Files
imgui-luau/imgui/imgui_widgets.lua
T

8573 lines
365 KiB
Lua

--- ImGui Sincerely WIP
-- (Widgets Code)
--- @type ImGuiContext?
local GImGui
-- Sets local `GImGui` in this file(imgui_widgets.lua).
-- This is currently only used in main code `ImGui.SetCurrentContext()`
--- @param ctx ImGuiContext?
function ImGui._SetCurrentContext_Widgets(ctx)
GImGui = ctx
end
local DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70 -- Time for drag-hold to activate items accepting the ImGuiButtonFlags.PressedOnDragDropHold button behavior
local DRAG_MOUSE_THRESHOLD_FACTOR = 0.50 -- Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags
local IM_S8_MIN = -128
local IM_S8_MAX = 127
local IM_U8_MIN = 0
local IM_U8_MAX = 0xFF
local IM_S16_MIN = -32768
local IM_S16_MAX = 32767
local IM_U16_MIN = 0
local IM_U16_MAX = 0xFFFF
local IM_S32_MIN = INT_MIN
local IM_S32_MAX = INT_MAX
local IM_U32_MIN = 0
local IM_U32_MAX = UINT_MAX
----------------------------------------------------------------
-- [SECTION] TEXT
----------------------------------------------------------------
--- @param text string
--- @param text_end? int
--- @param flags? ImGuiTextFlags
@native
function ImGui.TextEx(text, text_end, flags)
if not flags then flags = 0 end
local g = GImGui
local window = g.CurrentWindow
if window.SkipItems then
return
end
if not text or text == "" then
text = ""
text_end = 1
end
if text_end == nil then
text_end = #text + 1
end
local text_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset)
local wrap_pos_x = window.DC.TextWrapPos
local wrap_enabled = (wrap_pos_x >= 0.0)
if (text_end - 1 <= 2000) or wrap_enabled then
local wrap_width = wrap_enabled and ImGui.CalcWrapWidthForPos(window.DC.CursorPos, wrap_pos_x) or 0.0
local text_size = ImGui.CalcTextSize(text, text_end, false, wrap_width)
local bb = ImRect(text_pos, text_pos + text_size)
ImGui.ItemSize(text_size, 0.0)
if not ImGui.ItemAdd(bb, 0) then
return
end
ImGui.RenderTextWrapped(bb.Min, text, text_end, wrap_width)
else
local line = 1
local line_height = ImGui.GetTextLineHeight()
local text_size = ImVec2(0, 0)
local pos = ImVec2(text_pos.x, text_pos.y)
if not g.LogEnabled then
local lines_skippable = ImFloor((window.ClipRect.Min.y - text_pos.y) / line_height)
if lines_skippable > 0 then
local lines_skipped = 0
while line < text_end and lines_skipped < lines_skippable do
local line_end = ImMemchr(text, "\n", line)
if not line_end then
line_end = text_end
end
if bit32.band(flags, ImGuiTextFlags.NoWidthForLargeClippedText) == 0 then
local line_size = ImGui.CalcTextSizeEx(text, line, line_end)
text_size.x = ImMax(text_size.x, line_size.x)
end
line = line_end + 1
lines_skipped = lines_skipped + 1
end
pos.y = pos.y + lines_skipped * line_height
end
end
if line < text_end then
local line_rect = ImRect(pos, pos + ImVec2(FLT_MAX, line_height))
while line < text_end do
if ImGui.IsClippedEx(line_rect, 0) then
break
end
local line_end = ImMemchr(text, "\n", line)
if not line_end then
line_end = text_end
end
local line_size = ImGui.CalcTextSizeEx(text, line, line_end)
text_size.x = ImMax(text_size.x, line_size.x)
ImGui.RenderText(pos, text, line, nil, false)
line = line_end + 1
line_rect.Min.y = line_rect.Min.y + line_height
line_rect.Max.y = line_rect.Max.y + line_height
pos.y = pos.y + line_height
end
local lines_skipped = 0
while line < text_end do
local line_end = ImMemchr(text, "\n", line)
if not line_end then
line_end = text_end
end
if bit32.band(flags, ImGuiTextFlags.NoWidthForLargeClippedText) == 0 then
local line_size = ImGui.CalcTextSizeEx(text, line, line_end)
text_size.x = ImMax(text_size.x, line_size.x)
end
line = line_end + 1
lines_skipped = lines_skipped + 1
end
pos.y = pos.y + lines_skipped * line_height
end
text_size.y = pos.y - text_pos.y
local bb = ImRect(text_pos, text_pos + text_size)
ImGui.ItemSize(text_size, 0.0)
ImGui.ItemAdd(bb, 0)
end
end
--- @param text string
--- @param text_end? int
function ImGui.TextUnformatted(text, text_end)
ImGui.TextEx(text, text_end, ImGuiTextFlags.NoWidthForLargeClippedText)
end
--- @param fmt string
--- @param ... any
@native
function ImGui.TextV(fmt, ...)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local text = ImFormatString(fmt, ...)
ImGui.TextEx(text, nil, ImGuiTextFlags.NoWidthForLargeClippedText)
end
--- @param fmt string
--- @param ... any
@native
function ImGui.Text(fmt, ...)
if select('#', ...) > 0 then
ImGui.TextV(fmt, ...)
else
ImGui.TextEx(fmt)
end
end
--- @param col ImVec4
--- @param fmt string
--- @param ... any
function ImGui.TextColored(col, fmt, ...)
ImGui.PushStyleColor(ImGuiCol.Text, col)
ImGui.TextV(fmt, ...)
ImGui.PopStyleColor()
end
--- @param fmt string
--- @param ... any
function ImGui.TextDisabled(fmt, ...)
local g = GImGui
ImGui.PushStyleColor(ImGuiCol.Text, g.Style.Colors[ImGuiCol.TextDisabled])
ImGui.TextV(fmt, ...)
ImGui.PopStyleColor()
end
--- @param fmt string
--- @param ... any
function ImGui.TextWrapped(fmt, ...)
local g = GImGui
local need_backup = (g.CurrentWindow.DC.TextWrapPos < 0.0)
if need_backup then
ImGui.PushTextWrapPos(0.0)
end
ImGui.TextV(fmt, ...)
if need_backup then
ImGui.PopTextWrapPos()
end
end
-- align_x: 0.0f = left, 0.5f = center, 1.0f = right.
-- size_x : 0.0f = shortcut for GetContentRegionAvail().x
-- FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024)
--- @param align_x float
--- @param size_x float
--- @param fmt string
--- @param ... any
function ImGui.TextAligned(align_x, size_x, fmt, ...)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local text = ImFormatString(fmt, ...)
local text_end = #text + 1
local text_size = ImGui.CalcTextSize(text, text_end)
size_x = ImGui.CalcItemSize(ImVec2(size_x, 0.0), 0.0, text_size.y).x
local pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset)
local pos_max = ImVec2(pos.x + size_x, window.ClipRect.Max.y)
local size = ImVec2(ImMin(size_x, text_size.x), text_size.y)
window.DC.CursorMaxPos.x = ImMax(window.DC.CursorMaxPos.x, pos.x + text_size.x)
window.DC.IdealMaxPos.x = ImMax(window.DC.IdealMaxPos.x, pos.x + text_size.x)
if align_x > 0.0 and text_size.x < size_x then
pos.x = pos.x + ImTrunc((size_x - text_size.x) * align_x)
end
ImGui.RenderTextEllipsis(window.DrawList, pos, pos_max, pos_max.x, text, text_end, text_size)
local backup_max_pos = ImVec2()
ImVec2_Copy(backup_max_pos, window.DC.CursorMaxPos)
ImGui.ItemSize(size)
ImGui.ItemAdd(ImRect(pos, pos + size), 0)
window.DC.CursorMaxPos.x = backup_max_pos.x -- Cancel out extending content size because right-aligned text would otherwise mess it up
if size_x < text_size.x and ImGui.IsItemHovered(bit32.bor(ImGuiHoveredFlags.NoNavOverride, ImGuiHoveredFlags.AllowWhenDisabled, ImGuiHoveredFlags.ForTooltip)) then
ImGui.SetTooltip("%.*s", text_end - 1, text)
end
end
-- Add a label+text combo aligned to other label+value widgets
--- @param label string
--- @param fmt string
--- @param ... any
function ImGui.LabelText(label, fmt, ...)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local g = GImGui
local style = g.Style
local w = ImGui.CalcItemWidth()
local value_text = ImFormatString(fmt, ...)
