1 or 0) -- Tooltip on hover 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 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 == 0 --[[ImGuiPlotType.Lines]] then ImGui.SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1) elseif plot_type == 1 --[[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)) -- Point in the normalized space of our target rectangle 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) -- Where does the zero line stands local col_base = ImGui.GetColorU32((plot_type == 0 --[[ImGuiPlotType.Lines]]) and 44 --[[ImGuiCol.PlotLines]] or 46 --[[ImGuiCol.PlotHistogram]]) local col_hovered = ImGui.GetColorU32((plot_type == 0 --[[ImGuiPlotType.Lines]]) and 45 --[[ImGuiCol.PlotLinesHovered]] or 47 --[[ImGuiCol.PlotHistogramHovered]]) for _ = 0, res_w - 1 do local t1 = t0 + t_step local v1_idx = math.floor(t0 * item_count + 0.5) + 1 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)) -- NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. local pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0) local pos1 if plot_type == 0 --[[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 == 0 --[[ImGuiPlotType.Lines]] then window.DrawList:AddLine(pos0, pos1, idx_hovered == v1_idx and col_hovered or col_base) elseif plot_type == 1 --[[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 -- Text overlay 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 hovered index or -1 if none are hovered. -- This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). 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 = 3.4028234663853e+38 --[[FLT_MAX]] end if scale_max == nil then scale_max = 3.4028234663853e+38 --[[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(0 --[[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(0 --[[ImGuiPlotType.Lines]], label, Plot_ArrayGetter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size) end end -- Plot Histogram (the data provided _is_ histogram data. it doesn't compute the histogram of your data) --- @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 = 3.4028234663853e+38 --[[FLT_MAX]] end if scale_max == nil then scale_max = 3.4028234663853e+38 --[[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(1 --[[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(1 --[[ImGuiPlotType.Histogram]], label, Plot_ArrayGetter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size) end end ------------------------------------------------------------------------------- -- [SECTION] MenuItem, BeginMenu, EndMenu, etc. ------------------------------------------------------------------------------- -- - ImGuiMenuColumns [Internal] -- - BeginMenuBar() -- - EndMenuBar() -- - BeginMainMenuBar() -- - EndMainMenuBar() -- - BeginMenu() -- - EndMenu() -- - MenuItemEx() [Internal] -- - MenuItem() ------------------------------------------------------------------------------- -- Helpers for internal use --- @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, 1024 --[[ImGuiWindowFlags.MenuBar]]) == 0 then return false end assert(not window.DC.MenuBarAppending) ImGui.BeginGroup() -- Backup position on layer 0 // 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 = 0 --[[ImGuiLayoutType.Horizontal]] window.DC.IsSameLine = false window.DC.NavLayerCurrent = 1 --[[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 assert(bit32.band(window.Flags, 1024 --[[ImGuiWindowFlags.MenuBar]]) ~= 0) 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 == 0 --[[ImGuiDir.Left]] or g.NavMoveDir == 1 --[[ImGuiDir.Right]]) and bit32.band(g.NavWindow.Flags, 268435456 --[[ImGuiWindowFlags.ChildMenu]]) ~= 0 then -- Try to find out if the request is for one of our child menu local nav_earliest_child = g.NavWindow while nav_earliest_child.ParentWindow and bit32.band(nav_earliest_child.ParentWindow.Flags, 268435456 --[[ImGuiWindowFlags.ChildMenu]]) ~= 0 do nav_earliest_child = nav_earliest_child.ParentWindow end if nav_earliest_child.ParentWindow == window and nav_earliest_child.DC.ParentLayoutType == 0 --[[ImGuiLayoutType.Horizontal]] and bit32.band(g.NavMoveFlags, 128 --[[ImGuiNavMoveFlags.Forwarded]]) == 0 then -- To do so we claim focus back, restore NavId and then process the movement request for yet another frame. -- This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) local layer = 1 --[[ImGuiNavLayer.Menu]] assert(bit32.band(window.DC.NavLayersActiveMaskNext, bit32.lshift(1, layer)) ~= 0) -- Sanity check (FIXME: Seems unnecessary) ImGui.FocusWindow(window) ImGui.SetNavID(window.NavLastIds[layer], layer, 0, window.NavRectRel[layer]) -- FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto? if g.NavCursorVisible then g.NavCursorVisible = false -- Hide nav cursor for the current frame so we don't see the intermediary selection. Will be set again g.NavCursorHideFrames = 2 end g.NavHighlightItemUnderNav = true g.NavMousePosDirty = true ImGui.NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags) -- Repeat end else ImGui.NavMoveRequestTryWrapping(window, 4 --[[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 = 1 --[[ImGuiLayoutType.Vertical]] window.DC.IsSameLine = false window.DC.NavLayerCurrent = 0 --[[ImGuiNavLayer.Main]] window.DC.MenuBarAppending = false ImVec2_Copy(window.DC.CursorMaxPos, restore_cursor_max_pos) end -- Important: calling order matters! -- FIXME: Somehow overlapping with docking tech. -- FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) --- @param name string --- @param viewport_p? ImGuiViewport --- @param dir ImGuiDir --- @param axis_size float --- @param window_flags ImGuiWindowFlags function ImGui.BeginViewportSideBar(name, viewport_p, dir, axis_size, window_flags) assert(dir ~= (-1) --[[ImGuiDir.None]]) local bar_window = ImGui.FindWindowByName(name) local viewport = viewport_p or ImGui.GetMainViewport() if bar_window == nil or bar_window.BeginCount == 0 then -- Calculate and set window size/position local avail_rect = viewport:GetBuildWorkRect() local axis = (dir == 2 --[[ImGuiDir.Up]] or dir == 3 --[[ImGuiDir.Down]]) and 2 --[[ImGuiAxis.Y]] or 1 --[[ImGuiAxis.X]] local pos = ImVec2(avail_rect.Min.x, avail_rect.Min.y) if dir == 1 --[[ImGuiDir.Right]] or dir == 3 --[[ImGuiDir.Down]] then pos[axis] = avail_rect.Max[axis] - axis_size end local size = avail_rect:GetSize() size[axis] = axis_size ImGui.SetNextWindowPos(pos) ImGui.SetNextWindowSize(size) -- Report our size into work area (for next frame) using actual window size if dir == 2 --[[ImGuiDir.Up]] or dir == 0 --[[ImGuiDir.Left]] then viewport.BuildWorkInsetMin[axis] = viewport.BuildWorkInsetMin[axis] + axis_size elseif dir == 3 --[[ImGuiDir.Down]] or dir == 1 --[[ImGuiDir.Right]] then viewport.BuildWorkInsetMax[axis] = viewport.BuildWorkInsetMax[axis] + axis_size end end window_flags = bit32.bor(window_flags or 0, 1 --[[ImGuiWindowFlags.NoTitleBar]], 2 --[[ImGuiWindowFlags.NoResize]], 4 --[[ImGuiWindowFlags.NoMove]], 524288 --[[ImGuiWindowFlags.NoDocking]]) ImGui.SetNextWindowViewport(viewport.ID) ImGui.PushStyleVar(3 --[[ImGuiStyleVar.WindowRounding]], 0.0) ImGui.PushStyleVar(5 --[[ImGuiStyleVar.WindowMinSize]], ImVec2(0, 0)) -- Lift normal size constraint local _, is_open = ImGui.Begin(name, nil, window_flags) ImGui.PopStyleVar(2) return is_open end function ImGui.BeginMainMenuBar() local g = GImGui local viewport = ImGui.GetMainViewport() -- Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change ImGui.SetCurrentViewport(nil, viewport) -- For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. -- FIXME: This could be generalized as an opt-in way to clamp window.DC.CursorStartPos to avoid SafeArea? -- FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0)) local window_flags = bit32.bor(8 --[[ImGuiWindowFlags.NoScrollbar]], 256 --[[ImGuiWindowFlags.NoSavedSettings]], 1024 --[[ImGuiWindowFlags.MenuBar]]) local height = ImGui.GetFrameHeight() local is_open = ImGui.BeginViewportSideBar("##MainMenuBar", viewport, 2 --[[ImGuiDir.Up]], height, window_flags) g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0, 0.0) if not is_open then ImGui.End() return false end -- Temporarily disable _NoSavedSettings, in the off-chance that tables or child windows submitted within the menu-bar may want to use settings. (#8356) g.CurrentWindow.Flags = bit32.band(g.CurrentWindow.Flags, bit32.bnot(256 --[[ImGuiWindowFlags.NoSavedSettings]])) ImGui.BeginMenuBar() return is_open end function ImGui.EndMainMenuBar() local g = GImGui IM_ASSERT_USER_ERROR_RET(g.CurrentWindow.DC.MenuBarAppending, "Calling EndMainMenuBar() not from a menu-bar!") -- Not technically testing that it is the main menu bar ImGui.EndMenuBar() g.CurrentWindow.Flags = bit32.bor(g.CurrentWindow.Flags, 256 --[[ImGuiWindowFlags.NoSavedSettings]]) -- Restore _NoSavedSettings (#8356) -- When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window -- FIXME: With this strategy we won't be able to restore a nil focus. if g.CurrentWindow == g.NavWindow and g.NavLayer == 0 --[[ImGuiNavLayer.Main]] and not g.NavAnyRequest and g.ActiveId == 0 then ImGui.FocusTopMostWindowUnderOne(g.NavWindow, nil, nil, bit32.bor(2 --[[ImGuiFocusRequestFlags.UnlessBelowModal]], 1 --[[ImGuiFocusRequestFlags.RestoreFocusedChild]])) end ImGui.End() end local function IsRootOfOpenMenuSet() local g = GImGui local window = g.CurrentWindow if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) or (bit32.band(window.Flags, 268435456 --[[ImGuiWindowFlags.ChildMenu]]) ~= 0) then return false end -- Initially we used 'upper_popup.OpenParentId == window.IDStack:back()' to differentiate multiple menu sets from each others -- (e.g. inside menu bar vs loose menu items) based on parent ID. -- This would however prevent the use of e.g. PushID() user code submitting menus. -- Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, -- making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. -- Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup -- doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. -- In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. -- This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still -- open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart -- it likely won't be a problem anyone runs into. 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, 268435456 --[[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, 0 --[[ImGuiPopupFlags.None]]) -- Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) -- The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags.FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. local window_flags = bit32.bor(268435456 --[[ImGuiWindowFlags.ChildMenu]], 64 --[[ImGuiWindowFlags.AlwaysAutoResize]], 4 --[[ImGuiWindowFlags.NoMove]], 1 --[[ImGuiWindowFlags.NoTitleBar]], 256 --[[ImGuiWindowFlags.NoSavedSettings]], 131072 --[[ImGuiWindowFlags.NoNavFocus]]) if bit32.band(window.Flags, 268435456 --[[ImGuiWindowFlags.ChildMenu]]) ~= 0 then window_flags = bit32.bor(window_flags, 16777216 --[[ImGuiWindowFlags.ChildWindow]]) end -- If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). -- We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. -- If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. if g.MenusIdSubmittedThisFrame:contains(id) then if menu_is_open then menu_is_open = ImGui.BeginPopupMenuEx(id, label, window_flags) -- menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) else g.NextWindowData:ClearFlags() -- we behave like Begin() and need to consume those values end return menu_is_open end -- Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu g.MenusIdSubmittedThisFrame:push_back(id) local label_end = ImGui.FindRenderedTextEnd(label) local label_size = ImGui.CalcTextSize(label, label_end, false) -- Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) -- This is only done for items for the menu set and not the full parent window. local menuset_is_open = IsRootOfOpenMenuSet() if menuset_is_open then g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, 8192 --[[ImGuiItemFlags.NoWindowHoverableCheck]]) end -- The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, -- However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). -- e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. 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(4194304 --[[ImGuiSelectableFlags.SelectOnClick]], 1 --[[ImGuiSelectableFlags.NoAutoClosePopups]]) local offsets = window.DC.MenuColumns if window.DC.LayoutType == 0 --[[ImGuiLayoutType.Horizontal]] then -- Menu inside a horizontal menu bar -- Selectable extend their highlight by half ItemSpacing in each direction. -- For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * 0.5) ImGui.PushStyleVarX(14 --[[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)) -- -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). popup_pos = ImVec2(pos.x - 1.0 - IM_TRUNC(style.ItemSpacing.x * 0.5), text_pos.y - style.FramePadding.y + window.MenuBarHeight) else -- Menu inside a regular/vertical menu -- (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. -- Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.) 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) -- Feedback to next frame 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, 16777216 --[[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(0 --[[ImGuiCol.Text]]), 1 --[[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 -- Once dragged, release ActiveId + key ownership. This is to allow the idiom of mouse down a menu, dragging elsewhere, up on some other MenuItem(). (#8233, #9394) -- Could move logic into lower-level ImGuiButtonFlags.AutoReleaseActiveId + ImGuiButtonFlags.AutoReleaseKeyOwner? Easier once we get rid of the Selectable() middle-man here. if g.ActiveId == id and g.HoveredId ~= id and g.ActiveIdSource == 1 --[[ImGuiInputSource.Mouse]] and ImGui.IsMouseDragging(0) then ImGui.ClearActiveID() ImGui.SetKeyOwner(656 --[[ImGuiKey.MouseLeft]], 4294967295 --[[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 == 1 --[[ImGuiLayoutType.Vertical]] then -- (window.Flags & (ImGuiWindowFlags.Popup|ImGuiWindowFlags.ChildMenu)) -- Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu -- Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. local moving_toward_child_menu = false local child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) and g.OpenPopupStack[g.BeginPopupStack.Size + 1] or nil -- Popup candidate (testing below) 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 -- FIXME-DPI 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) -- Add a bit of extra slack. 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) -- Triangle has maximum height to limit the slope and the bias toward large sub-menus tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, ref_unit * 8.0) moving_toward_child_menu = ImStd.ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos) -- ImGui.GetForegroundDrawList():AddTriangleFilled(ta, tb, tc, moving_toward_child_menu and IM_COL32(0, 128, 0, 128) or IM_COL32(128, 0, 0, 128)) -- [DEBUG] end -- The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) -- But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. -- (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) if menu_is_open 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 -- Open -- (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test) if not menu_is_open and pressed then -- Click/activate to open want_open = true elseif not menu_is_open and hovered and not moving_toward_child_menu then -- Hover to open want_open = true elseif not menu_is_open and hovered and g.HoveredIdTimer >= 0.30 and g.MouseStationaryTimer >= 0.30 then -- Hover to open (timer fallback) want_open = true end if g.NavId == id and g.NavMoveDir == 1 --[[ImGuiDir.Right]] then -- Nav-Right to open want_open = true want_open_nav_init = true ImGui.NavMoveRequestCancel() ImGui.SetNavCursorVisibleAfterMove() end else -- Menu bar if menu_is_open and pressed and menuset_is_open then -- Click an open menu again to close it want_close = true want_open = false menu_is_open = false elseif pressed or (hovered and menuset_is_open and not menu_is_open) then -- First click to open, then hover to open others want_open = true elseif g.NavId == id and g.NavMoveDir == 3 --[[ImGuiDir.Down]] then -- Nav-Down to open want_open = true ImGui.NavMoveRequestCancel() end end if not enabled then -- explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' want_close = true end if want_close and ImGui.IsPopupOpen(id, 0 --[[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 -- Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame. ImGui.OpenPopup(label) elseif want_open then menu_is_open = true ImGui.OpenPopup(label, 32 --[[ImGuiPopupFlags.NoReopen]]) -- | (want_open_nav_init ? ImGuiPopupFlags.NoReopenAlwaysNavInit : 0)) end if menu_is_open then local last_item_in_parent = ImGuiLastItemData() ImGuiLastItemData_Copy(last_item_in_parent, g.LastItemData) ImGui.SetNextWindowPos(popup_pos, 1 --[[ImGuiCond.Always]]) -- Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. ImGui.PushStyleVar(7 --[[ImGuiStyleVar.ChildRounding]], style.PopupRounding) -- First level will use _PopupRounding, subsequent will use _ChildRounding menu_is_open = ImGui.BeginPopupMenuEx(id, label, window_flags) -- menu_is_open may be 'false' when the popup is completely clipped (e.g. zero size display) ImGui.PopStyleVar() if menu_is_open then -- Implement what ImGuiPopupFlags.NoReopenAlwaysNavInit would do: -- Perform an init request in the case the popup was already open (via a previous mouse hover) if want_open and want_open_nav_init and not g.NavInitRequest then ImGui.FocusWindow(g.CurrentWindow, 2 --[[ImGuiFocusRequestFlags.UnlessBelowModal]]) ImGui.NavInitWindow(g.CurrentWindow, false) end -- Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() -- (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags.NoWindowHoverableCheck) ImGuiLastItemData_Copy(g.LastItemData, last_item_in_parent) if g.HoveredWindow == window then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, 128 --[[ImGuiItemStatusFlags.HoveredWindow]]) end end else g.NextWindowData:ClearFlags() -- We behave like Begin() and need to consume those values 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() -- Nav: When a left move request our menu failed, close ourselves. local g = GImGui local window = g.CurrentWindow IM_ASSERT_USER_ERROR_RET(bit32.band(window.Flags, bit32.bor(67108864 --[[ImGuiWindowFlags.Popup]], 268435456 --[[ImGuiWindowFlags.ChildMenu]])) == bit32.bor(67108864 --[[ImGuiWindowFlags.Popup]], 268435456 --[[ImGuiWindowFlags.ChildMenu]]), "Calling EndMenu() in wrong window!") local parent_window = window.ParentWindow -- Should always be ~= nil is we passed assert. if window.BeginCount == window.BeginCountPreviousFrame then if g.NavMoveDir == 0 --[[ImGuiDir.Left]] and ImGui.NavMoveRequestButNoResultYet() then if g.NavWindow and g.NavWindow.RootWindowForNav == window and parent_window.DC.LayoutType == 1 --[[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) -- See BeginMenuEx() for comments about this. local menuset_is_open = IsRootOfOpenMenuSet() if menuset_is_open then g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, 8192 --[[ImGuiItemFlags.NoWindowHoverableCheck]]) end -- We've been using the equivalent of ImGuiSelectableFlags.SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), -- but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. ImGui.PushID(label) if not enabled then ImGui.BeginDisabled() end local pressed -- We use ImGuiSelectableFlags.NoSetKeyOwner to allow down on one menu item, move, up on another. local backup_rounding = style.SelectableRounding style.SelectableRounding = style.MenuItemRounding local selectable_flags = bit32.bor(8388608 --[[ImGuiSelectableFlags.SelectOnRelease]], 33554432 --[[ImGuiSelectableFlags.SetNavIdOnHover]]) local offsets = window.DC.MenuColumns if window.DC.LayoutType == 0 --[[ImGuiLayoutType.Horizontal]] then -- Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful -- Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. window.DC.CursorPos.x = 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(14 --[[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, 256 --[[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)) -- -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). else -- Menu item inside a vertical menu -- (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. -- Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.) 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) -- FIXME: Always accounted for, even in a menu with none, because 'selected' has no neutral setting. local min_w = offsets:DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w) -- Feedback for next frame 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, 16777216 --[[ImGuiSelectableFlags.SpanAvailWidth]]), ImVec2(min_w, label_size.y)) if bit32.band(g.LastItemData.StatusFlags, 256 --[[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(0 --[[ImGuiCol.Text]], style.Colors[1 --[[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(0 --[[ImGuiCol.Text]]), g.FontSize * 0.866) end end end style.SelectableRounding = backup_rounding -- Once dragged, release ActiveId + key ownership. This is to allow the idiom of mouse down a menu, dragging elsewhere, up on some other MenuItem(). (#8233, #9394) -- Could move logic into lower-level ImGuiButtonFlags_AutoReleaseActiveId + ImGuiButtonFlags_AutoReleaseKeyOwner? Easier once we get rid of the Selectable() middle-man here. local id = g.LastItemData.ID if g.ActiveId == id and g.HoveredId ~= id and g.ActiveIdSource == 1 --[[ImGuiInputSource.Mouse]] and ImGui.IsMouseDragging(0) then ImGui.ClearActiveID() ImGui.SetKeyOwner(656 --[[ImGuiKey.MouseLeft]], 4294967295 --[[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 do --[[ [SECTION] Widgets: BeginTabBar, EndTabBar, etc. (was imgui_tabs.lua) ]] --- Dear ImGui -- 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, 64 --[[ImGuiTabItemFlags.Leading]]) ~= 0 then return 0 end if bit32.band(tab.Flags, 128 --[[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 -- Scrolling happens only in the central section (leading/trailing sections are not scrolling) local function TabBarCalcScrollableWidth(tab_bar, sections) return tab_bar.BarRect:GetWidth() - sections[1].Width - sections[3].Width - sections[2].Spacing end -- TabCount: Number of tabs in this section. -- Width: Sum of width of tabs in this section (after shrinking down) -- Spacing: Horizontal spacing at the end of the section. local function ImGuiTabBarSection() return { TabCount = 0, Width = 0.0, WidthAfterShrinkMinWidth = 0.0, Spacing = 0.0 } end -- Shrink excess width from a set of item, by removing width from the larger items first. -- Set items Width to -1.0f to disable shrinking this item. -- 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 -- Sort largest first, smallest last. 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 -- ShrinkWidthItemComparer: b->Index - a->Index (Width compared exactly: upstream's (int) truncation isn't a strict weak order, which table.sort rejects) 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 -- Round width and redistribute remainder -- Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. width_excess = 0.0 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. ------------------------------------------------------------------------------- -- - BeginTabBar() -- - BeginTabBarEx() [Internal] -- - EndTabBar() -- - TabBarLayout() [Internal] -- - TabBarCalcTabID() [Internal] -- - TabBarCalcMaxTabWidth() [Internal] -- - TabBarFindTabById() [Internal] -- - TabBarFindTabByOrder() [Internal] -- - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal] -- - TabBarGetCurrentTab() [Internal] -- - TabBarGetTabName() [Internal] -- - TabBarAddTab() [Internal] -- - TabBarRemoveTab() [Internal] -- - TabBarCloseTab() [Internal] -- - TabBarScrollClamp() [Internal] -- - TabBarScrollToTab() [Internal] -- - TabBarQueueFocus() [Internal] -- - TabBarQueueReorder() [Internal] -- - TabBarProcessReorderFromMousePos() [Internal] -- - TabBarProcessReorder() [Internal] -- - TabBarScrollingButtons() [Internal] -- - TabBarTabListPopupButton() [Internal] ------------------------------------------------------------------------------- function ImGui.TabBarFindByID(id) SyncContext() return GImGui.TabBars:GetByKey(id) end -- Remove TabBar data (currently only used by TestEngine) 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) -- if (g.NavWindow and ImGui.IsWindowChildOf(g.NavWindow, window, false, false)) flags = bit32.bor(flags, 2097152 --[[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 assert(tab_bar.ID ~= 0) if bit32.band(flags, 1048576 --[[ImGuiTabBarFlags.DockNode]]) == 0 then -- Already done ImGui.PushOverrideID(tab_bar.ID) end -- Add to stack g.CurrentTabBarStack:push_back(tab_bar) g.CurrentTabBar = tab_bar tab_bar.Window = window -- Append with multiple BeginTabBar()/EndTabBar() pairs. 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 -- Ensure correct ordering when toggling ImGuiTabBarFlags.Reorderable flag, or when a new tab was added while being not reorderable if bit32.band(flags, 1 --[[ImGuiTabBarFlags.Reorderable]]) ~= bit32.band(tab_bar.Flags, 1 --[[ImGuiTabBarFlags.Reorderable]]) or (tab_bar.TabsAddedNew and bit32.band(flags, 1 --[[ImGuiTabBarFlags.Reorderable]]) == 0) then if bit32.band(flags, 1048576 --[[ImGuiTabBarFlags.DockNode]]) == 0 then -- FIXME: TabBar with DockNode can now be hybrid SortTabsByBeginOrder(tab_bar) end end tab_bar.TabsAddedNew = false -- Flags if bit32.band(flags, 896 --[[ImGuiTabBarFlags.FittingPolicyMask_]]) == 0 then flags = bit32.bor(flags, 128 --[[ImGuiTabBarFlags.FittingPolicyDefault_]]) end tab_bar.Flags = flags tab_bar.BarRect = ImRect(tab_bar_bb.Min, tab_bar_bb.Max) tab_bar.WantLayout = true -- Layout will be done on the first call to ItemTab() tab_bar.PrevFrameVisible = tab_bar.CurrFrameVisible tab_bar.CurrFrameVisible = g.FrameCount tab_bar.PrevTabsContentsHeight = tab_bar.CurrTabsContentsHeight tab_bar.CurrTabsContentsHeight = 0.0 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 -- Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap ImVec2_CopyV(window.DC.CursorPos, tab_bar.BarRect.Min.x, tab_bar.BarRect.Max.y + tab_bar.ItemSpacingY) -- Draw separator -- (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable) local col = ImGui.GetColorU32(bit32.band(flags, 2097152 --[[ImGuiTabBarFlags.IsFocused]]) ~= 0 and 37 --[[ImGuiCol.TabSelected]] or 40 --[[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 assert(tab_bar ~= nil, "Mismatched BeginTabBar()/EndTabBar()!") -- Fallback in case no TabItem have been submitted if tab_bar.WantLayout then ImGui.TabBarLayout(tab_bar) end -- Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). 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, 1048576 --[[ImGuiTabBarFlags.DockNode]]) == 0 then -- Already done 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 -- This is called only once a frame before by the first call to ItemTab() -- The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. function ImGui.TabBarLayout(tab_bar) SyncContext() local g = GImGui tab_bar.WantLayout = false -- Track selected tab when resizing our parent down local scroll_to_selected_tab = (tab_bar.BarRectPrevWidth > tab_bar.BarRect:GetWidth()) tab_bar.BarRectPrevWidth = tab_bar.BarRect:GetWidth() -- Garbage collect by compacting list -- Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) local tabs = tab_bar.Tabs local tab_dst_n = 0 local need_sort_by_section = false local sections = { ImGuiTabBarSection(), ImGuiTabBarSection(), ImGuiTabBarSection() } -- Layout sections: Leading, Central, Trailing (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 -- Remove tab 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 -- We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) 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 -- Calculate spacing between sections 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 -- Setup next selected tab 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 -- Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). if tab_bar.ReorderRequestTabId ~= 0 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 -- Tab List Popup (will alter tab_bar.BarRect and therefore the available width!) local tab_list_popup_button = bit32.band(tab_bar.Flags, 4 --[[ImGuiTabBarFlags.TabListPopupButton]]) ~= 0 if tab_list_popup_button then local tab_to_select = ImGui.TabBarTabListPopupButton(tab_bar) -- NB: Will alter BarRect.Min.x! if tab_to_select then tab_bar.SelectedTabId = tab_to_select.ID scroll_to_tab_id = tab_to_select.ID end end -- Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central -- (whereas our tabs are stored as: leading, central, trailing) -- (shrink_buffer_indexes holds 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 -- Minimum shrink width local shrink_min_width = (bit32.band(tab_bar.Flags, 128 --[[ImGuiTabBarFlags.FittingPolicyMixed]]) ~= 0) and g.Style.TabMinWidthShrink or 1.0 -- Compute ideal tabs widths + store them into shrink buffer 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] 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, 2097152 --[[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 -- Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. -- Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, -- and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. local tab_name = ImGui.TabBarGetTabName(tab_bar, tab) local has_close_button_or_unsaved_marker = bit32.band(tab.Flags, 1048576 --[[ImGuiTabItemFlags.NoCloseButton]]) == 0 or bit32.band(tab.Flags, 1 --[[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, 2097152 --[[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 -- Store data so we can build an array sorted by width if we need to shrink tabs down 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 -- Compute total ideal width (used for e.g. auto-resizing a window) 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 -- Horizontal scrolling buttons -- - Important: note that TabBarScrollButtons() will alter BarRect.Max.x. -- - Selection skips buttons and might cross through sections if there are Tabs in Leading/Trailing sections. local can_scroll = bit32.band(tab_bar.Flags, 512 --[[ImGuiTabBarFlags.FittingPolicyScroll]]) ~= 0 or bit32.band(tab_bar.Flags, 128 --[[ImGuiTabBarFlags.FittingPolicyMixed]]) ~= 0 local width_all_tabs_to_use_for_scroll = (bit32.band(tab_bar.Flags, 512 --[[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, 16 --[[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, 2097152 --[[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 -- Shrink widths if full tabs don't fit in their allocated space 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) -- Excess used to shrink central section else width_excess = (section_0_w + section_2_w) - tab_bar.BarRect:GetWidth() -- Excess used to shrink leading/trailing section end -- With ImGuiTabBarFlags.FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore local can_shrink = bit32.band(tab_bar.Flags, 256 --[[ImGuiTabBarFlags.FittingPolicyShrink]]) ~= 0 or bit32.band(tab_bar.Flags, 128 --[[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) -- Apply shrunk values into tabs and sections 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 -- If we have lost the selected tab, select the next most recently active one 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 -- Lock in visible tab 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 -- Apply request requests 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 662 --[[ImGuiKey.MouseWheelY]] or 661 --[[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 -- Update scrolling 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 -- Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. -- Teleport if we are aiming far off the visible line tab_bar.ScrollingSpeed = ImMax(tab_bar.ScrollingSpeed, 70.0 * 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 -- Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) 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 -- Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. function ImGui.TabBarCalcTabID(tab_bar, label, docked_window) if docked_window ~= nil then assert(bit32.band(tab_bar.Flags, 1048576 --[[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 -- Order = visible order, not submission order! (which is tab.BeginOrder) --- @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 -- FIXME: See references to #2304 in TODO.txt 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, 192 --[[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 -- The purpose of this call is to register tab in advance so we can control their order at the time they appear. -- Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. function ImGui.TabBarAddTab(tab_bar, tab_flags, window) local g = ImGui.GetCurrentContext() assert(ImGui.TabBarFindTabByID(tab_bar, window.TabId) == nil) assert(g.CurrentTabBar ~= tab_bar) -- Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar.CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) if not window.HasCloseButton then tab_flags = bit32.bor(tab_flags, 1048576 --[[ImGuiTabItemFlags.NoCloseButton]]) -- Set _NoCloseButton immediately because it will be used for first-frame width calculation. end local new_tab = ImGuiTabItem() new_tab.ID = window.TabId new_tab.Flags = tab_flags new_tab.LastFrameVisible = tab_bar.CurrFrameVisible -- Required so BeginTabBar() doesn't ditch the tab if new_tab.LastFrameVisible == -1 then new_tab.LastFrameVisible = g.FrameCount - 1 end new_tab.Window = window -- Required so tab bar layout can compute the tab width before tab submission tab_bar.Tabs:push_back(new_tab) end -- The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. 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 -- Called on manual closure attempt function ImGui.TabBarCloseTab(tab_bar, tab) if bit32.band(tab.Flags, 2097152 --[[ImGuiTabItemFlags.Button]]) ~= 0 then return end -- A button appended with TabItemButton(). if bit32.band(tab.Flags, bit32.bor(1 --[[ImGuiTabItemFlags.UnsavedDocument]], 256 --[[ImGuiTabItemFlags.NoAssumedClosure]])) == 0 then -- This will remove a frame of lag for selecting another tab on closure. -- However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure tab.WantClose = true if tab_bar.VisibleTabId == tab.ID then tab.LastFrameVisible = -1 tab_bar.SelectedTabId = 0 tab_bar.NextSelectedTabId = 0 end else -- Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) if tab_bar.VisibleTabId ~= tab.ID 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 -- Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys function ImGui.TabBarScrollToTab(tab_bar, tab_id, sections) local tab = ImGui.TabBarFindTabByID(tab_bar, tab_id) if tab == nil then return end -- Clamp attempt to scroll to leading/trailing sections items. -- This could be done at the TabBarScrollingButtons() call site as well, but here works. if bit32.band(tab.Flags, 64 --[[ImGuiTabItemFlags.Leading]]) ~= 0 then tab = tab_bar.Tabs.Data[sections[1].TabCount + 1] elseif bit32.band(tab.Flags, 128 --[[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, 192 --[[ImGuiTabItemFlags.SectionMask_]]) ~= 0 then return end -- When scrolling to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) -- Disable the margin if the scrolling section is too small for the target tab: prefer displaying a maximum of the label. 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) -- Scrolling happens only in the central section (leading/trailing sections are not scrolling) local scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections) -- We make all tabs positions all relative Sections[0].Width to make code simpler 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 -- Scroll to the left 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 -- Scroll to the right 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 assert(bit32.band(tab_bar.Flags, 1048576 --[[ImGuiTabBarFlags.DockNode]]) == 0) -- Only supported for manual/explicit tab bars tab_bar.NextSelectedTabId = ImGui.TabBarCalcTabID(tab_bar, tab, nil) return end tab_bar.NextSelectedTabId = tab.ID end function ImGui.TabBarQueueReorder(tab_bar, tab, offset) assert(offset ~= 0) 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() assert(tab_bar.ReorderRequestTabId == 0) if bit32.band(tab_bar.Flags, 1 --[[ImGuiTabBarFlags.Reorderable]]) == 0 then return end local tab_spacing = g.Style.ItemInnerSpacing.x local is_central_section = bit32.band(src_tab.Flags, 192 --[[ImGuiTabItemFlags.SectionMask_]]) == 0 local bar_offset = tab_bar.BarRect.Min.x - (is_central_section and tab_bar.ScrollingTarget or 0) -- Count number of contiguous tabs we are crossing over 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 -- Reordered tabs must share the same section local dst_tab = tab_bar.Tabs.Data[i + 1] if bit32.band(dst_tab.Flags, 32 --[[ImGuiTabItemFlags.NoReorder]]) ~= 0 then break end if bit32.band(dst_tab.Flags, 192 --[[ImGuiTabItemFlags.SectionMask_]]) ~= bit32.band(src_tab.Flags, 192 --[[ImGuiTabItemFlags.SectionMask_]]) then break end dst_idx = i -- Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. local x1 = bar_offset + dst_tab.Offset - tab_spacing local x2 = bar_offset + dst_tab.Offset + dst_tab.Width + tab_spacing -- ImGui.GetForegroundDrawList():AddRect(ImVec2(x1, tab_bar.BarRect.Min.y), ImVec2(x2, tab_bar.BarRect.Max.y), IM_COL32(255, 0, 0, 255)) if (dir < 0 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, 32 --[[ImGuiTabItemFlags.NoReorder]]) ~= 0 then return false end -- IM_ASSERT(bit32.band(tab_bar.Flags, ImGuiTabBarFlags.Reorderable) ~= 0) -- <- this may happen when using debug tools 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 -- Reordered tabs must share the same section -- (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) local tab2 = tab_bar.Tabs.Data[tab2_order + 1] if bit32.band(tab2.Flags, 32 --[[ImGuiTabItemFlags.NoReorder]]) ~= 0 then return false end if bit32.band(tab1.Flags, 192 --[[ImGuiTabItemFlags.SectionMask_]]) ~= bit32.band(tab2.Flags, 192 --[[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, 4194304 --[[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) -- window.DrawList:AddRect(ImVec2(tab_bar.BarRect.Max.x - scrolling_buttons_width, tab_bar.BarRect.Min.y), ImVec2(tab_bar.BarRect.Max.x, tab_bar.BarRect.Max.y), IM_COL32(255,0,0,255)) local select_dir = 0 local tc = g.Style.Colors[0 --[[ImGuiCol.Text]]] local arrow_col = ImVec4(tc.x, tc.y, tc.z, tc.w * 0.5) ImGui.PushStyleColor(0 --[[ImGuiCol.Text]], arrow_col) ImGui.PushStyleColor(22 --[[ImGuiCol.Button]], ImVec4(0, 0, 0, 0)) ImGui.PushItemFlag(bit32.bor(8 --[[ImGuiItemFlags.ButtonRepeat]], 2 --[[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("##<", 0 --[[ImGuiDir.Left]], arrow_button_size, 16 --[[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("##>", 1 --[[ImGuiDir.Right]], arrow_button_size, 16 --[[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 -- Skip tab item buttons until another tab item is found or end is reached while tab_to_scroll_to == nil do -- If we are at the end of the list, still scroll to make our tab visible 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] -- Cross through buttons -- (even if first/last item is a button, return it so we can update the scroll) if bit32.band(tab_to_scroll_to.Flags, 2097152 --[[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 -- We use g.Style.FramePadding.y to match the square ArrowButton size 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[0 --[[ImGuiCol.Text]]] ImGui.PushStyleColor(0 --[[ImGuiCol.Text]], ImVec4(tc.x, tc.y, tc.z, tc.w * 0.5)) ImGui.PushStyleColor(22 --[[ImGuiCol.Button]], ImVec4(0, 0, 0, 0)) local open = ImGui.BeginCombo("##v", nil, bit32.bor(64 --[[ImGuiComboFlags.NoPreview]], 16 --[[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, 2097152 --[[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. ------------------------------------------------------------------------------- -- - BeginTabItem() -- - EndTabItem() -- - TabItemButton() -- - TabItemEx() [Internal] -- - SetTabItemClosed() -- - TabItemCalcSize() [Internal] -- - TabItemBackground() [Internal] -- - TabItemLabelAndCloseButton() [Internal] ------------------------------------------------------------------------------- --- @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 assert(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") assert(bit32.band(flags, 2097152 --[[ImGuiTabItemFlags.Button]]) == 0) -- BeginTabItem() Can't be used with button flags, use TabItemButton() instead! local ret ret, p_open = ImGui.TabItemEx(tab_bar, label, p_open, flags, nil) if ret and bit32.band(flags, 8 --[[ImGuiTabItemFlags.NoPushId]]) == 0 then local tab = tab_bar.Tabs.Data[tab_bar.LastTabItemIdx + 1] ImGui.PushOverrideID(tab.ID) -- We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) 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 assert(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") assert(tab_bar.LastTabItemIdx >= 0) local tab = tab_bar.Tabs.Data[tab_bar.LastTabItemIdx + 1] if bit32.band(tab.Flags, 8 --[[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 assert(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!") return (ImGui.TabItemEx(tab_bar, label, nil, bit32.bor(flags, 2097152 --[[ImGuiTabItemFlags.Button]], 32 --[[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 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, 2097152 --[[ImGuiTabItemFlags.Button]], 32 --[[ImGuiTabItemFlags.NoReorder]], 4194304 --[[ImGuiTabItemFlags.Invisible]]), nil) end --- @return bool ret, bool? p_open function ImGui.TabItemEx(tab_bar, label, p_open, flags, docked_window) -- Layout whole tab bar if not already done 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 the user called us with p_open == false, we early out and don't render. -- We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. if p_open ~= nil and not p_open then ImGui.ItemAdd(ImRect(), id, nil, 2 --[[ImGuiItemFlags.NoNav]]) return false, p_open end assert(p_open == nil or bit32.band(flags, 2097152 --[[ImGuiTabItemFlags.Button]]) == 0) assert(bit32.band(flags, bit32.bor(64 --[[ImGuiTabItemFlags.Leading]], 128 --[[ImGuiTabItemFlags.Trailing]])) ~= bit32.bor(64 --[[ImGuiTabItemFlags.Leading]], 128 --[[ImGuiTabItemFlags.Trailing]])) -- Can't use both Leading and Trailing -- Store into ImGuiTabItemFlags.NoCloseButton, also honor ImGuiTabItemFlags.NoCloseButton passed by user (although not documented) local has_p_open = (p_open ~= nil) if bit32.band(flags, 1048576 --[[ImGuiTabItemFlags.NoCloseButton]]) ~= 0 then has_p_open = false elseif not has_p_open then flags = bit32.bor(flags, 1048576 --[[ImGuiTabItemFlags.NoCloseButton]]) end -- Acquire tab data 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) -- Calculate tab contents size local size = ImGui.TabItemCalcSize(label, has_p_open or bit32.band(flags, 1 --[[ImGuiTabItemFlags.UnsavedDocument]]) ~= 0) tab.RequestedWidth = -1.0 if bit32.band(g.NextItemData.HasFlags, 1 --[[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, 2097152 --[[ImGuiTabBarFlags.IsFocused]]) ~= 0 local tab_appearing = (tab.LastFrameVisible + 1 < g.FrameCount) local tab_just_unsaved = bit32.band(flags, 1 --[[ImGuiTabItemFlags.UnsavedDocument]]) ~= 0 and bit32.band(tab.Flags, 1 --[[ImGuiTabItemFlags.UnsavedDocument]]) == 0 local is_tab_button = bit32.band(flags, 2097152 --[[ImGuiTabItemFlags.Button]]) ~= 0 tab.LastFrameVisible = g.FrameCount tab.Flags = flags tab.Window = docked_window -- Append name (port: stored on tab.Name) -- (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) if docked_window ~= nil then assert(bit32.band(tab_bar.Flags, 1048576 --[[ImGuiTabBarFlags.DockNode]]) ~= 0) tab.NameOffset = -1 tab.Name = nil else tab.NameOffset = 0 tab.Name = label end -- Update selected tab if not is_tab_button then if tab_appearing and bit32.band(tab_bar.Flags, 2 --[[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) -- New tabs gets activated end end if bit32.band(flags, 2 --[[ImGuiTabItemFlags.SetSelected]]) ~= 0 and tab_bar.SelectedTabId ~= id then -- _SetSelected can only be passed on explicit tab bar ImGui.TabBarQueueFocus(tab_bar, tab) end end -- Lock visibility -- (Note: tab_contents_visible ~= tab_selected... because Ctrl+Tab operations may preview some tabs without selecting them!) local tab_contents_visible = (tab_bar.VisibleTabId == id) if tab_contents_visible then tab_bar.VisibleTabWasSubmitted = true end -- On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches 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, 2 --[[ImGuiTabBarFlags.AutoSelectNewTabs]]) == 0 then tab_contents_visible = true end end -- Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted -- and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. if tab_appearing and (not tab_bar_appearing or tab_is_new) then ImGui.ItemAdd(ImRect(), id, nil, 2 --[[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 -- Backup current layout position local backup_main_cursor_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y) -- Layout local is_central_section = bit32.band(tab.Flags, 192 --[[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) -- We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) 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 -- Click to Select a tab local button_flags = bit32.bor(is_tab_button and 32 --[[ImGuiButtonFlags.PressedOnClickRelease]] or 16 --[[ImGuiButtonFlags.PressedOnClick]], 4096 --[[ImGuiButtonFlags.AllowOverlap]]) if g.DragDropActive and not ImGuiPayload_IsDataType(g.DragDropPayload, IMGUI_PAYLOAD_TYPE_WINDOW) then -- FIXME: May be an opt-in property of the payload to disable this button_flags = bit32.bor(button_flags, 512 --[[ImGuiButtonFlags.PressedOnDragDropHold]]) end local hovered, held, pressed if bit32.band(flags, 4194304 --[[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 -- Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() -- will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. if held and docked_window and g.ActiveId == id and g.ActiveIdIsJustActivated then g.ActiveIdWindow = docked_window end -- Drag and drop a single floating window node moves it 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 -- Move ImGui.StartMouseMovingWindow(docked_window) elseif held and not tab_appearing and ImGui.IsMouseDragging(0) then -- Drag and drop: re-order tabs local drag_dir = 0 local drag_distance_from_edge_x = 0.0 if not g.DragDropActive and (bit32.band(tab_bar.Flags, 1 --[[ImGuiTabBarFlags.Reorderable]]) ~= 0 or docked_window ~= nil) then -- While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x if g.IO.MouseDelta.x < 0.0 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 -- Extract a Dockable window out of it's tab bar local can_undock = docked_window ~= nil and bit32.band(docked_window.Flags, 4 --[[ImGuiWindowFlags.NoMove]]) == 0 and bit32.band(node.MergedFlags, 128 --[[ImGuiDockNodeFlags.NoUndocking]]) == 0 if can_undock then -- We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar local undocking_tab = (g.DragDropActive and g.DragDropPayload.SourceId == id) if not undocking_tab then -- and (not g.IO.ConfigDockingWithShift or g.IO.KeyShift) 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) -- ImGui.GetForegroundDrawList():AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE) -- [DEBUG] 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 -- Undock -- FIXME: refactor to share more code with e.g. StartMouseMovingWindow 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 -- Render tab shape local is_visible = bit32.band(g.LastItemData.StatusFlags, 256 --[[ImGuiItemStatusFlags.Visible]]) ~= 0 and bit32.band(flags, 4194304 --[[ImGuiTabItemFlags.Invisible]]) == 0 if is_visible then local display_draw_list = window.DrawList local col_idx if held or hovered then col_idx = 35 --[[ImGuiCol.TabHovered]] elseif tab_contents_visible then col_idx = tab_bar_focused and 37 --[[ImGuiCol.TabSelected]] or 40 --[[ImGuiCol.TabDimmedSelected]] else col_idx = tab_bar_focused and 36 --[[ImGuiCol.Tab]] or 39 --[[ImGuiCol.TabDimmed]] end ImGui.TabItemBackground(display_draw_list, bb, flags, ImGui.GetColorU32(col_idx)) if tab_contents_visible and bit32.band(tab_bar.Flags, 64 --[[ImGuiTabBarFlags.DrawSelectedOverline]]) ~= 0 and style.TabBarOverlineSize > 0.0 then -- Might be moved to TabItemBackground() ? 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 38 --[[ImGuiCol.TabSelectedOverline]] or 41 --[[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) -- Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. local hovered_unblocked = ImGui.IsItemHovered(32 --[[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, 8 --[[ImGuiTabBarFlags.NoCloseWithMiddleMouseButton]]) ~= 0 then flags = bit32.bor(flags, 4 --[[ImGuiTabItemFlags.NoCloseWithMiddleMouseButton]]) end -- Render tab label, process close button 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(1 --[[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 -- Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) -- That state is copied to window.DockTabItemStatusFlags by our caller. if docked_window and (hovered or g.HoveredId == close_button_id) then g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, 128 --[[ImGuiItemStatusFlags.HoveredWindow]]) end -- Tooltip -- (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) -- (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) -- FIXME: This is a mess. -- FIXME: We may want disabled tab to still display the tooltip? if text_clipped and g.HoveredId == id and not held then if bit32.band(tab_bar.Flags, 32 --[[ImGuiTabBarFlags.NoTooltip]]) == 0 and bit32.band(tab.Flags, 16 --[[ImGuiTabItemFlags.NoTooltip]]) == 0 then local label_end = ImGui.FindRenderedTextEnd(label) ImGui.SetItemTooltip("%s", string.sub(label, 1, label_end - 1)) end end end -- Restore main window position so user can draw there 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 -- [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. -- To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). -- Tabs closed by the close button will automatically be flagged to avoid this issue. function ImGui.SetTabItemClosed(label) local g = ImGui.GetCurrentContext() local is_within_manual_tab_bar = g.CurrentTabBar and bit32.band(g.CurrentTabBar.Flags, 1048576 --[[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 -- Will be processed by next call to TabBarLayout() 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, 262144 --[[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) -- We use Y intentionally to fit the close button circle. 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) -- While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. local g = ImGui.GetCurrentContext() local width = bb:GetWidth() assert(width > 0.0) local rounding = ImMax(0.0, ImMin(bit32.band(flags, 2097152 --[[ImGuiTabItemFlags.Button]]) ~= 0 and g.Style.FrameRounding or g.Style.TabRounding, width * 0.5 - 1.0)) local y1 = bb.Min.y + 1.0 -- Leave a bit of room in title bars. local y2 = bb.Max.y - g.Style.TabBarBorderSize draw_list:AddRectFilled(ImVec2(bb.Min.x, y1), ImVec2(bb.Max.x, y2), col, rounding, 48 --[[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(5 --[[ImGuiCol.Border]]), g.Style.TabBorderSize) end end -- Render text label (with custom clipping) + Unsaved Document marker + Close Button logic -- We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. --- @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 -- Render text label (with clipping + alpha gradient) + unsaved marker 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) -- Return clipped state ignoring the close button local text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_ellipsis_clip_bb.Max.x -- draw_list:AddCircle(text_ellipsis_clip_bb.Min, 3.0, text_clipped and IM_COL32(255, 0, 0, 255) or IM_COL32(0, 255, 0, 255)) 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) -- Close Button & Unsaved Marker -- We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() -- 'hovered' will be true when hovering the Tab but NOT when hovering the close button -- 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button -- 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false 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 -- Any interaction account for this too. 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 -- When tabs/document is unsaved, the unsaved marker takes priority over the close button. local unsaved_marker_visible = bit32.band(flags, 1 --[[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(58 --[[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) -- Close with middle mouse button if is_hovered and bit32.band(flags, 4 --[[ImGuiTabItemFlags.NoCloseWithMiddleMouseButton]]) == 0 and ImGui.IsMouseClicked(2) then close_button_pressed = true end end -- This is all rather complicated -- (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) -- FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. 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 end --[[ [SECTION] Widgets: BeginTabBar, EndTabBar, etc. (was imgui_tabs.lua) ]] return true -- [Roblox] ModuleScripts must return exactly one value end __FILES['imstb_rectpack.lua'] = function() --- Dear ImGui -- This is a Lua port of original `imstb_rectpack.h` -- ALL TABLES IN THIS FILE ARE 1-BASED! -- Avoids table creation when possible -- [DEAR IMGUI] -- This is a slightly modified version of stb_rect_pack.h 1.01. -- Grep for [DEAR IMGUI] to find the changes. -- -- stb_rect_pack.h - v1.01 - public domain - rectangle packing -- Sean Barrett 2014 -- -- Useful for e.g. packing rectangular textures into an atlas. -- Does not do rotation. -- -- Not necessarily the awesomest packing method, but better than -- the totally naive one in stb_truetype (which is primarily what -- this is meant to replace). -- -- Has only had a few tests run, may have issues. -- -- More docs to come. -- -- Uses table.sort and assert (STBRP_SORT and STBRP_ASSERT below). -- -- This library currently uses the Skyline Bottom-Left algorithm. -- -- Please note: better rectangle packers are welcome! Please -- implement them to the same API, but with a different init -- function. -- -- Credits -- -- Library -- Sean Barrett -- Minor features -- Martins Mozeiko -- github:IntellectualKitty -- -- Bugfixes / warning fixes -- Jeremy Jaussaud -- Fabian Giesen -- -- Version history: -- -- 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section -- 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles -- 0.99 (2019-02-07) warning fixes -- 0.11 (2017-03-03) return packing success/fail result -- 0.10 (2016-10-25) remove cast-away-const to avoid warnings -- 0.09 (2016-08-27) fix compiler warnings -- 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) -- 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) -- 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort -- 0.05: added STBRP_ASSERT to allow replacing assert -- 0.04: fixed minor bug in STBRP_LARGE_RECTS support -- 0.01: initial release -- -- LICENSE -- -- See end of file for license information. --- 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 ------------------------------------------------------------------------------- -- -- INCLUDE SECTION -- local STBRP__MAXVAL = 0x7fffffff -- Mostly for internal use, but this is the maximum supported coordinate value. --- @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 { -- reserved for your use: id = 0, -- input: w = 0, h = 0, -- output: x = 0, y = 0, was_packed = 0 -- non-zero if valid packing } 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()} -- we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' } 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 -- -- Optionally select which packing heuristic the library should use. Different -- heuristics will produce better/worse results for different data sets. -- If you call init again, this will be reset to the default. --- @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 -- Optionally call this function after init but before doing any packing to -- change the handling of the out-of-temp-memory scenario, described above. -- If you call init again, this will be reset to the default (false). --- @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 -- if it's ok to run out of memory, then don't bother aligning them; -- this gives better packing, but may fail due to OOM (even though -- the rectangles easily fit). @TODO a smarter approach would be to only -- quantize once we've hit OOM, then we could get rid of this parameter. context.align = 1 else -- if it's not ok to run out of memory, then quantize the widths -- so that num_nodes is always enough nodes. -- -- I.e. num_nodes * align >= width -- align >= width / num_nodes -- align = ceil(width/num_nodes) context.align = (context.width + context.num_nodes - 1) / context.num_nodes end end -- Initialize a rectangle packer to: -- pack a rectangle that is 'width' by 'height' in dimensions -- using temporary storage provided by the array 'nodes', which is 'num_nodes' long -- -- You must call this function every time you start packing into a new target. -- -- There is no "shutdown" function. The 'nodes' memory must stay valid for -- the following stbrp_pack_rects() call (or calls), but can be freed after -- the call (or calls) finish. -- -- Note: to guarantee best results, either: -- 1. make sure 'num_nodes' >= 'width' -- or 2. call stbrp_setup_allow_out_of_mem() defined above with 'allow_out_of_mem = true' -- -- If you don't do either of the above things, widths will be quantized to multiples -- of small integers to guarantee the algorithm doesn't run out of temporary storage. -- -- If you do #2, then the non-quantized algorithm will be used, but the algorithm -- may run out of temporary storage and be unable to pack some rectangles. --- @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) -- node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) 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 -- find minimum y position if it starts at x1 -- Returns (min_y, waste_area) --- @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) -- we ended up handling this in the caller for efficiency 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 -- raise min_y higher. -- we've accounted for all waste up to min_y, -- but we'll now add more waste for everything we've visited waste_area = waste_area + visited_width * (node.y - min_y) min_y = node.y -- the first time through, visited_width might be reduced 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 -- add waste area 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 -- align to multiple of c.align width = width + c.align - 1 width = width - width % c.align STBRP_ASSERT(width % c.align == 0) -- if it can't possibly fit, bail immediately 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 -- actually just want to test BL -- bottom left 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 -- best-fit if y + height <= c.height then -- can only use it if it first vertically 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 doing best-fit (BF), we also have to try aligning right