local value_text_end = #value_text + 1
local value_size = ImGui.CalcTextSize(value_text, value_text_end, false)
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local pos = ImVec2()
ImVec2_Copy(pos, window.DC.CursorPos)
local value_bb = ImRect(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2))
local total_bb = ImRect(pos, pos + ImVec2(w + ((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2))
ImGui.ItemSize(total_bb, style.FramePadding.y)
if not ImGui.ItemAdd(total_bb, 0) then
return
end
-- Render
ImGui.RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text, value_text_end, value_size, ImVec2(0.0, 0.0))
if label_size.x > 0.0 then
ImGui.RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label, 1, label_end, false)
end
end
--- @param fmt string
--- @param ... any
function ImGui.BulletText(fmt, ...)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local g = GImGui
local style = g.Style
local text = ImFormatString(fmt, ...)
local text_end = #text + 1
local label_size = ImGui.CalcTextSize(text, text_end, false)
local total_size = ImVec2(g.FontSize + ((label_size.x > 0.0) and (label_size.x + style.FramePadding.x * 2) or 0.0), label_size.y) -- Empty text doesn't add padding
local pos = ImVec2()
ImVec2_Copy(pos, window.DC.CursorPos)
pos.y = pos.y + window.DC.CurrLineTextBaseOffset
ImGui.ItemSize(total_size, 0.0)
local bb = ImRect(pos, pos + total_size)
if not ImGui.ItemAdd(bb, 0) then
return
end
-- Render
local text_col = ImGui.GetColorU32(ImGuiCol.Text)
ImGui.RenderBullet(window.DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5, g.FontSize * 0.5), text_col)
ImGui.RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0), text, 1, text_end, false)
end
-- va_list variants: identical to the varargs versions in Lua
ImGui.TextColoredV = ImGui.TextColored
ImGui.TextDisabledV = ImGui.TextDisabled
ImGui.TextWrappedV = ImGui.TextWrapped
ImGui.TextAlignedV = ImGui.TextAligned
ImGui.LabelTextV = ImGui.LabelText
ImGui.BulletTextV = ImGui.BulletText
-- Value(prefix, b) / Value(prefix, int) / Value(prefix, float, float_format)
-- Lua can't tell int from float: integers without float_format print as %d, otherwise %.3f
function ImGui.Value(prefix, v, float_format)
if type(v) == "boolean" then
ImGui.Text("%s: %s", prefix, v and "true" or "false")
elseif float_format then
ImGui.Text("%s: " .. float_format, prefix, v)
elseif math.floor(v) == v then
ImGui.Text("%s: %d", prefix, v)
else
ImGui.Text("%s: %.3f", prefix, v)
end
end
----------------------------------------------------------------
-- [SECTION] MAIN: BUTTONS, SCROLLBARS, ...
----------------------------------------------------------------
--- @param bb ImRect
--- @param id ImGuiID
--- @param flags? ImGuiButtonFlags
@native
function ImGui.ButtonBehavior(bb, id, flags)
if flags == nil then flags = 0 end
local g = GImGui
local window = g.CurrentWindow
local item_flags = (g.LastItemData.ID == id) and g.LastItemData.ItemFlags or g.CurrentItemFlags
if bit32.band(flags, ImGuiButtonFlags.AllowOverlap) ~= 0 then
item_flags = bit32.bor(item_flags, ImGuiItemFlags.AllowOverlap)
end
if bit32.band(item_flags, ImGuiItemFlags.NoFocus) ~= 0 then
flags = bit32.bor(flags, ImGuiButtonFlags.NoFocus, ImGuiButtonFlags.NoNavFocus)
end
-- Default only reacts to left mouse button
if bit32.band(flags, ImGuiButtonFlags.MouseButtonMask_) == 0 then
flags = bit32.bor(flags, ImGuiButtonFlags.MouseButtonLeft)
end
-- Default behavior requires click + release inside bounding box
if bit32.band(flags, ImGuiButtonFlags.PressedOnMask_) == 0 then
flags = bit32.bor(flags, (bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0) and ImGuiButtonFlags.PressedOnClick or ImGuiButtonFlags.PressedOnDefault_)
end
local backup_hovered_window = g.HoveredWindow
local flatten_hovered_children = (bit32.band(flags, ImGuiButtonFlags.FlattenChildren) ~= 0) and g.HoveredWindow and g.HoveredWindow.RootWindowDockTree == window.RootWindowDockTree
if flatten_hovered_children then
g.HoveredWindow = window
end
local pressed = false
local hovered = ImGui.ItemHoverable(bb, id, item_flags)
if g.DragDropActive then
if (bit32.band(flags, ImGuiButtonFlags.PressedOnDragDropHold) ~= 0) and (bit32.band(g.DragDropSourceFlags, ImGuiDragDropFlags.SourceNoHoldToOpenOthers) == 0) and ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByActiveItem) then
hovered = true
ImGui.SetHoveredID(id)
if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER) and (g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) then
pressed = true
g.DragDropHoldJustPressedId = id
ImGui.FocusWindow(window)
end
end
if (g.DragDropAcceptIdPrev == id) and (bit32.band(g.DragDropAcceptFlagsPrev, ImGuiDragDropFlags.AcceptDrawAsHovered) ~= 0) then
hovered = true
end
end
if (flatten_hovered_children) then
g.HoveredWindow = backup_hovered_window
end
local test_owner_id = (bit32.band(flags, ImGuiButtonFlags.NoTestKeyOwner) ~= 0) and ImGuiKeyOwner_Any or id
if hovered then
IM_ASSERT(id ~= 0)
local mouse_button_clicked = -1
local mouse_button_released = -1
for button = 0, 2 do
if bit32.band(flags, bit32.lshift(ImGuiButtonFlags.MouseButtonLeft, button)) ~= 0 then -- Handle ImGuiButtonFlags.MouseButtonRight and ImGuiButtonFlags.MouseButtonMiddle here.
if (ImGui.IsMouseClickedEx(button, ImGuiInputFlags.None, test_owner_id) and mouse_button_clicked == -1) then mouse_button_clicked = button end
if (ImGui.IsMouseReleased(button, test_owner_id) and mouse_button_released == -1) then mouse_button_released = button end
end
end
local mods_ok = (bit32.band(flags, ImGuiButtonFlags.NoKeyModsAllowed) == 0) or (not g.IO.KeyCtrl and not g.IO.KeyShift and not g.IO.KeyAlt)
if mods_ok then
if mouse_button_clicked ~= -1 and g.ActiveId ~= id then
--- @cast mouse_button_clicked ImGuiMouseButton
if bit32.band(flags, ImGuiButtonFlags.NoSetKeyOwner) == 0 then
ImGui.SetKeyOwner(ImGui.MouseButtonToKey(mouse_button_clicked), id)
end
if bit32.band(flags, bit32.bor(ImGuiButtonFlags.PressedOnClickRelease, ImGuiButtonFlags.PressedOnClickReleaseAnywhere)) ~= 0 then
ImGui.SetActiveID(id, window)
g.ActiveIdMouseButton = mouse_button_clicked
if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 then
ImGui.SetFocusID(id, window)
ImGui.FocusWindow(window)
elseif bit32.band(flags, ImGuiButtonFlags.NoFocus) == 0 then
ImGui.FocusWindow(window, ImGuiFocusRequestFlags.RestoreFocusedChild)
end
end
if (bit32.band(flags, ImGuiButtonFlags.PressedOnClick) ~= 0) or ((bit32.band(flags, ImGuiButtonFlags.PressedOnDoubleClick) ~= 0) and g.IO.MouseClickedCount[mouse_button_clicked] == 2) then
pressed = true
if bit32.band(flags, ImGuiButtonFlags.NoHoldingActiveId) ~= 0 then
ImGui.ClearActiveID()
else
ImGui.SetActiveID(id, window)
end
g.ActiveIdMouseButton = mouse_button_clicked
if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 then
ImGui.SetFocusID(id, window)
ImGui.FocusWindow(window)
elseif bit32.band(flags, ImGuiButtonFlags.NoFocus) == 0 then
ImGui.FocusWindow(window, ImGuiFocusRequestFlags.RestoreFocusedChild)
end
end
if bit32.band(flags, ImGuiButtonFlags.PressedOnRelease) ~= 0 then
-- FIXME: Traditionally ImGuiButtonFlags.PressedOnRelease never took ActiveId. Adding it in 2026-03-20 since ImGuiButtonFlags_NoHoldingActiveId can always be added.