edge to each node position -- -- e.g, if fitting -- -- ____________________ -- |____________________| -- -- into -- -- | | -- | ____________| -- |____________| -- -- then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned -- -- This makes BF take about 2x the time 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 -- find first node that's admissible while tail and tail.x < width do tail = tail.next end while tail do local xpos = tail.x - width STBRP_ASSERT(xpos >= 0) -- find the left position that matches this 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 -- STBRP_ASSERT(y <= best_y); [DEAR IMGUI] 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) -- find best position according to heuristic local res = stbrp__skyline_find_best_pos(context, width, height) -- bail if: -- 1. it failed -- 2. the best node doesn't fit (we don't always check this) -- 3. we're out of memory 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 -- on success, create new node local node = context.free_head node.x = res.x node.y = res.y + height context.free_head = node.next -- insert the new node into the right starting point, and -- let 'cur' point to the remaining nodes needing to be -- stitched back in 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 -- preserve the existing one, so start testing with the next one 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 -- from here, traverse cur and free the nodes, until we get to one -- that shouldn't be freed while cur.next and cur.next.x <= res.x + width do local next = cur.next -- move the current node to the free list cur.next = context.free_head context.free_head = cur cur = next end -- stitch the list back in 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 -- Assign packed locations to rectangles. The rectangles are of type -- 'stbrp_rect' defined above, stored in the array 'rects', and there -- are 'num_rects' many of them. -- -- Rectangles which are successfully packed have the 'was_packed' flag -- set to a non-zero value and 'x' and 'y' store the minimum location -- on each axis (i.e. bottom-left in cartesian coordinates, top-left -- if you imagine y increasing downwards). Rectangles which do not fit -- have the 'was_packed' flag set to 0. -- -- You should not try to access the 'rects' array from another thread -- while this function is running, as the function temporarily reorders -- the array while it executes. -- -- To pack into another rectangle, you need to call stbrp_init_target -- again. To continue packing into the same rectangle, you can call -- this function again. Calling this multiple times with multiple rect -- arrays will probably produce worse packing results than calling it -- a single time with the full rectangle array, but the option is -- available. -- -- The function returns 1 if all of the rectangles were successfully -- packed and 0 otherwise. --- @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 -- we use the 'was_packed' field internally to allow sorting/unsorting for i = 1, num_rects do rects[i].was_packed = (i - 1) end -- sort according to heuristic 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 -- empty rect needs no space 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 -- unsort STBRP_SORT(rects, rect_original_order) -- set was_packed flags and all_rects_packed status 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 the all_rects_packed status 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 } -- ------------------------------------------------------------------------------ -- This software is available under 2 licenses -- choose whichever you prefer. -- ------------------------------------------------------------------------------ -- ALTERNATIVE A - MIT License -- Copyright (c) 2017 Sean Barrett -- Permission is hereby granted, free of charge, to any person obtaining a copy of -- this software and associated documentation files (the "Software"), to deal in -- the Software without restriction, including without limitation the rights to -- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies -- of the Software, and to permit persons to whom the Software is furnished to do -- so, subject to the following conditions: -- The above copyright notice and this permission notice shall be included in all -- copies or substantial portions of the Software. -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -- SOFTWARE. -- ------------------------------------------------------------------------------ -- ALTERNATIVE B - Public Domain (www.unlicense.org) -- This is free and unencumbered software released into the public domain. -- Anyone is free to copy, modify, publish, use, compile, sell, or distribute this -- software, either in source code form or as a compiled binary, for any purpose, -- commercial or non-commercial, and by any means. -- In jurisdictions that recognize copyright laws, the author or authors of this -- software dedicate any and all copyright interest in the software to the public -- domain. We make this dedication for the benefit of the public at large and to -- the detriment of our heirs and successors. We intend this dedication to be an -- overt act of relinquishment in perpetuity of all present and future rights to -- this software under copyright law. -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN -- ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION -- WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -- ------------------------------------------------------------------------------ end __FILES['imstb_textedit.lua'] = function() --- Dear ImGui -- This is a Lua port of original `imstb_textedit.h` -- [DEAR IMGUI] -- This is a slightly modified version of stb_textedit.h 1.14. -- Those changes would need to be pushed into nothings/stb: -- - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) -- - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) -- - Added name to struct or it may be forward declared in our code. -- - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) -- - Changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion. -- Grep for [DEAR IMGUI] to find some changes. -- - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* -- stb_textedit.h - v1.14 - public domain - Sean Barrett -- Development of this library was sponsored by RAD Game Tools -- -- This C header file implements the guts of a multi-line text-editing -- widget; you implement display, word-wrapping, and low-level string -- insertion/deletion, and stb_textedit will map user inputs into -- insertions & deletions, plus updates to the cursor position, -- selection state, and undo state. -- -- It is intended for use in games and other systems that need to build -- their own custom widgets and which do not have heavy text-editing -- requirements (this library is not recommended for use for editing large -- texts, as its performance does not scale and it has limited undo). -- -- Non-trivial behaviors are modelled after Windows text controls. -- -- -- LICENSE -- -- See end of file for license information. -- -- -- DEPENDENCIES -- -- Uses the C runtime function 'memmove', which you can override -- by defining IMSTB_TEXTEDIT_memmove before the implementation. -- (In this port: ImStb.TEXTEDIT_memmove.) -- -- -- VERSION HISTORY -- -- !!!! (2025-10-23) changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion. -- 1.14 (2021-07-11) page up/down, various fixes -- 1.13 (2019-02-07) fix bug in undo size management -- 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash -- 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield -- 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual -- 1.9 (2016-08-27) customizable move-by-word -- 1.8 (2016-04-02) better keyboard handling when mouse button is down -- 1.7 (2015-09-13) change y range handling in case baseline is non-0 -- 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove -- 1.5 (2014-09-10) add support for secondary keys for OS X -- 1.4 (2014-08-17) fix signed/unsigned warnings -- 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary -- 1.2 (2014-05-27) fix some RAD types that had crept into the new code -- 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) -- 1.0 (2012-07-26) improve documentation, initial public release -- 0.3 (2012-02-24) bugfixes, single-line mode; insert mode -- 0.2 (2011-11-28) fixes to undo/redo -- 0.1 (2010-07-08) initial version -- -- ADDITIONAL CONTRIBUTORS -- -- Ulf Winklemann: move-by-word in 1.1 -- Fabian Giesen: secondary key inputs in 1.5 -- Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 -- Louis Schnellbach: page up/down in 1.14 -- -- Bugfixes: -- Scott Graham -- Daniel Keller -- Omar Cornut -- Dan Thompson -- -- USAGE -- -- The basic concept is that you provide a "string" object which -- behaves like an array of characters. stb_textedit uses indices to -- refer to positions in the string, implicitly representing positions -- in the displayed textedit. This is true for both plain text and -- rich text; even with rich text stb_truetype interacts with your -- code as if there was an array of all the displayed characters. -- -- Symbols you must define for implementation mode (in this port: fields of ImStb, see below): -- -- STB_TEXTEDIT_STRING the type of object representing a string being edited, -- typically this is a wrapper object with other data you need -- -- STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) -- STB_TEXTEDIT_LAYOUTROW(r,obj,n) returns the results of laying out a line of characters -- starting from character #n (see discussion below) -- STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character -- to the xpos of the i+1'th char for a line of characters -- starting at character #n (i.e. accounts for kerning -- with previous char) -- STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 1-based in this port -- STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize -- as manually wordwrapping for end-of-line positioning -- -- STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i -- STB_TEXTEDIT_INSERTCHARS(obj,i,c,c_offset,n) try to insert n characters at i (taken from array c starting at c_offset) -- returns number of characters actually inserted. [DEAR IMGUI] -- -- STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key -- -- STB_TEXTEDIT_K_LEFT keyboard input to move cursor left -- STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right -- STB_TEXTEDIT_K_UP keyboard input to move cursor up -- STB_TEXTEDIT_K_DOWN keyboard input to move cursor down -- STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page -- STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page -- STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line -- e.g. HOME -- STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line -- e.g. END -- STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text -- e.g. ctrl-HOME -- STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text -- e.g. ctrl-END -- STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor -- STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor -- STB_TEXTEDIT_K_UNDO keyboard input to perform undo -- STB_TEXTEDIT_K_REDO keyboard input to perform redo -- -- STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to -- STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to -- STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word -- e.g. ctrl-LEFT -- STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word -- e.g. ctrl-RIGHT -- -- To support UTF-8: -- -- STB_TEXTEDIT_GETPREVCHARINDEX returns index of previous character -- STB_TEXTEDIT_GETNEXTCHARINDEX returns index of next character -- Do NOT define STB_TEXTEDIT_KEYTOTEXT. -- Instead, call stb_textedit_text() directly for text contents. -- -- Keyboard input must be encoded as a single integer value; e.g. a character code -- and some bitflags that represent shift states. to simplify the interface, SHIFT must -- be a bitflag, so we can test the shifted state of cursor movements to allow selection, -- i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. -- -- STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed -- row of characters assuming they start on the i'th character--the width and -- the height and the number of characters consumed. This allows this library -- to traverse the entire layout incrementally. You need to compute word-wrapping -- here. -- -- Each textfield keeps its own insert mode state, which is not how normal -- applications work. To keep an app-wide insert mode, update/copy the -- "insert_mode" field of STB_TexteditState before/after calling API functions. -- -- API (in this port: fields of the table returned by this file) -- -- initialize_state(state, is_single_line) -- -- click(str, state, x, y) -- drag(str, state, x, y) -- cut(str, state) -> bool -- paste(str, state, text, len) -> bool -- key(str, state, key) -- text(str, state, text, text_len) -- -- Each of these functions potentially updates the string and updates the -- state. -- -- initialize_state: -- set the textedit state to a known good default state when initially -- constructing the textedit. -- -- click: -- call this with the mouse x,y on a mouse down; it will update the cursor -- and reset the selection start/end to the cursor point. the x,y must -- be relative to the text widget, with (0,0) being the top left. -- -- drag: -- call this with the mouse x,y on a mouse drag/up; it will update the -- cursor and the selection end point -- -- cut: -- call this to delete the current selection; returns true if there was -- one. you should FIRST copy the current selection to the system paste buffer. -- (To copy, just copy the current selection out of the string yourself.) -- -- paste: -- call this to paste text at the current cursor point or over the current -- selection if there is one. -- -- key: -- call this for keyboard inputs sent to the textfield. you can use it -- for "key down" events or for "translated" key events. -- -- text: (added 2025) -- call this to directly send text input the textfield, which is required -- for UTF-8 support, because stb_textedit_key() + STB_TEXTEDIT_KEYTOTEXT() -- cannot infer text length. -- -- -- When rendering, you can read the cursor position and selection state from -- the STB_TexteditState. -- -- -- Notes: -- -- This is designed to be usable in IMGUI, so it allows for the possibility of -- running in an IMGUI that has NOT cached the multi-line layout. For this -- reason, it provides an interface that is compatible with computing the -- layout incrementally--we try to make sure we make as few passes through -- as possible. (For example, to locate the mouse pointer in the text, we -- could define functions that return the X and Y positions of characters -- and binary search Y and then X, but if we're doing dynamic layout this -- will run the layout algorithm many times, so instead we manually search -- forward in one pass. Similar logic applies to e.g. up-arrow and -- down-arrow movement.) -- -- If it's run in a widget that *has* cached the layout, then this is less -- efficient, but it's not horrible on modern computers. But you wouldn't -- want to edit million-line files with it. -- 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 -- [DEAR IMGUI] -- Functions must be implemented for UTF8 support -- Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit. -- There is not necessarily a '[DEAR IMGUI]' at the usage sites. 