-- We don't yet perform an explicit ClearActiveID() to reduce scope of change, but this possibility could be investigated.
if bit32.band(flags, ImGuiButtonFlags.NoHoldingActiveId) == 0 then
ImGui.SetActiveID(id, window) -- Hold on ID
end
g.ActiveIdMouseButton = mouse_button_clicked
end
end
if bit32.band(flags, ImGuiButtonFlags.PressedOnRelease) ~= 0 then
if mouse_button_released ~= -1 then
local has_repeated_at_least_once = (bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0) and g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay
if not has_repeated_at_least_once then
pressed = true
end
if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 then
ImGui.SetFocusID(id, window) -- FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why.
end
ImGui.ClearActiveID()
end
end
-- 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
-- Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
if g.ActiveId == id and (bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0) then
if g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0 and ImGui.IsMouseClickedEx(g.ActiveIdMouseButton, ImGuiInputFlags.Repeat, test_owner_id) then
pressed = true
end
end
end
if pressed and g.IO.ConfigNavCursorVisibleAuto then
g.NavCursorVisible = false
end
end
-- Keyboard/Gamepad navigation handling
-- We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse
if bit32.band(item_flags, ImGuiItemFlags.Disabled) == 0 then
if g.NavId == id and g.NavCursorVisible and g.NavHighlightItemUnderNav then
if bit32.band(flags, ImGuiButtonFlags.NoHoveredOnFocus) == 0 then
hovered = true
end
end
if g.NavActivateDownId == id then
local nav_activated_by_code = (g.NavActivateId == id)
local nav_activated_by_inputs = (g.NavActivatePressedId == id)
if not nav_activated_by_inputs and bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0 then
-- Avoid pressing multiple keys from triggering excessive amount of repeat events
local key1 = ImGui.GetKeyData(g, ImGuiKey.Space)
local key2 = ImGui.GetKeyData(g, ImGuiKey.Enter)
local key3 = ImGui.GetKeyData(g, ImGuiKey.NavGamepadActivate)
local t1 = ImMax(ImMax(key1.DownDuration, key2.DownDuration), key3.DownDuration)
nav_activated_by_inputs = ImGui.CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0
end
if nav_activated_by_code or nav_activated_by_inputs then
-- Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
pressed = true
ImGui.SetActiveID(id, window)
g.ActiveIdSource = g.NavInputSource
if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 and bit32.band(g.NavActivateFlags, ImGuiActivateFlags.FromShortcut) == 0 then
ImGui.SetFocusID(id, window)
end
if bit32.band(g.NavActivateFlags, ImGuiActivateFlags.FromShortcut) ~= 0 then
g.ActiveIdFromShortcut = true
end
end
end
end
local held = false
if g.ActiveId == id then
if g.ActiveIdSource == ImGuiInputSource.Mouse then
if g.ActiveIdIsJustActivated then
g.ActiveIdClickOffset = g.IO.MousePos - bb.Min
end
local mouse_button = g.ActiveIdMouseButton
if mouse_button == -1 then
-- Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304).
ImGui.ClearActiveID()
elseif ImGui.IsMouseDown(mouse_button, test_owner_id) then
held = true
else
local release_in = hovered and (bit32.band(flags, ImGuiButtonFlags.PressedOnClickRelease) ~= 0)
local release_anywhere = (bit32.band(flags, ImGuiButtonFlags.PressedOnClickReleaseAnywhere) ~= 0)
if (release_in or release_anywhere) and not g.DragDropActive then
-- Report as pressed when releasing the mouse (this is the most common path)
local is_double_click_release = (bit32.band(flags, ImGuiButtonFlags.PressedOnDoubleClick) ~= 0) and g.IO.MouseReleased[mouse_button] and g.IO.MouseClickedLastCount[mouse_button] == 2
local is_repeating_already = (bit32.band(item_flags, ImGuiItemFlags.ButtonRepeat) ~= 0) and g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay
local is_button_avail_or_owned = ImGui.TestKeyOwner(ImGui.MouseButtonToKey(mouse_button), test_owner_id)
if not is_double_click_release and not is_repeating_already and is_button_avail_or_owned then
pressed = true
end
end
ImGui.ClearActiveID()
end
if bit32.band(flags, ImGuiButtonFlags.NoNavFocus) == 0 and g.IO.ConfigNavCursorVisibleAuto then
g.NavCursorVisible = false
end
elseif g.ActiveIdSource == ImGuiInputSource.Keyboard or g.ActiveIdSource == ImGuiInputSource.Gamepad then
-- When activated using Nav, we hold on the ActiveID until activation button is released
if g.NavActivateDownId == id then
held = true -- hovered == true not true as we are already likely hovered on direct activation.
else
ImGui.ClearActiveID()
end
end
if pressed then
g.ActiveIdHasBeenPressedBefore = true
end
end
if g.NavHighlightActivatedId == id and (bit32.band(item_flags, ImGuiItemFlags.Disabled) == 0) then
hovered = true
end
return pressed, hovered, held
end
--- @param label string
--- @param size_arg? ImVec2
--- @param flags? ImGuiButtonFlags
--- @return bool
@native
function ImGui.ButtonEx(label, size_arg, flags)
if size_arg == nil then size_arg = ImVec2(0, 0) end
if flags == nil then flags = 0 end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
local style = g.Style
local id = window:GetID(label)
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local pos = ImVec2() -- Don't modify the cursor!
ImVec2_Copy(pos, window.DC.CursorPos)
if bit32.band(flags, ImGuiButtonFlags.AlignTextBaseLine) ~= 0 and style.FramePadding.y < window.DC.CurrLineTextBaseOffset then
pos.y = pos.y + window.DC.CurrLineTextBaseOffset - style.FramePadding.y
end
local size = ImGui.CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0, label_size.y + style.FramePadding.y * 2.0)
local bb = ImRect(pos, pos + size)
ImGui.ItemSize(size, style.FramePadding.y)
if not ImGui.ItemAdd(bb, id) then
return false
end
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags)
local col
if held and hovered then
col = ImGui.GetColorU32(ImGuiCol.ButtonActive)
elseif hovered then
col = ImGui.GetColorU32(ImGuiCol.ButtonHovered)
else
col = ImGui.GetColorU32(ImGuiCol.Button)
end
ImGui.RenderNavCursor(bb, id)
ImGui.RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding)
-- if (g.LogEnabled)
-- LogSetNextTextDecoration("[", "]");
ImGui.RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, label_end, label_size, style.ButtonTextAlign, bb)
-- Automatically close popups
--if (pressed && !(flags & ImGuiButtonFlags.DontClosePopups) && (window->Flags & ImGuiWindowFlags.Popup))
-- CloseCurrentPopup();
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
return pressed
end
--- @param label string
--- @param size_arg? ImVec2
--- @return bool
function ImGui.Button(label, size_arg)
return ImGui.ButtonEx(label, size_arg, ImGuiButtonFlags.None)
end
--- @param label string
--- @return bool
function ImGui.SmallButton(label)
local g = GImGui
local backup_padding_y = g.Style.FramePadding.y
g.Style.FramePadding.y = 0.0
local pressed = ImGui.ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags.AlignTextBaseLine)
g.Style.FramePadding.y = backup_padding_y
return pressed
end
--- @param str_id string
--- @param size_arg ImVec2
--- @param flags? ImGuiButtonFlags
function ImGui.InvisibleButton(str_id, size_arg, flags)
if flags == nil then flags = 0 end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
-- Ensure zero-size fits to contents
local size = ImGui.CalcItemSize(ImVec2(size_arg.x ~= 0.0 and size_arg.x or -FLT_MIN, size_arg.y ~= 0.0 and size_arg.y or -FLT_MIN), 0.0, 0.0)
local id = window:GetID(str_id)
local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size)
ImGui.ItemSize(size)
local item_flags = (bit32.band(flags, ImGuiButtonFlags.EnableNav) ~= 0) and ImGuiItemFlags.None or ImGuiItemFlags.NoNav
if not ImGui.ItemAdd(bb, id, nil, item_flags) then
return false
end
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags)
ImGui.RenderNavCursor(bb, id)
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags)
return pressed
end
--- @param str_id string
--- @param dir ImGuiDir
--- @param size ImVec2
--- @param flags? ImGuiButtonFlags
function ImGui.ArrowButtonEx(str_id, dir, size, flags)
if flags == nil then flags = 0 end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
local id = window:GetID(str_id)
local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size)
local default_size = ImGui.GetFrameHeight()
ImGui.ItemSize(size, (size.y >= default_size) and g.Style.FramePadding.y or -1.0)
if not ImGui.ItemAdd(bb, id) then
return false
end
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags)
-- Render
local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.ButtonActive or hovered and ImGuiCol.ButtonHovered or ImGuiCol.Button)
local text_col = ImGui.GetColorU32(ImGuiCol.Text)
ImGui.RenderNavCursor(bb, id)
ImGui.RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding)
ImGui.RenderArrow(window.DrawList, bb.Min + ImVec2(ImMax(0.0, (size.x - g.FontSize) * 0.5), ImMax(0.0, (size.y - g.FontSize) * 0.5)), text_col, dir)
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags)
return pressed
end
--- @param str_id string
--- @param dir ImGuiDir
function ImGui.ArrowButton(str_id, dir)
local sz = ImGui.GetFrameHeight()
return ImGui.ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags.None)
end
--- @param id ImGuiID
--- @param pos ImVec2
--- @return bool
function ImGui.CloseButton(id, pos)
local g = GImGui
local window = g.CurrentWindow
local bb = ImRect(pos, pos + ImVec2(g.FontSize, g.FontSize))
local bb_interact = ImRect()
ImRect_Copy(bb_interact, bb)
local area_to_visible_ratio = window.OuterRectClipped:GetArea() / bb:GetArea()
if area_to_visible_ratio < 1.5 then
bb_interact:Expand(ImTrunc(bb_interact:GetSize() * -0.25))
end
local is_clipped = not ImGui.ItemAdd(bb_interact, id)
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id)
if is_clipped then
return pressed
end
local bg_col
if held then
bg_col = ImGui.GetColorU32(ImGuiCol.ButtonActive)
else
bg_col = ImGui.GetColorU32(ImGuiCol.ButtonHovered)
end
if hovered then
window.DrawList:AddRectFilled(bb.Min, bb.Max, bg_col)
end
local cross_center = bb:GetCenter() - ImVec2(0.5, 0.5)
local cross_extent = g.FontSize * 0.5 * 0.7071 - 1
local cross_col = ImGui.GetColorU32(ImGuiCol.Text)
local cross_thickness = 1.0 -- FIXME-DPI
window.DrawList:AddLine(cross_center + ImVec2(cross_extent, cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, cross_thickness)
window.DrawList:AddLine(cross_center + ImVec2(cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, cross_extent), cross_col, cross_thickness)
return pressed
end
--- @return bool
function ImGui.CollapseButton(id, pos)
local g = GImGui
local window = g.CurrentWindow
local bb = ImRect(pos, pos + ImVec2(g.FontSize, g.FontSize))
local is_clipped = not ImGui.ItemAdd(bb, id)
local pressed, hovered = ImGui.ButtonBehavior(bb, id)
if hovered then
window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.ButtonHovered))
end
if window.Collapsed then
ImGui.RenderArrow(window.DrawList, bb.Min, ImGui.GetColorU32(ImGuiCol.Text), ImGuiDir.Right, 1)
else
ImGui.RenderArrow(window.DrawList, bb.Min, ImGui.GetColorU32(ImGuiCol.Text), ImGuiDir.Down, 1)
end
return pressed
end
--- @param window ImGuiWindow
--- @param axis ImGuiAxis
--- @return ImGuiID
function ImGui.GetWindowScrollbarID(window, axis)
if axis == ImGuiAxis.X then
return window:GetID("#SCROLLX")
else
return window:GetID("#SCROLLY")
end
end
--- @param window ImGuiWindow
--- @param axis ImGuiAxis
--- @return ImRect
--- @nodiscard
function ImGui.GetWindowScrollbarRect(window, axis)
local g = GImGui
local outer_rect = window:Rect()
local inner_rect = window.InnerRect
-- (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar)
local scrollbar_size = window.ScrollbarSizes[axis == ImGuiAxis.X and ImGuiAxis.Y or ImGuiAxis.X]
IM_ASSERT(scrollbar_size >= 0.0)
local border_size = IM_ROUND(window.WindowBorderSize * 0.5)
local border_top = (bit32.band(window.Flags, ImGuiWindowFlags.MenuBar) ~= 0) and IM_ROUND(g.Style.FrameBorderSize * 0.5) or (bit32.band(window.Flags, ImGuiWindowFlags.NoTitleBar) ~= 0 and border_size or 0)
if axis == ImGuiAxis.X then
return ImRect(inner_rect.Min.x + border_size, ImMax(outer_rect.Min.y + border_size, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size)
else
return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y + border_top, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size)
end
end
--- @param window ImGuiWindow
--- @param bb ImRect
--- @param threshold float
--- @param axis ImGuiAxis
function ImGui.ExtendHitBoxWhenNearViewportEdge(window, bb, threshold, axis)
local window_rect = window.RootWindow:Rect()
local viewport_rect = window.Viewport:GetMainRect()
if window_rect.Min[axis] == viewport_rect.Min[axis] and bb.Min[axis] > window_rect.Min[axis] and bb.Min[axis] - threshold <= window_rect.Min[axis] then
bb.Min[axis] = window_rect.Min[axis]
end
if window_rect.Max[axis] == viewport_rect.Max[axis] and bb.Max[axis] < window_rect.Max[axis] and bb.Max[axis] + threshold >= window_rect.Max[axis] then
bb.Max[axis] = window_rect.Max[axis]
end
end
--- @param bb_frame ImRect
--- @param id ImGuiID
--- @param axis ImGuiAxis
--- @param p_scroll_v number
--- @param size_visible_v number
--- @param size_contents_v number
--- @param draw_rounding_flags ImDrawFlags
--- @return bool is_held
--- @return number scroll_v # Updated p_scroll_v