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 -- the character returned by _GETCHAR() we recognize as manually wordwrapping for end-of-line positioning 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 -- e.g. HOME STB_TEXTEDIT_K_LINEEND = 0x200005 -- keyboard input to move cursor to end of line -- e.g. END STB_TEXTEDIT_K_TEXTSTART = 0x200006 -- keyboard input to move cursor to start of text -- e.g. ctrl-HOME STB_TEXTEDIT_K_TEXTEND = 0x200007 -- keyboard input to move cursor to end of text -- e.g. ctrl-END 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 -- e.g. ctrl-LEFT STB_TEXTEDIT_K_WORDRIGHT = 0x20000D -- keyboard input to move cursor right one word -- e.g. ctrl-RIGHT 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 -- a power of two that is or'd in to a keyboard input to represent the shift key IMSTB_TEXTEDIT_UNDOSTATECOUNT = 99 -- the number of undo states to allow local IMSTB_TEXTEDIT_UNDOCHARCOUNT = 999 -- the number of characters to store in the undo buffer local IMSTB_TEXTEDIT_memmove = ImStb.TEXTEDIT_memmove -- forward declarations 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 { -- private data 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, 99 --[[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 { -- private data 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 { --------------------- -- -- public data -- cursor = 0, -- position of the text cursor within the string select_start = 0, -- selection start point select_end = 0, -- selection start and end point in characters; if equal, no selection. -- note that start may be less than or greater than end (e.g. when -- dragging the mouse, start is where the initial click was, and you -- can drag in either direction) insert_mode = false, -- each textfield keeps its own insert mode state. to keep an app-wide -- insert mode, copy this value in/out of the app state row_count_per_page = 0, -- page size in number of row. -- this value MUST be set to >0 for pageup or pagedown in multilines documents. --------------------- -- -- private data -- cursor_at_end_of_line = false, -- not implemented yet initialized = false, has_preferred_x = false, single_line = false, padding1 = 0, padding2 = 0, padding3 = 0, preferred_x = 0.0, -- this determines where the cursor up/down tries to seek to along x undostate = StbUndoState() } end --- @param s STB_TexteditState local function STB_TEXT_HAS_SELECTION(s) return s.select_start ~= s.select_end end ------------------------------------------------------------------------------- --- --- StbTexteditRow --- --- Result of layout query, used by stb_textedit to determine where --- the text in each row is. -- result of layout query --- @class StbTexteditRow --- @field x0 float # starting x location, end x location (allows for align=right, etc) --- @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 and below baseline --- @field ymax float # height of row above and 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 mode --- --- ------------------------------------------------------------------------------- --- --- Mouse input handling --- 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) == 10 --[[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 1 --[[ImGuiDir.Right]] or 0 --[[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 1 --[[ImGuiDir.Right]] or 0 --[[ImGuiDir.Left]] end end --------------------------- --------------------------- --- --- Keyboard input handling --- --- -- forward declarations 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 if n == z + 1 and single_line then -- special case if it's at the end (may not be needed?) 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 == 1 --[[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) ~= 10 --[[STB_TEXTEDIT_NEWLINE]] then -- [DEAR IMGUI] Wrapping point handling break end if (i - 1) + r.num_chars == z and z > 0 and STB_TEXTEDIT_GETCHAR(str, z) ~= 10 --[[STB_TEXTEDIT_NEWLINE]] then -- [DEAR IMGUI] special handling for last line break -- [DEAR IMGUI] end prev_start = i i = i + r.num_chars find.y = find.y + r.baseline_y_delta if i == z + 1 then -- [DEAR IMGUI] r.num_chars = 0 -- [DEAR IMGUI] break -- [DEAR IMGUI] 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 section --- @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 -- canoncialize 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 -- [DEAR 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] == 10 --[[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 == 2097162 --[[STB_TEXTEDIT_K_UNDO]] then stb_text_undo(str, state) state.has_preferred_x = false elseif key == 2097163 --[[STB_TEXTEDIT_K_REDO]] then stb_text_redo(str, state) state.has_preferred_x = false elseif key == 2097152 --[[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 == 2097153 --[[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(2097152 --[[STB_TEXTEDIT_K_LEFT]], 4194304 --[[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 == 2097164 --[[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(2097164 --[[STB_TEXTEDIT_K_WORDLEFT]], 4194304 --[[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 == 2097165 --[[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(2097165 --[[STB_TEXTEDIT_K_WORDRIGHT]], 4194304 --[[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(2097153 --[[STB_TEXTEDIT_K_RIGHT]], 4194304 --[[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 == 2097155 --[[STB_TEXTEDIT_K_DOWN]] or key == bit32.bor(2097155 --[[STB_TEXTEDIT_K_DOWN]], 4194304 --[[STB_TEXTEDIT_K_SHIFT]]) or key == 2097167 --[[STB_TEXTEDIT_K_PGDOWN]] or key == bit32.bor(2097167 --[[STB_TEXTEDIT_K_PGDOWN]], 4194304 --[[STB_TEXTEDIT_K_SHIFT]]) then StbFindState_Reset(find) StbTexteditRow_Reset(row) local sel = (bit32.band(key, 4194304 --[[STB_TEXTEDIT_K_SHIFT]]) ~= 0) local is_page = (bit32.band(key, bit32.bnot(4194304 --[[STB_TEXTEDIT_K_SHIFT]])) == 2097167 --[[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(2097153 --[[STB_TEXTEDIT_K_RIGHT]], bit32.band(key, 4194304 --[[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 -- [DEAR 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 = 0 --[[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 == 2097154 --[[STB_TEXTEDIT_K_UP]] or key == bit32.bor(2097154 --[[STB_TEXTEDIT_K_UP]], 4194304 --[[STB_TEXTEDIT_K_SHIFT]]) or key == 2097166 --[[STB_TEXTEDIT_K_PGUP]] or key == bit32.bor(2097166 --[[STB_TEXTEDIT_K_PGUP]], 4194304 --[[STB_TEXTEDIT_K_SHIFT]]) then StbFindState_Reset(find) StbTexteditRow_Reset(row) local sel = (bit32.band(key, 4194304 --[[STB_TEXTEDIT_K_SHIFT]]) ~= 0) local is_page = (bit32.band(key, bit32.bnot(4194304 --[[STB_TEXTEDIT_K_SHIFT]])) == 2097166 --[[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(2097152 --[[STB_TEXTEDIT_K_LEFT]], bit32.band(key, 4194304 --[[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 = 1 --[[ImGuiDir.Right]] elseif state.cursor == find.prev_first then str.LastMoveDirectionLR = 0 --[[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) == 10 --[[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 == 2097160 --[[STB_TEXTEDIT_K_DELETE]] or key == bit32.bor(2097160 --[[STB_TEXTEDIT_K_DELETE]], 4194304 --[[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 == 2097161 --[[STB_TEXTEDIT_K_BACKSPACE]] or key == bit32.bor(2097161 --[[STB_TEXTEDIT_K_BACKSPACE]], 4194304 --[[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 == 2097158 --[[STB_TEXTEDIT_K_TEXTSTART]] then state.cursor = 1 state.select_start = 1 state.select_end = 1 state.has_preferred_x = false elseif key == 2097159 --[[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(2097158 --[[STB_TEXTEDIT_K_TEXTSTART]], 4194304 --[[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(2097159 --[[STB_TEXTEDIT_K_TEXTEND]], 4194304 --[[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 == 2097156 --[[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 == 2097157 --[[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(2097156 --[[STB_TEXTEDIT_K_LINESTART]], 4194304 --[[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(2097157 --[[STB_TEXTEDIT_K_LINEEND]], 4194304 --[[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 = 99 --[[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 = 99 --[[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' -- [DEAR IMGUI] local move_size = 99 --[[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 == 99 --[[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 == 99 --[[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 == 99 --[[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] -- we KNOW there must be room for the undo record, because the redo record -- was derived from an undo record 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 -- now save the characters 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 -- easy case: need to insert n characters 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 -- reset the state to default --- @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 = 99 --[[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, -- API initialize 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 } ------------------------------------------------------------------------------- -- This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------- -- ALTERNATIVE A - MIT License -- Copyright (c) 2017 Sean Barrett -- Permission is hereby granted, free of charge, to any person obtaining a copy of -- this software and associated documentation files (the "Software"), to deal in -- the Software without restriction, including without limitation the rights to -- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies -- of the Software, and to permit persons to whom the Software is furnished to do -- so, subject to the following conditions: -- The above copyright notice and this permission notice shall be included in all -- copies or substantial portions of the Software. -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -- SOFTWARE. ------------------------------------------------------------------------------- -- ALTERNATIVE B - Public Domain (www.unlicense.org) -- This is free and unencumbered software released into the public domain. -- Anyone is free to copy, modify, publish, use, compile, sell, or distribute this -- software, either in source code form or as a compiled binary, for any purpose, -- commercial or non-commercial, and by any means. -- In jurisdictions that recognize copyright laws, the author or authors of this -- software dedicate any and all copyright interest in the software to the public -- domain. We make this dedication for the benefit of the public at large and to -- the detriment of our heirs and successors. We intend this dedication to be an -- overt act of relinquishment in perpetuity of all present and future rights to -- this software under copyright law. -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN -- ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION -- WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------- end __FILES['imstb_truetype.lua'] = function() --- Dear ImGui -- This is a Lua port of original `imstb_truetype.h` -- [DEAR IMGUI] -- This is a slightly modified version of stb_truetype.h 1.26. -- Mostly fixing for compiler and static analyzer warnings. -- Grep for [DEAR IMGUI] to find the changes. -- stb_truetype.h - v1.26 - public domain -- authored from 2009-2021 by Sean Barrett / RAD Game Tools -- -- ======================================================================= -- -- NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES -- -- This library does no range checking of the offsets found in the file, -- meaning an attacker can use it to read arbitrary memory. -- -- ======================================================================= -- -- This library processes TrueType files: -- parse files -- extract glyph metrics -- extract glyph shapes -- render glyphs to one-channel bitmaps with antialiasing (box filter) -- -- Todo: -- non-MS cmaps -- crashproof on bad data -- hinting? (no longer patented) -- cleartype-style AA? -- optimize: build edge-list directly from curves -- optimize: rasterize directly from curves? -- -- ADDITIONAL CONTRIBUTORS -- -- Mikko Mononen: compound shape support, more cmap formats -- Tor Andersson: kerning, subpixel rendering -- Dougall Johnson: OpenType / Type 2 font handling -- Daniel Ribeiro Maciel: basic GPOS-based kerning -- -- Misc other: -- Ryan Gordon -- Simon Glass -- github:IntellectualKitty -- Imanol Celaya -- Daniel Ribeiro Maciel -- -- Bug/warning reports/fixes: -- "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe -- Cass Everitt Martins Mozeiko github:aloucks -- stoiko (Haemimont Games) Cap Petschulat github:oyvindjam -- Brian Hook Omar Cornut github:vassvik -- Walter van Niftrik Ryan Griege -- David Gow Peter LaValle -- David Given Sergey Popov -- Ivan-Assen Ivanov Giumo X. Clanjor -- Anthony Pesch Higor Euripedes -- Johan Duparc Thomas Fields -- Hou Qiming Derek Vinyard -- Rob Loach Cort Stratton -- Kenney Phillis Jr. Brian Costabile -- Ken Voskuil (kaesve) -- -- USAGE -- -- "Load" a font file from a memory buffer (you have to keep the buffer loaded) -- stbtt_InitFont() -- stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections -- -- Character advance/positioning -- stbtt_GetFontVMetrics() -- -- Starting with version 1.06, the rasterizer was replaced with a new, -- faster and generally-more-precise rasterizer. The new rasterizer more -- accurately measures pixel coverage for anti-aliasing, except in the case -- where multiple shapes overlap, in which case it overestimates the AA pixel -- coverage. Thus, anti-aliasing of intersecting shapes may look wrong. -- (This port only implements the new rasterizer.) -- -- ADDITIONAL DOCUMENTATION -- -- Some important concepts to understand to use this library: -- -- Codepoint -- Characters are defined by unicode codepoints, e.g. 65 is -- uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is -- the hiragana for "ma". -- -- Glyph -- A visual character shape (every codepoint is rendered as -- some glyph) -- -- Glyph index -- A font-specific integer ID representing a glyph -- -- Baseline -- Glyph shapes are defined relative to a baseline, which is the -- bottom