function ImGui.ScrollbarEx(bb_frame, id, axis, p_scroll_v, size_visible_v, size_contents_v, draw_rounding_flags)
local g = GImGui
local window = g.CurrentWindow
if window.SkipItems then
return false, p_scroll_v
end
local bb_frame_width = bb_frame:GetWidth()
local bb_frame_height = bb_frame:GetHeight()
if bb_frame_width <= 0.0 or bb_frame_height <= 0.0 then
return false, p_scroll_v
end
local alpha = 1.0
if axis == ImGuiAxis.Y and bb_frame_height < bb_frame_width then
alpha = ImSaturate(bb_frame_height / ImMax(bb_frame_width * 2.0, 1.0))
end
if alpha <= 0.0 then
return false, p_scroll_v
end
local style = g.Style
local allow_interaction = (alpha >= 1.0)
local bb = ImRect()
ImRect_Copy(bb, bb_frame)
local padding = IM_TRUNC(ImMin(style.ScrollbarPadding, ImMin(bb_frame_width, bb_frame_height) * 0.5))
bb:Expand(-padding)
-- V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
local scrollbar_size_v
if axis == ImGuiAxis.X then
scrollbar_size_v = bb:GetWidth()
else
scrollbar_size_v = bb:GetHeight()
end
if scrollbar_size_v < 1.0 then
return false, p_scroll_v
end
IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0)
local win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), 1)
local grab_h_minsize = ImMin(bb:GetSize()[axis], style.GrabMinSize)
local grab_h_pixels = ImTrunc(ImClamp(scrollbar_size_v * (size_visible_v / win_size_v), grab_h_minsize, scrollbar_size_v))
local grab_h_norm = grab_h_pixels / scrollbar_size_v
-- As a special thing, we allow scrollbar near the edge of a screen/viewport to be reachable with mouse at the extreme edge (#9276)
local bb_hit = ImRect()
ImRect_Copy(bb_hit, bb_frame)
ImGui.ExtendHitBoxWhenNearViewportEdge(window, bb_hit, g.Style.WindowBorderSize, ImGuiAxis.X + ImGuiAxis.Y - axis) -- swap axis here
ImGui.ItemAdd(bb_frame, id, nil, ImGuiItemFlags.NoNav)
local pressed, hovered, held = ImGui.ButtonBehavior(bb_hit, id, ImGuiButtonFlags.NoNavFocus)
local scroll_max = ImMax(1, size_contents_v - size_visible_v)
local scroll_ratio = ImSaturate(p_scroll_v / scroll_max)
local grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v
if held and allow_interaction and grab_h_norm < 1.0 then
local scrollbar_pos_v = bb.Min[axis]
local mouse_pos_v = g.IO.MousePos[axis]
local clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v)
local held_dir
if clicked_v_norm < grab_v_norm then
held_dir = -1
elseif clicked_v_norm > grab_v_norm + grab_h_norm then
held_dir = 1
else
held_dir = 0
end
if g.ActiveIdIsJustActivated then
local scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false) or g.IO.KeyShift or held_dir == 0
if scroll_to_clicked_location then
g.ScrollbarSeekMode = 0
else
g.ScrollbarSeekMode = held_dir
end
if held_dir == 0 and not g.IO.KeyShift then
g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5
else
g.ScrollbarClickDeltaToGrabCenter = 0.0
end
end
if g.ScrollbarSeekMode == 0 then
scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5) / (1.0 - grab_h_norm))
p_scroll_v = scroll_v_norm * scroll_max
else
if ImGui.IsMouseClickedEx(ImGuiMouseButton.Left, ImGuiInputFlags.Repeat) and held_dir == g.ScrollbarSeekMode then
local page_dir
if g.ScrollbarSeekMode > 0.0 then
page_dir = 1.0
else
page_dir = -1.0
end
p_scroll_v = ImClamp(p_scroll_v + page_dir * size_visible_v, 0, scroll_max)
end
end
scroll_ratio = ImSaturate(p_scroll_v / scroll_max)
grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v
end
local bg_col = ImGui.GetColorU32(ImGuiCol.ScrollbarBg)
local grab_col
if held then
grab_col = ImGui.GetColorU32(ImGuiCol.ScrollbarGrabActive, alpha)
elseif hovered then
grab_col = ImGui.GetColorU32(ImGuiCol.ScrollbarGrabHovered, alpha)
else
grab_col = ImGui.GetColorU32(ImGuiCol.ScrollbarGrab, alpha)
end
window.DrawList:AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window.WindowRounding, draw_rounding_flags)
local grab_rect
if axis == ImGuiAxis.X then
local x1 = ImLerp(bb.Min.x, bb.Max.x, grab_v_norm)
grab_rect = ImRect(x1, bb.Min.y, x1 + grab_h_pixels, bb.Max.y)
else
local y1 = ImLerp(bb.Min.y, bb.Max.y, grab_v_norm)
grab_rect = ImRect(bb.Min.x, y1, bb.Max.x, y1 + grab_h_pixels)
end
window.DrawList:AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding)
return held, p_scroll_v
end
--- @param axis ImGuiAxis
function ImGui.Scrollbar(axis)
local g = GImGui
local window = g.CurrentWindow
local id = ImGui.GetWindowScrollbarID(window, axis)
-- Calculate scrollbar bounding box
local bb = ImGui.GetWindowScrollbarRect(window, axis)
local rounding_corners = ImGui.CalcRoundingFlagsForRectInRect(bb, window:Rect(), g.Style.WindowBorderSize)
local size_visible = window.InnerRect.Max[axis] - window.InnerRect.Min[axis]
local size_contents = window.ContentSize[axis] + window.WindowPadding[axis] * 2.0
local scroll = window.Scroll[axis]
local held
held, scroll = ImGui.ScrollbarEx(bb, id, axis, scroll, size_visible, size_contents, rounding_corners)
window.Scroll[axis] = scroll
end
-- - `uv0` and `uv1` are texture coordinates
--- @param tex_ref ImTextureRef
--- @param image_size ImVec2
--- @param uv0? ImVec2
--- @param uv1? ImVec2
--- @param bg_col? ImVec4
--- @param tint_col? ImVec4
function ImGui.ImageWithBg(tex_ref, image_size, uv0, uv1, bg_col, tint_col)
if uv0 == nil then uv0 = ImVec2(0, 0) end
if uv1 == nil then uv1 = ImVec2(1, 1) end
if bg_col == nil then bg_col = ImVec4(0, 0, 0, 0) end
if tint_col == nil then tint_col = ImVec4(1, 1, 1, 1) end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local g = GImGui
local padding = ImVec2(g.Style.ImageBorderSize, g.Style.ImageBorderSize)
local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + image_size + padding * 2.0)
ImGui.ItemSize(bb)
if not ImGui.ItemAdd(bb, 0) then
return
end
-- Render
local rounding = g.Style.ImageRounding
if bg_col.w > 0.0 then
window.DrawList:AddRectFilled(bb.Min + padding, bb.Max - padding, ImGui.GetColorU32(bg_col), rounding)
end
if rounding > 0.0 then
window.DrawList:AddImageRounded(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, ImGui.GetColorU32(tint_col), rounding)
else
window.DrawList:AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, ImGui.GetColorU32(tint_col))
end
if g.Style.ImageBorderSize > 0.0 then
window.DrawList:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Border), rounding, g.Style.ImageBorderSize, ImDrawFlags.None)
end
end
--- @param tex_ref ImTextureRef
--- @param image_size ImVec2
--- @param uv0? ImVec2
--- @param uv1? ImVec2
function ImGui.Image(tex_ref, image_size, uv0, uv1)
ImGui.ImageWithBg(tex_ref, image_size, uv0, uv1)
end
--- @param id ImGuiID
--- @param tex_ref ImTextureRef
--- @param image_size ImVec2
--- @param uv0 ImVec2
--- @param uv1 ImVec2
--- @param bg_col ImVec4
--- @param tint_col ImVec4
--- @param flags? ImGuiButtonFlags
function ImGui.ImageButtonEx(id, tex_ref, image_size, uv0, uv1, bg_col, tint_col, flags)
if flags == nil then flags = 0 end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
local padding = g.Style.FramePadding
local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + image_size + padding * 2.0)
ImGui.ItemSize(bb)
if not ImGui.ItemAdd(bb, id) then
return false
end
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags)
-- Render
local col = ImGui.GetColorU32((held and hovered) and ImGuiCol.ButtonActive or hovered and ImGuiCol.ButtonHovered or ImGuiCol.Button)
ImGui.RenderNavCursor(bb, id)
ImGui.RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding)
if bg_col.w > 0.0 then
window.DrawList:AddRectFilled(bb.Min + padding, bb.Max - padding, ImGui.GetColorU32(bg_col))
end
local image_rounding = ImMax(g.Style.FrameRounding - ImMax(padding.x, padding.y), g.Style.ImageRounding)
if image_rounding > 0.0 then
window.DrawList:AddImageRounded(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, ImGui.GetColorU32(tint_col), image_rounding)
else
window.DrawList:AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, ImGui.GetColorU32(tint_col))
end
return pressed
end
-- - ImageButton() adds style.FramePadding*2.0 to provided size. This is in order to facilitate fitting an image in a button.
-- - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) -- FIXME: Maybe that's not the best design?
--- @param str_id string
--- @param tex_ref ImTextureRef
--- @param image_size ImVec2
--- @param uv0 ImVec2
--- @param uv1 ImVec2
--- @param bg_col ImVec4
--- @param tint_col ImVec4
function ImGui.ImageButton(str_id, tex_ref, image_size, uv0, uv1, bg_col, tint_col)
local g = GImGui
local window = g.CurrentWindow
if window.SkipItems then
return false
end
return ImGui.ImageButtonEx(window:GetID(str_id), tex_ref, image_size, uv0, uv1, bg_col, tint_col)
end
--- @param label string
--- @param v bool
--- @return bool is_pressed
--- @return bool is_checked # The updated `v` passed in
@native
function ImGui.Checkbox(label, v)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false, v
end
local g = GImGui
local style = g.Style
local id = window:GetID(label)
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local square_sz = ImGui.GetFrameHeight()
local pos = ImVec2()
ImVec2_Copy(pos, window.DC.CursorPos)
local total_width
if label_size.x > 0.0 then
total_width = square_sz + style.ItemInnerSpacing.x + label_size.x
else
total_width = square_sz
end
local total_bb = ImRect(pos, pos + ImVec2(total_width, label_size.y + style.FramePadding.y * 2.0))
ImGui.ItemSize(total_bb, style.FramePadding.y)
local is_visible = ImGui.ItemAdd(total_bb, id)
local is_multi_select = (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.IsMultiSelect) ~= 0)
if not is_visible then
if not is_multi_select or not g.BoxSelectState.UnclipMode or not g.BoxSelectState.UnclipRect:Overlaps(total_bb) then -- Extra layer of "no logic clip" for box-select support
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0))
return false, v
end
end
local checked = v
if is_multi_select then
-- TODO: MultiSelectItemHeader()
end
local pressed, hovered, held = ImGui.ButtonBehavior(total_bb, id)
if is_multi_select then
-- TODO: MultiSelectItemFooter()
elseif pressed then
checked = not checked
end
if v ~= checked then
v = checked
pressed = true
ImGui.MarkItemEdited(id)
end
local check_bb = ImRect(pos, pos + ImVec2(square_sz, square_sz))
local mixed_value = (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.MixedValue) ~= 0)
if is_visible then
ImGui.RenderNavCursor(total_bb, id)
local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.FrameBgActive or (hovered and ImGuiCol.FrameBgHovered or ((mixed_value or checked) and ImGuiCol.CheckboxSelectedBg or ImGuiCol.FrameBg)))
local check_col = ImGui.GetColorU32(ImGuiCol.CheckMark)
ImGui.RenderFrame(check_bb.Min, check_bb.Max, bg_col, true, style.FrameRounding)
if mixed_value then
-- Undocumented tristate/mixed/indeterminate checkbox (#2644)
-- This may seem awkwardly designed because the aim is to make ImGuiItemFlags.MixedValue supported by all widgets (not just checkbox)
local pad_val = ImMax(1.0, IM_TRUNC(square_sz / 3.6))
local pad = ImVec2(pad_val, pad_val)
window.DrawList:AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding)
elseif v then
local pad = ImMax(1.0, IM_TRUNC(square_sz / 6.0))
ImGui.RenderCheckMark(window.DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0)
end
end
local label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y)
if g.LogEnabled then
-- ImGui.LogRenderedText(label_pos, mixed_value and "[~]" or (v and "[x]" or "[ ]"))
end
if is_visible and label_size.x > 0.0 then
ImGui.RenderText(label_pos, label, 1, label_end, false)
end
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0))
return pressed, v
end
--- @param label string
--- @param flags int
--- @param flags_value int
--- @return bool is_pressed
--- @return int flags_new # Updated `flags`
function ImGui.CheckboxFlags(label, flags, flags_value)
local all_on = bit32.band(flags, flags_value) == flags_value
local any_on = bit32.band(flags, flags_value) ~= 0
local pressed
if not all_on and any_on then
local g = GImGui
g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.MixedValue)
pressed, all_on = ImGui.Checkbox(label, all_on)
else
pressed, all_on = ImGui.Checkbox(label, all_on)
end
if pressed then
if all_on then
flags = bit32.bor(flags, flags_value)
else
flags = bit32.band(flags, bit32.bnot(flags_value))
end
end
return pressed, flags
end
ImGui.CheckboxFlagsT = ImGui.CheckboxFlags
--- @param label string
--- @param active bool
--- @return bool is_pressed
function ImGui.RadioButtonEx(label, active)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
local style = g.Style
local id = window:GetID(label)
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local square_sz = ImGui.GetFrameHeight()
local pos = ImVec2()
ImVec2_Copy(pos, window.DC.CursorPos)
local check_bb = ImRect(pos, pos + ImVec2(square_sz, square_sz))
local total_bb = ImRect(pos, pos + ImVec2(square_sz + (label_size.x > 0.0 and style.ItemInnerSpacing.x + label_size.x or 0.0), label_size.y + style.FramePadding.y * 2.0))
ImGui.ItemSize(total_bb, style.FramePadding.y)
if not ImGui.ItemAdd(total_bb, id) then
return false
end
local center = check_bb:GetCenter()
center.x = IM_ROUND(center.x)
center.y = IM_ROUND(center.y)
local radius = (square_sz - 1.0) * 0.5
local pressed, hovered, held = ImGui.ButtonBehavior(total_bb, id)
if (pressed) then
ImGui.MarkItemEdited(id)
end
ImGui.RenderNavCursor(total_bb, id)
local num_segment = window.DrawList:_CalcCircleAutoSegmentCount(radius)
local col
if held and hovered then
col = ImGui.GetColorU32(ImGuiCol.FrameBgActive)
else
if hovered then
col = ImGui.GetColorU32(ImGuiCol.FrameBgHovered)
else
col = ImGui.GetColorU32(ImGuiCol.FrameBg)
end
end
window.DrawList:AddCircleFilled(center, radius, col, num_segment)
if active then
local pad = ImMax(1.0, IM_TRUNC(square_sz / 6.0))
window.DrawList:AddCircleFilled(center, radius - pad, ImGui.GetColorU32(ImGuiCol.CheckMark))
end
if style.FrameBorderSize > 0.0 then
window.DrawList:AddCircle(center + ImVec2(1, 1), radius, ImGui.GetColorU32(ImGuiCol.BorderShadow), num_segment, style.FrameBorderSize)
window.DrawList:AddCircle(center, radius, ImGui.GetColorU32(ImGuiCol.Border), num_segment, style.FrameBorderSize)
end
local label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y)
if g.LogEnabled then
-- ImGui.LogRenderedText(label_pos, active and "(x)" or "( )")
end
if label_size.x > 0.0 then
ImGui.RenderText(label_pos, label, 1, label_end, false)
end
return pressed
end
-- `rawequal` is used here to check if v == v_button
--- @param label string
--- @param v any
--- @param v_button any
--- @return bool is_pressed
--- @return any v # Updated v
function ImGui.RadioButton(label, v, v_button)
local pressed = ImGui.RadioButtonEx(label, rawequal(v, v_button))
if pressed then
v = v_button
end
return pressed, v
end
-- size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
--- @param fraction float
--- @param size_arg? ImVec2
--- @param overlay? string
function ImGui.ProgressBar(fraction, size_arg, overlay)
if size_arg == nil then size_arg = ImVec2(-FLT_MIN, 0) end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local g = GImGui
local style = g.Style
local pos = ImVec2()
ImVec2_Copy(pos, window.DC.CursorPos)