of uppercase characters. Characters extend both above -- and below the baseline. -- -- Current Point -- As you draw text to the screen, you keep track of a "current point" -- which is the origin of each character. The current point's vertical -- position is the baseline. Even "baked fonts" use this model. -- -- Vertical Font Metrics -- The vertical qualities of the font, used to vertically position -- and space the characters. See docs for stbtt_GetFontVMetrics. -- -- Font Size in Pixels or Points -- The preferred interface for specifying font sizes in stb_truetype -- is to specify how tall the font's vertical extent should be in pixels. -- -- DETAILED USAGE: -- -- Scale: -- Select how high you want the font to be, in pixels. -- Call ScaleForPixelHeight to compute a scale factor SF that will be -- used by all other functions. -- -- Current point: -- Set the current point where the first character will appear. The -- first character could extend left of the current point; this is font -- dependent. You can either choose a current point that is the leftmost -- point and hope, or add some padding, or check the bounding box or -- left-side-bearing of the first character to be displayed and set -- the current point based on that. -- -- Displaying a character: -- Compute the bounding box of the character. It will contain signed values -- relative to . I.e. if it returns x0,y0,x1,y1, -- then the character should be displayed in the rectangle from -- to = 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 -- private structure --- @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 -- The following structure is defined publicly so you can declare one on -- the stack or as a global or etc, but you should treat it as opaque. --- @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 -- @TODO: don't expose this structure --- @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) -- check the version number if stbtt_tag4(font, 49, 0, 0, 0) then return true end -- TrueType 1 if stbtt_tag(font, "typ1") then return true end -- TrueType with type 1 font -- we don't support this! if stbtt_tag(font, "OTTO") then return true end -- OpenType with CFF if stbtt_tag4(font, 0, 1, 0, 0) then return true end -- OpenType 1.0 if stbtt_tag(font, "true") then return true end -- Apple specification for TrueType fonts return false end -- @OPTIMIZE: binary search 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 it's just a font, there's only one valid index if stbtt__isfont(font_collection) then if index == 0 then return 0 else return -1 end end -- check if it's a TTC if stbtt_tag(font_collection, "ttcf") then -- version 1? 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") -- required info.loca = stbtt__find_table(data, fontstart, "loca") -- required info.head = stbtt__find_table(data, fontstart, "head") -- required info.glyf = stbtt__find_table(data, fontstart, "glyf") -- required info.hhea = stbtt__find_table(data, fontstart, "hhea") -- required info.hmtx = stbtt__find_table(data, fontstart, "hmtx") -- required info.kern = stbtt__find_table(data, fontstart, "kern") -- not required info.gpos = stbtt__find_table(data, fontstart, "GPOS") -- not required if (cmap == 0 or info.head == 0 or info.hhea == 0 or info.hmtx == 0) then return false end if info.glyf ~= 0 then -- required for truetype if info.loca == 0 then return false end else -- initialization for CFF / Type2 fonts (OTF) 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) -- @TODO this should use size from table (not 512MB) info.cff = stbtt__new_buf(data, 64 * 1024 * 1024, cff) -- PORT: 64MB here instead of 512MB local b = info.cff -- read the header stbtt__buf_skip(b, 2) stbtt__buf_seek(b, stbtt__buf_get8(b)) -- hdrsize -- @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) -- we only support Type 2 charstrings if cstype[1] ~= 2 then return false end if charstrings[1] == 0 then return false end if fdarrayoff[1] ~= 0 then -- looks like a CID font 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 -- find a cmap encoding table we understand *now* to avoid searching -- later. (todo: could make this installable) -- the same regardless of glyph. numTables = ttUSHORT(data, cmap + 2) info.index_map = 0 for i = 0, numTables - 1 do local encoding_record = cmap + 4 + 8 * i -- find an encoding we understand: 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 -- MS/Unicode info.index_map = cmap + ttULONG(data, encoding_record + 4) end elseif platform_id == STBTT_PLATFORM_ID.UNICODE then -- Mac/iOS has these -- all the encodingIDs are unicode, so we don't bother to check it 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 -- If you're going to perform multiple operations on the same character -- and you want a speed-up, call this function with the character you're -- going to process, then use glyph-based functions instead of the -- codepoint-based functions. -- Returns 0 if the character codepoint is not defined in the font. --- @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 -- apple byte encoding 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 -- standard mapping for windows fonts: binary search collection of ranges 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) -- do a binary search of the segments local endCount = index_map + 14 local search = endCount if unicode_codepoint > 0xffff then return 0 end -- they lie from endCount .. endCount + segCount -- but searchRange is the nearest power of two, so... if unicode_codepoint >= ttUSHORT(data, search + rangeShift * 2) then search = search + rangeShift * 2 end -- now decrement to bias correctly to find smallest 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 -- Binary search the right group. while low < high do local mid = low + bit32.rshift(high - low, 1) -- rounds down, so low <= mid < high 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 -- not found 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 -- glyph index out of range if info.indexToLocFormat >= 2 then return -1 end -- unknown index->glyph map format 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 -- if length is 0, return -1 end -- Gets the bounding box of the visible part of the glyph, in unscaled coordinates --- @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 -- a loose bound on how many vertices we might need 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 -- in first pass, we load uninterpreted data into the allocated array -- above, shifted to the end of the array so we won't overwrite it when -- we create our final data starting from the front local off = m - n -- starting offset for uninterpreted data, regardless of how m ends up being calculated -- 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 -- if we start off with an off-curve point, then when we need to find a point on the curve -- where we can start, and we need to save some state for when we wraparound. scx = x scy = y if bit32.band(vertices[off + i + 1].type, 1) == 0 then -- next point is also a curve point, so interpolate an on-point curve 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 -- otherwise just use the next point as our start point sx = stbtt_int32(vertices[off + i + 1].x) sy = stbtt_int32(vertices[off + i + 1].y) i = i + 1 -- we're using point i+1 as the starting point, so skip it 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 it's a curve if was_off then -- two off-curve control points in a row means interpolate an on-curve midpoint 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 -- Compound shapes. 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 -- XY values if bit32.band(flags, 1) ~= 0 then -- shorts 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 -- Find transformation scales. m = STBTT_sqrt(mtx[1] * mtx[1] + mtx[2] * mtx[2]) n = STBTT_sqrt(mtx[3] * mtx[3] + mtx[4] * mtx[4]) -- Get indexed glyph. comp_num_vertices, comp_verts = stbtt_GetGlyphShape(info, gidx) if comp_num_vertices > 0 then -- Transform vertices. 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 -- Append vertices. 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 components ? 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) -- @TODO These "flex" implementations ignore the flex-depth and resolution, -- and always draw beziers. 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 -- returns # of vertices and fills *vertices with the pointer to them -- these are expressed in "unscaled" coordinates -- -- The shape is a series of contours. Each one starts with -- a STBTT_moveto, then consists of a series of mixed -- STBTT_lineto and STBTT_curveto segments. A lineto -- draws a line from previous endpoint to its x,y; a curveto -- draws a quadratic bezier from previous endpoint to -- its x,y, using cx,cy as the bezier control point. --- @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 -- leftSideBearing is the offset from the current horizontal position to the left edge of the character -- advanceWidth is the offset from the current horizontal position to the next horizontal position -- these are expressed in unscaled coordinates --- @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 -- ascent is the coordinate above the baseline the font extends; descent -- is the coordinate below the baseline the font extends (i.e. it is typically negative) -- lineGap is the spacing between one row's descent and the next row's ascent... -- so you should advance the vertical position by "ascent - descent + lineGap" -- these are expressed in unscaled coordinates, so you must multiply by -- the scale factor for a given size --- @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 -- computes a scale factor to produce a font whose "height" is 'pixels' tall. -- Height is measured as the distance from the highest ascender to the lowest -- descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics -- and computing: -- scale = pixels / (ascent - descent) -- so if you prefer to measure height by the ascent only, use a similar calculation. --- @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 --- --- -- same as stbtt_GetGlyphBitmapBox, but you can specify a subpixel -- shift for the character --- @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 -- get the bbox of the bitmap centered around the glyph origin; so the -- bitmap width is ix1-ix0, height is iy1-iy0, and location to place -- the bitmap top left is (leftSideBearing*scale,iy0). -- (Note that the bitmap uses y-increases-down, but the shape uses -- y-increases-up, so GlyphBitmapBox and GlyphBox are inverted.) --- @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 -- the edge passed in here does not cross the vertical line at x or the vertical line at x+1 -- (i.e. it has already been clipped to those) --- @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) -- coverage = 1 - average x position 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 local height -- simple case, only spans one pixel 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) -- x1 x_top x2 x_bottom -- y_top +------|-----+------------+------------+--------|---+------------+ -- | | | | | | -- | | | | | | -- sy0 | Txxxxx|............|............|............|............| -- y_crossing | *xxxxx.......|............|............|............| -- | | xxxxx..|............|............|............| -- | | /- xx*xxxx........|............|............| -- | | dy < | xxxxxx..|............|............| -- y_final | | \- | xx*xxx.........|............| -- sy1 | | | | xxxxxB...|............| -- | | | | | | -- | | | | | | -- y_bottom +------------+------------+------------+------------+------------+ -- -- goal is to measure the area covered by '.' in each pixel -- 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 -- in second pixel, area covered by line segment found in first pixel -- is always a rectangle 1 wide * the height of that line segment; this -- is exactly what the variable 'area' stores. it also gets a contribution -- from the line segment within it. the THIRD pixel will get the first -- pixel's rectangle contribution, the second pixel's rectangle contribution, -- and its own contribution. the 'own contribution' is the same in every pixel except -- the leftmost and rightmost, a trapezoid that slides down in each pixel. -- the second pixel's contribution to the third pixel will be the -- rectangle 1 wide times the height change in the second pixel, which is dy. 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 -- if edge goes outside of box we're drawing, we require -- clipping logic. since this does not match the intended use -- of this library, we use a different, very slow brute -- force implementation -- note though that this does happen some of the time because -- x_top and x_bottom can be extrapolated at the top & bottom of -- the shape and actually lie outside the bounding box for x = 0, len - 1 do -- cases: -- -- there can be up to two intersections with the pixel. any intersection -- with left or right edges can be handled by splitting into two (or three) -- regions. intersections with top & bottom do not necessitate case-wise logic. -- -- the old way of doing this found the intersections with the left & right edges, -- then used some simple logic to produce up to three segments in sorted order -- from top-to-bottom. however, this had a problem: if an x edge was epsilon -- across the x border, then the corresponding y position might not be distinct -- from the other y segment, and it might ignored as an empty segment. to avoid -- that, we need to explicitly produce segments based on x positions. -- 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 -- directly AA rasterize edges w/o supersampling --- @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 -- update all active edges; -- remove all active edges that terminate before the top of this scanline 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 -- delete from list else active = next end curr.direction = 0 else prev = curr -- advance through list end curr = next end -- insert all edges that start before the bottom of this scanline 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 -- this can happen due to subpixel positioning and some kind of fp rounding error i think z.ey = scan_y_top end STBTT_assert(z.ey >= scan_y_top) -- if we get really unlucky a tiny bit of an edge can be out of bounds -- insert at front z.next = active active = z end p = p + 1 edge = e[p] end -- now process all active edges 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 -- advance all the edges step = active while step do step.fx = step.fx + step.fdx -- advance to position for current scanline step = step.next -- advance through list 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 -- vsubsample should divide 255 evenly; otherwise we won't reach full opacity -- 