local size = ImGui.CalcItemSize(size_arg, ImGui.CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0)
local bb = ImRect(pos, pos + size)
ImGui.ItemSize(size, style.FramePadding.y)
if not ImGui.ItemAdd(bb, 0) then
return
end
-- Fraction < 0.0 will display an indeterminate progress bar animation
-- The value must be animated along with time, so e.g. passing '-1.0 * ImGui.GetTime()' as fraction works
local is_indeterminate = (fraction < 0.0)
if not is_indeterminate then
fraction = ImSaturate(fraction)
end
-- Out of courtesy we accept a NaN fraction without crashing
local fill_n0 = 0.0
local fill_n1 = (fraction == fraction) and fraction or 0.0
if is_indeterminate then
local fill_width_n = 0.2
fill_n0 = ImFmod(-fraction, 1.0) * (1.0 + fill_width_n) - fill_width_n
fill_n1 = ImSaturate(fill_n0 + fill_width_n)
fill_n0 = ImSaturate(fill_n0)
end
-- Render
ImGui.RenderFrame(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), true, style.FrameRounding)
bb:Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize))
local fill_x0 = ImLerp(bb.Min.x, bb.Max.x, fill_n0)
local fill_x1 = ImLerp(bb.Min.x, bb.Max.x, fill_n1)
if fill_x0 < fill_x1 then
ImGui.RenderRectFilledInRangeH(window.DrawList, bb, ImGui.GetColorU32(ImGuiCol.PlotHistogram), fill_x0, fill_x1, style.FrameRounding)
end
-- Default displaying the fraction as percentage string, but user can override it
-- Don't display text for indeterminate bars by default
if not is_indeterminate or overlay ~= nil then
if overlay == nil then
overlay = ImFormatString("%.0f%%", fraction * 100 + 0.01)
end
local overlay_size = ImGui.CalcTextSize(overlay, nil)
if overlay_size.x > 0.0 then
local text_x = is_indeterminate and ((bb.Min.x + bb.Max.x - overlay_size.x) * 0.5) or (fill_x1 + style.ItemSpacing.x)
ImGui.RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, nil, overlay_size, ImVec2(0.0, 0.5), bb)
end
end
end
function ImGui.Bullet()
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local g = GImGui
local style = g.Style
local line_height = ImMax(ImMin(window.DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize)
local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(g.FontSize, line_height))
ImGui.ItemSize(bb)
if not ImGui.ItemAdd(bb, 0) then
ImGui.SameLine(0, style.FramePadding.x * 2)
return
end
-- Render and stay on same line
local text_col = ImGui.GetColorU32(ImGuiCol.Text)
ImGui.RenderBullet(window.DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5, line_height * 0.5), text_col)
ImGui.SameLine(0, style.FramePadding.x * 2.0)
end
--- @param label string
function ImGui.TextLink(label)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
local id = window:GetID(label)
local label_end = ImGui.FindRenderedTextEnd(label)
local pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset)
local size = ImGui.CalcTextSize(label, label_end, false)
local bb = ImRect(pos, pos + size)
ImGui.ItemSize(size, 0.0)
if not ImGui.ItemAdd(bb, id) then
return false
end
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id)
ImGui.RenderNavCursor(bb, id)
if hovered then
ImGui.SetMouseCursor(ImGuiMouseCursor.Hand)
end
local text_colf = ImVec4()
ImVec4_Copy(text_colf, g.Style.Colors[ImGuiCol.TextLink])
local line_colf = ImVec4()
ImVec4_Copy(line_colf, text_colf)
do
-- FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets,
-- as we are currently experimenting/planning a different styling system.
local h, s, v = ImGui.ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z)
if held or hovered then
v = ImSaturate(v + (held and 0.4 or 0.3))
h = ImFmod(h + 0.02, 1.0)
end
text_colf.x, text_colf.y, text_colf.z = ImGui.ColorConvertHSVtoRGB(h, s, v)
v = ImSaturate(v - 0.20)
line_colf.x, line_colf.y, line_colf.z = ImGui.ColorConvertHSVtoRGB(h, s, v)
end
local line_y = bb.Max.y + ImFloor(g.FontBaked.Descent * g.FontBakedScale * 0.20)
window.DrawList:AddLineH(bb.Min.x, bb.Max.x, line_y, ImGui.GetColorU32(line_colf), 1.0 * ImTrunc(g.Style._MainScale)) -- FIXME-DPI
ImGui.PushStyleColor(ImGuiCol.Text, ImGui.GetColorU32(text_colf))
ImGui.RenderText(bb.Min, label, 1, label_end, false)
ImGui.PopStyleColor()
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags)
return pressed
end
--- @param label string
--- @param url string
function ImGui.TextLinkOpenURL(label, url)
local g = GImGui
if url == nil then
url = label
end
local pressed = ImGui.TextLink(label)
if pressed and g.PlatformIO.Platform_OpenInShellFn ~= nil then
g.PlatformIO.Platform_OpenInShellFn(g, url)
end
ImGui.SetItemTooltip(ImGui.LocalizeGetMsg(ImGuiLocKey.OpenLink_s), url)
if ImGui.BeginPopupContextItem() then
if ImGui.MenuItem(ImGui.LocalizeGetMsg(ImGuiLocKey.CopyLink)) then
ImGui.SetClipboardText(url)
end
ImGui.EndPopup()
end
return pressed
end
----------------------------------------------------------------
-- [SECTION] Low-level Layout helpers
----------------------------------------------------------------
function ImGui.Spacing()
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
ImGui.ItemSize(ImVec2(0, 0))
end
--- @param size ImVec2
function ImGui.Dummy(size)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size)
ImGui.ItemSize(size)
ImGui.ItemAdd(bb, 0)
end
function ImGui.NewLine()
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local g = GImGui
local backup_layout_type = window.DC.LayoutType
window.DC.LayoutType = ImGuiLayoutType.Vertical
window.DC.IsSameLine = false
if window.DC.CurrLineSize.y > 0.0 then
-- In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
ImGui.ItemSize(ImVec2(0, 0))
else
ImGui.ItemSize(ImVec2(0.0, g.FontSize))
end
window.DC.LayoutType = backup_layout_type
end
function ImGui.AlignTextToFramePadding()
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local g = GImGui
window.DC.CurrLineSize.y = ImMax(window.DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2)
window.DC.CurrLineTextBaseOffset = ImMax(window.DC.CurrLineTextBaseOffset, g.Style.FramePadding.y)
end
--- @param flags ImGuiSeparatorFlags
--- @param thickness float
function ImGui.SeparatorEx(flags, thickness)
if thickness == nil then thickness = 1.0 end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local g = GImGui
IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, bit32.bor(ImGuiSeparatorFlags.Horizontal, ImGuiSeparatorFlags.Vertical)))) -- Check that only 1 option is selected
IM_ASSERT(thickness > 0.0)
if bit32.band(flags, ImGuiSeparatorFlags.Vertical) ~= 0 then
-- Vertical separator, for menu bars (use current line height).
local y1 = window.DC.CursorPos.y
local y2 = window.DC.CursorPos.y + window.DC.CurrLineSize.y
local bb = ImRect(ImVec2(window.DC.CursorPos.x, y1), ImVec2(window.DC.CursorPos.x + thickness, y2))
ImGui.ItemSize(ImVec2(thickness, 0.0))
if not ImGui.ItemAdd(bb, 0) then
return
end
-- Draw
window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Separator))
if g.LogEnabled then
ImGui.LogText(" |")
end
elseif bit32.band(flags, ImGuiSeparatorFlags.Horizontal) ~= 0 then
-- Horizontal Separator
local x1 = window.DC.CursorPos.x
local x2 = window.WorkRect.Max.x
-- Preserve legacy behavior inside Columns()
-- Before Tables API happened, we relied on Separator() to span all columns of a Columns() set.