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 -- returns number of contours --- @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 -- rasterize a shape with quadratic beziers into a bitmap --- @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 -- renders the glyph into storage you pass in for the bitmap, -- in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap -- is clipped to out_w/out_h bytes. Call stbtt_GetGlyphBitmapBox to get the -- width and height and positioning info for it first. You can also specify -- a subpixel shift for the character. --- @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 -- The prefilter is a box filter of width "oversample", -- which shifts phase by (oversample - 1)/2 pixels in -- oversampled space. We want to shift in the opposite -- direction to counter this. return -(oversample - 1) / (2.0 * oversample) end -- same as stbtt_MakeGlyphBitmapSubpixel, but prefiltering -- is performed. Returns (sub_x, sub_y). --- @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 -- Each .ttf/.ttc file may have more than one font. Each font has a sequential -- index number starting from 0. Call this function to get the font offset for -- a given index; it returns -1 if the index is out of range. A regular .ttf -- file will only define one font and it always be at offset 0, so it will -- return '0' for index 0, and -1 for all other indices. --- @param data table --- @param index int function stbtt_GetFontOffsetForIndex(data, index) return stbtt_GetFontOffsetForIndex_internal(data, index) end -- Given an offset into the file that defines a font, this function builds -- the necessary cached info for the rest of the system. You must allocate -- the stbtt_fontinfo yourself (see stbtt_fontinfo()), and stbtt_InitFont will fill it out. You don't -- need to do anything special to free it, because the contents are pure -- value data with no additional data structures. Returns false on failure. --- @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() --- Dear ImGui -- 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 > 2147483647 --[[INT_MAX]] then return 2147483647 --[[INT_MAX]] end if val < (-2147483648) --[[INT_MIN]] then return (-2147483648) --[[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_love.lua') IM_INCLUDE('imgui_demo.lua') return { BuildLoadGlyphGetAdvanceOrFallback = BuildLoadGlyphGetAdvanceOrFallback, CalcNextScrollFromScrollTargetAndClamp = CalcNextScrollFromScrollTargetAndClamp, CustomConstraints = CustomConstraints, DBL_MAX = DBL_MAX, DemoWindowColumns = DemoWindowColumns, DemoWindowInputs = DemoWindowInputs, DemoWindowLayout = DemoWindowLayout, DemoWindowMenuBar = DemoWindowMenuBar, DemoWindowPopups = DemoWindowPopups, DemoWindowTables = DemoWindowTables, DemoWindowWidgets = DemoWindowWidgets, DemoWindowWidgetsBasic = DemoWindowWidgetsBasic, DemoWindowWidgetsBullets = DemoWindowWidgetsBullets, DemoWindowWidgetsCollapsingHeaders = DemoWindowWidgetsCollapsingHeaders, DemoWindowWidgetsColorAndPickers = DemoWindowWidgetsColorAndPickers, DemoWindowWidgetsComboBoxes = DemoWindowWidgetsComboBoxes, DemoWindowWidgetsDataTypes = DemoWindowWidgetsDataTypes, DemoWindowWidgetsDisableBlocks = DemoWindowWidgetsDisableBlocks, DemoWindowWidgetsDragAndDrop = DemoWindowWidgetsDragAndDrop, DemoWindowWidgetsDragsAndSliders = DemoWindowWidgetsDragsAndSliders, DemoWindowWidgetsFonts = DemoWindowWidgetsFonts, DemoWindowWidgetsImages = DemoWindowWidgetsImages, DemoWindowWidgetsListBoxes = DemoWindowWidgetsListBoxes, DemoWindowWidgetsLiveEdit = DemoWindowWidgetsLiveEdit, DemoWindowWidgetsMixedValues = DemoWindowWidgetsMixedValues, DemoWindowWidgetsMultiComponents = DemoWindowWidgetsMultiComponents, DemoWindowWidgetsPlotting = DemoWindowWidgetsPlotting, DemoWindowWidgetsProgressBars = DemoWindowWidgetsProgressBars, DemoWindowWidgetsQueryingStatuses = DemoWindowWidgetsQueryingStatuses, DemoWindowWidgetsSelectables = DemoWindowWidgetsSelectables, DemoWindowWidgetsSelectionAndMultiSelect = DemoWindowWidgetsSelectionAndMultiSelect, DemoWindowWidgetsTabs = DemoWindowWidgetsTabs, DemoWindowWidgetsText = DemoWindowWidgetsText, DemoWindowWidgetsTextFilter = DemoWindowWidgetsTextFilter, DemoWindowWidgetsTextInput = DemoWindowWidgetsTextInput, DemoWindowWidgetsTooltips = DemoWindowWidgetsTooltips, DemoWindowWidgetsTreeNodes = DemoWindowWidgetsTreeNodes, DemoWindowWidgetsVerticalSliders = DemoWindowWidgetsVerticalSliders, 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, EditTabBarFittingPolicyFlags = EditTabBarFittingPolicyFlags, EditTableColumnsFlags = EditTableColumnsFlags, EditTableSizingFlags = EditTableSizingFlags, ExampleAppConsole = ExampleAppConsole, ExampleAppConsoleMT = ExampleAppConsoleMT, ExampleAppDocuments = ExampleAppDocuments, ExampleAppLog = ExampleAppLog, ExampleAppLogMT = ExampleAppLogMT, ExampleAppPropertyEditor = ExampleAppPropertyEditor, ExampleAppPropertyEditorMT = ExampleAppPropertyEditorMT, ExampleAsset = ExampleAsset, ExampleAsset_CompareWithSortSpecs = ExampleAsset_CompareWithSortSpecs, ExampleAsset_SortWithSortSpecs = ExampleAsset_SortWithSortSpecs, ExampleAsset_s_current_sort_specs = ExampleAsset_s_current_sort_specs, ExampleAssetsBrowser = ExampleAssetsBrowser, ExampleDualListBox = ExampleDualListBox, ExampleDualListBoxMT = ExampleDualListBoxMT, ExampleImageViewerData = ExampleImageViewerData, ExampleImageViewer_DrawCanvas = ExampleImageViewer_DrawCanvas, ExampleImageViewer_DrawOptions = ExampleImageViewer_DrawOptions, ExampleMemberInfo = ExampleMemberInfo, ExampleNames = ExampleNames, ExampleSelectionWithDeletion = ExampleSelectionWithDeletion, ExampleSelectionWithDeletionMT = ExampleSelectionWithDeletionMT, ExampleTreeFuncs = ExampleTreeFuncs, ExampleTreeNode = ExampleTreeNode, ExampleTreeNodeMemberInfos = ExampleTreeNodeMemberInfos, 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, FormatCached = FormatCached, GetDefaultFontDataProggyClean = GetDefaultFontDataProggyClean, GetDefaultFontDataProggyForever = GetDefaultFontDataProggyForever, GetMinimumStepAtDecimalPrecision = GetMinimumStepAtDecimalPrecision, GetTreeLinesFlagsName = GetTreeLinesFlagsName, HelpMarker = HelpMarker, IMGUI_DEBUG_LOG_ACTIVEID = IMGUI_DEBUG_LOG_ACTIVEID, IMGUI_DEBUG_LOG_CLIPPER = IMGUI_DEBUG_LOG_CLIPPER, IMGUI_DEBUG_LOG_DOCKING = IMGUI_DEBUG_LOG_DOCKING, IMGUI_DEBUG_LOG_ERROR = IMGUI_DEBUG_LOG_ERROR, IMGUI_DEBUG_LOG_FOCUS = IMGUI_DEBUG_LOG_FOCUS, IMGUI_DEBUG_LOG_FONT = IMGUI_DEBUG_LOG_FONT, IMGUI_DEBUG_LOG_INPUTROUTING = IMGUI_DEBUG_LOG_INPUTROUTING, IMGUI_DEBUG_LOG_IO = IMGUI_DEBUG_LOG_IO, IMGUI_DEBUG_LOG_NAV = IMGUI_DEBUG_LOG_NAV, IMGUI_DEBUG_LOG_POPUP = IMGUI_DEBUG_LOG_POPUP, IMGUI_DEBUG_LOG_SELECTION = IMGUI_DEBUG_LOG_SELECTION, IMGUI_DEBUG_LOG_TABLE = IMGUI_DEBUG_LOG_TABLE, 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_COLOR_3F = IMGUI_PAYLOAD_TYPE_COLOR_3F, IMGUI_PAYLOAD_TYPE_COLOR_4F = IMGUI_PAYLOAD_TYPE_COLOR_4F, IMGUI_PAYLOAD_TYPE_WINDOW = IMGUI_PAYLOAD_TYPE_WINDOW, IMGUI_TABLE_MAX_COLUMNS = IMGUI_TABLE_MAX_COLUMNS, IMGUI_VERSION = IMGUI_VERSION, IMGUI_VERSION_NUM = IMGUI_VERSION_NUM, 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_DISABLE = IM_COL32_DISABLE, 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, ImBezierCubicCalc = ImBezierCubicCalc, ImBezierQuadraticCalc = ImBezierQuadraticCalc, ImBitArray = ImBitArray, ImBitArraySetBit = ImBitArraySetBit, ImCeil = ImCeil, ImCeilFast = ImCeilFast, ImCharIsBlankA = ImCharIsBlankA, ImCharIsBlankW = ImCharIsBlankW, ImCharIsSeparatorW = ImCharIsSeparatorW, ImClamp = ImClamp, ImColor = ImColor, 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, ImDrawVtxBuffer = ImDrawVtxBuffer, ImDrawVtx_Col = ImDrawVtx_Col, ImDrawVtx_Pos = ImDrawVtx_Pos, 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, ImFontAtlasBuildClear = ImFontAtlasBuildClear, 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, ImFontAtlasFontDiscardBakes = ImFontAtlasFontDiscardBakes, 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, ImFontCalcWordWrapPositionEx_Uncached = ImFontCalcWordWrapPositionEx_Uncached, ImFontConfig = ImFontConfig, ImFontFlags = ImFontFlags, ImFontGlyph = ImFontGlyph, ImFontLoader = ImFontLoader, ImFontStackData = ImFontStackData, ImFormatString = ImFormatString, ImGui = ImGui, ImGuiActivateFlags = ImGuiActivateFlags, ImGuiAxis = ImGuiAxis, ImGuiBackendFlags = ImGuiBackendFlags, ImGuiBoxSelectState = ImGuiBoxSelectState, ImGuiButtonFlags = ImGuiButtonFlags, ImGuiChildFlags = ImGuiChildFlags, ImGuiCol = ImGuiCol, ImGuiColorEditFlags = ImGuiColorEditFlags, ImGuiColorMod = ImGuiColorMod, ImGuiComboFlags = ImGuiComboFlags, ImGuiCond = ImGuiCond, ImGuiConfigFlags = ImGuiConfigFlags, ImGuiContext = ImGuiContext, ImGuiDataAuthority = ImGuiDataAuthority, ImGuiDataType = ImGuiDataType, ImGuiDebugLogFlags = ImGuiDebugLogFlags, ImGuiDemoDockspaceArgs = ImGuiDemoDockspaceArgs, ImGuiDemoWindowData = ImGuiDemoWindowData, ImGuiDir = ImGuiDir, ImGuiDockContext = ImGuiDockContext, ImGuiDockNode = ImGuiDockNode, ImGuiDockNodeFlags = ImGuiDockNodeFlags, ImGuiDockNodeState = ImGuiDockNodeState, ImGuiDragDropFlags = ImGuiDragDropFlags, ImGuiErrorRecoveryState = ImGuiErrorRecoveryState, 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, ImGuiListClipper = ImGuiListClipper, ImGuiListClipperFlags = ImGuiListClipperFlags, 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, ImGuiMultiSelectFlags = ImGuiMultiSelectFlags, ImGuiMultiSelectIO = ImGuiMultiSelectIO, ImGuiMultiSelectState = ImGuiMultiSelectState, ImGuiMultiSelectTempData = ImGuiMultiSelectTempData, ImGuiNavLayer = ImGuiNavLayer, ImGuiNavMoveFlags = ImGuiNavMoveFlags, ImGuiNavRenderCursorFlags = ImGuiNavRenderCursorFlags, ImGuiNextItemData = ImGuiNextItemData, ImGuiNextItemDataFlags = ImGuiNextItemDataFlags, ImGuiNextWindowData = ImGuiNextWindowData, ImGuiNextWindowDataFlags = ImGuiNextWindowDataFlags, ImGuiOldColumnData = ImGuiOldColumnData, ImGuiOldColumnFlags = ImGuiOldColumnFlags, ImGuiOldColumns = ImGuiOldColumns, 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, ImGuiSelectionBasicStorage = ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage = ImGuiSelectionExternalStorage, ImGuiSelectionRequest = ImGuiSelectionRequest, ImGuiSelectionRequestType = ImGuiSelectionRequestType, ImGuiSelectionRequest_Copy = ImGuiSelectionRequest_Copy, ImGuiSelectionUserData_Invalid = ImGuiSelectionUserData_Invalid, ImGuiSeparatorFlags = ImGuiSeparatorFlags, ImGuiSettingsHandler = ImGuiSettingsHandler, ImGuiShrinkWidthItem = ImGuiShrinkWidthItem, ImGuiSliderFlags = ImGuiSliderFlags, ImGuiSortDirection = ImGuiSortDirection, ImGuiStyle = ImGuiStyle, ImGuiStyleMod = ImGuiStyleMod, ImGuiStyleVar = ImGuiStyleVar, ImGuiStyleVarInfo = ImGuiStyleVarInfo, ImGuiStyle_Copy = ImGuiStyle_Copy, ImGuiTabBar = ImGuiTabBar, ImGuiTabBarFlags = ImGuiTabBarFlags, ImGuiTabItem = ImGuiTabItem, ImGuiTabItemFlags = ImGuiTabItemFlags, ImGuiTable = ImGuiTable, ImGuiTableBgTarget = ImGuiTableBgTarget, ImGuiTableColumn = ImGuiTableColumn, ImGuiTableColumnFlags = ImGuiTableColumnFlags, ImGuiTableColumnSettings = ImGuiTableColumnSettings, ImGuiTableColumnSortSpecs = ImGuiTableColumnSortSpecs, ImGuiTableFlags = ImGuiTableFlags, ImGuiTableInstanceData = ImGuiTableInstanceData, ImGuiTableRowFlags = ImGuiTableRowFlags, ImGuiTableSettings = ImGuiTableSettings, ImGuiTableSortSpecs = ImGuiTableSortSpecs, ImGuiTableTempData = ImGuiTableTempData, ImGuiTextBuffer = ImGuiTextBuffer, ImGuiTextFilter = ImGuiTextFilter, ImGuiTextFlags = ImGuiTextFlags, ImGuiTooltipFlags = ImGuiTooltipFlags, ImGuiTreeNodeFlags = ImGuiTreeNodeFlags, ImGuiTypingSelectFlags = ImGuiTypingSelectFlags, ImGuiTypingSelectState = ImGuiTypingSelectState, ImGuiViewport = ImGuiViewport, ImGuiViewportFlags = ImGuiViewportFlags, ImGuiViewportP = ImGuiViewportP, ImGuiWindow = ImGuiWindow, ImGuiWindowBgClickFlags = ImGuiWindowBgClickFlags, ImGuiWindowClass = ImGuiWindowClass, ImGuiWindowDockStyleCol = ImGuiWindowDockStyleCol, ImGuiWindowFlags = ImGuiWindowFlags, ImGuiWindowRefreshFlags = ImGuiWindowRefreshFlags, ImGuiWindowSettings = ImGuiWindowSettings, ImGuiWindowStackData = ImGuiWindowStackData, ImGui_ImplLOVE_CreateTexture = ImGui_ImplLOVE_CreateTexture, ImGui_ImplLOVE_DestroyTexture = ImGui_ImplLOVE_DestroyTexture, ImGui_ImplLOVE_GetBackendData = ImGui_ImplLOVE_GetBackendData, ImGui_ImplLOVE_Init = ImGui_ImplLOVE_Init, ImGui_ImplLOVE_NewFrame = ImGui_ImplLOVE_NewFrame, ImGui_ImplLOVE_RenderDrawData = ImGui_ImplLOVE_RenderDrawData, ImGui_ImplLOVE_Shutdown = ImGui_ImplLOVE_Shutdown, ImGui_ImplLOVE_UpdateTexture = ImGui_ImplLOVE_UpdateTexture, ImGui_ImplLove = ImGui_ImplLove, ImHashData = ImHashData, ImHashStr = ImHashStr, ImHashStrRaw = ImHashStrRaw, ImIsPowerOfTwo = ImIsPowerOfTwo, ImLengthSqr = ImLengthSqr, ImLerp = ImLerp, ImLinearRemapClamp = ImLinearRemapClamp, 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, ImSign = ImSign, 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, ImToUpper = ImToUpper, 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, MyDocument = MyDocument, MyItem = MyItem, MyItemColumnID_Action = MyItemColumnID_Action, MyItemColumnID_Description = MyItemColumnID_Description, MyItemColumnID_ID = MyItemColumnID_ID, MyItemColumnID_Name = MyItemColumnID_Name, MyItemColumnID_Quantity = MyItemColumnID_Quantity, MyItem_CompareWithSortSpecs = MyItem_CompareWithSortSpecs, MyItem_SortWithSortSpecs = MyItem_SortWithSortSpecs, MyItem_s_current_sort_specs = MyItem_s_current_sort_specs, 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, PopStyleCompact = PopStyleCompact, PushStyleCompact = PushStyleCompact, 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, ShowExampleAppAssetsBrowser = ShowExampleAppAssetsBrowser, ShowExampleAppAutoResize = ShowExampleAppAutoResize, ShowExampleAppConsole = ShowExampleAppConsole, ShowExampleAppConstrainedResize = ShowExampleAppConstrainedResize, ShowExampleAppCustomRendering = ShowExampleAppCustomRendering, ShowExampleAppDockSpace = ShowExampleAppDockSpace, ShowExampleAppDockSpaceAdvanced = ShowExampleAppDockSpaceAdvanced, ShowExampleAppDockSpaceBasic = ShowExampleAppDockSpaceBasic, ShowExampleAppDocuments = ShowExampleAppDocuments, ShowExampleAppFullscreen = ShowExampleAppFullscreen, ShowExampleAppImageViewer = ShowExampleAppImageViewer, ShowExampleAppLayout = ShowExampleAppLayout, ShowExampleAppLog = ShowExampleAppLog, ShowExampleAppLongText = ShowExampleAppLongText, ShowExampleAppMainMenuBar = ShowExampleAppMainMenuBar, ShowExampleAppPropertyEditor = ShowExampleAppPropertyEditor, ShowExampleAppSimpleOverlay = ShowExampleAppSimpleOverlay, ShowExampleAppWindowTitles = ShowExampleAppWindowTitles, ShowExampleMenuFile = ShowExampleMenuFile, ShowTableColumnsStatusFlags = ShowTableColumnsStatusFlags, UINT_MAX = UINT_MAX, VTX_STRIDE = VTX_STRIDE, _PathArcToFastExXY = _PathArcToFastExXY, 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, }