-- We currently don't need to provide the same feature for tables because tables naturally have border features.
local columns = (bit32.band(flags, ImGuiSeparatorFlags.SpanAllColumns) ~= 0) and window.DC.CurrentColumns or nil
if columns then
x1 = window.Pos.x + window.DC.Indent.x -- Used to be Pos.x before 2023/10/03
x2 = window.Pos.x + window.Size.x
ImGui.PushColumnsBackground()
end
-- We don't provide our width to the layout so that it doesn't get feed back into AutoFit
-- FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell)
local bb = ImRect(ImVec2(x1, window.DC.CursorPos.y), ImVec2(x2, window.DC.CursorPos.y + thickness))
ImGui.ItemSize(ImVec2(0.0, thickness))
if ImGui.ItemAdd(bb, 0) then
-- Draw
window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Separator))
if g.LogEnabled then
ImGui.LogRenderedText(bb.Min, "--------------------------------")
end
end
if columns then
ImGui.PopColumnsBackground()
columns.LineMinY = window.DC.CursorPos.y
end
end
end
function ImGui.Separator()
local g = GImGui
local window = g.CurrentWindow
if window.SkipItems then
return
end
-- Those flags should eventually be configurable by the user
local flags
if window.DC.LayoutType == ImGuiLayoutType.Horizontal then
flags = ImGuiSeparatorFlags.Vertical
else
flags = ImGuiSeparatorFlags.Horizontal
end
-- Only applies to legacy Columns() api as they relied on Separator() a lot.
if window.DC.CurrentColumns then
flags = bit32.bor(flags, ImGuiSeparatorFlags.SpanAllColumns)
end
ImGui.SeparatorEx(flags, ImMax(g.Style.SeparatorSize, 1.0))
end
--- @param id ImGuiID
--- @param label string
--- @param label_end? int
--- @param extra_w float
function ImGui.SeparatorTextEx(id, label, label_end, extra_w)
local g = GImGui
local window = g.CurrentWindow
local style = g.Style
local label_size = ImGui.CalcTextSize(label, label_end, false)
local pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y)
local padding = style.SeparatorTextPadding
local separator_thickness = style.SeparatorTextBorderSize
local min_size = ImVec2(label_size.x + extra_w + padding.x * 2.0, ImMax(label_size.y + padding.y * 2.0, separator_thickness))
local bb = ImRect(pos, ImVec2(window.WorkRect.Max.x, pos.y + min_size.y))
local text_baseline_y = ImTrunc((bb:GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.999) -- ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f))
ImGui.ItemSize(min_size, text_baseline_y)
if not ImGui.ItemAdd(bb, id) then
return
end
local sep1_x1 = pos.x
local sep2_x2 = bb.Max.x
local seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5 + 0.999)
local label_avail_w = ImMax(0.0, sep2_x2 - sep1_x1 - padding.x * 2.0)
local label_pos = ImVec2(pos.x + padding.x + ImMax(0.0, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y) -- FIXME-ALIGN
-- This allows using SameLine() to position something in the 'extra_w'
window.DC.CursorPosPrevLine.x = label_pos.x + label_size.x
local separator_col = ImGui.GetColorU32(ImGuiCol.Separator)
if label_size.x > 0.0 then
local sep1_x2 = label_pos.x - style.ItemSpacing.x
local sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x
if sep1_x2 > sep1_x1 and separator_thickness > 0.0 then
window.DrawList:AddLineH(sep1_x1, sep1_x2, seps_y, separator_col, separator_thickness)
end
if sep2_x2 > sep2_x1 and separator_thickness > 0.0 then
window.DrawList:AddLineH(sep2_x1, sep2_x2, seps_y, separator_col, separator_thickness)
end
if g.LogEnabled then
ImGui.LogSetNextTextDecoration("---", nil)
end
ImGui.RenderTextEllipsis(window.DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, label, label_end, label_size)
else
if g.LogEnabled then
ImGui.LogText("---")
end
if separator_thickness > 0.0 then
window.DrawList:AddLineH(sep1_x1, sep2_x2, seps_y, separator_col, separator_thickness)
end
end
end
--- @param label string
function ImGui.SeparatorText(label)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
ImGui.SeparatorTextEx(0, label, ImGui.FindRenderedTextEnd(label), 0.0)
end
----------------------------------------------------------------
-- [SECTION] COMBO BOX
----------------------------------------------------------------
--- @param items_count float
--- @return float
local function CalcMaxPopupHeightFromItemCount(items_count)
local g = GImGui
if items_count <= 0 then
return FLT_MAX
end
return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2)
end
--- @param label string
--- @param preview_value? string
--- @param flags? ImGuiComboFlags
function ImGui.BeginCombo(label, preview_value, flags)
if flags == nil then flags = 0 end
local g = GImGui
local window = ImGui.GetCurrentWindow()
local backup_next_window_data_flags = g.NextWindowData.HasFlags
g.NextWindowData:ClearFlags()
if window.SkipItems then
return false
end
local style = g.Style
local id = window:GetID(label)
IM_ASSERT(bit32.band(flags, bit32.bor(ImGuiComboFlags.NoArrowButton, ImGuiComboFlags.NoPreview)) ~= bit32.bor(ImGuiComboFlags.NoArrowButton, ImGuiComboFlags.NoPreview)) -- Can't use both flags together
if bit32.band(flags, ImGuiComboFlags.WidthFitPreview) ~= 0 then
IM_ASSERT(bit32.band(flags, bit32.bor(ImGuiComboFlags.NoPreview, ImGuiComboFlags.CustomPreview)) == 0)
end
local arrow_size
if (bit32.band(flags, ImGuiComboFlags.NoArrowButton) ~= 0) then
arrow_size = 0.0
else
arrow_size = ImGui.GetFrameHeight()
end
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local preview_width
if ((bit32.band(flags, ImGuiComboFlags.WidthFitPreview) ~= 0) and (preview_value ~= nil)) then
preview_width = ImGui.CalcTextSize(preview_value, nil, false).x
else
preview_width = 0.0
end
local w
if bit32.band(flags, ImGuiComboFlags.NoPreview) ~= 0 then
w = arrow_size
elseif bit32.band(flags, ImGuiComboFlags.WidthFitPreview) ~= 0 then
w = arrow_size + preview_width + style.FramePadding.x * 2.0
else
w = ImGui.CalcItemWidth()
end
local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0))
local label_offset = (label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0
local total_bb = ImRect(bb.Min, bb.Max + ImVec2(label_offset, 0.0))
ImGui.ItemSize(total_bb, style.FramePadding.y)
if not ImGui.ItemAdd(total_bb, id, bb) then
return false
end
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id)
local popup_id = ImHashStr("##ComboPopup", nil, id)
local popup_open = ImGui.IsPopupOpen(popup_id, ImGuiPopupFlags.None)
if pressed and not popup_open then
ImGui.OpenPopupEx(popup_id, ImGuiPopupFlags.None)
popup_open = true
end
-- Render shape
local frame_col = ImGui.GetColorU32(hovered and ImGuiCol.FrameBgHovered or ImGuiCol.FrameBg)
local value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size)
ImGui.RenderNavCursor(bb, id)
if bit32.band(flags, ImGuiComboFlags.NoPreview) == 0 then
window.DrawList:AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (bit32.band(flags, ImGuiComboFlags.NoArrowButton) ~= 0) and ImDrawFlags.RoundCornersAll or ImDrawFlags.RoundCornersLeft)
end
if bit32.band(flags, ImGuiComboFlags.NoArrowButton) == 0 then
local bg_col = ImGui.GetColorU32((popup_open or hovered) and ImGuiCol.ButtonHovered or ImGuiCol.Button)
local text_col = ImGui.GetColorU32(ImGuiCol.Text)
window.DrawList:AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) and ImDrawFlags.RoundCornersAll or ImDrawFlags.RoundCornersRight)
if value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x then
ImGui.RenderArrow(window.DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir.Down, 1.0)
end
end
ImGui.RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding)
-- Custom preview
if bit32.band(flags, ImGuiComboFlags.CustomPreview) ~= 0 then
g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y)
IM_ASSERT(preview_value == nil or preview_value == "")
preview_value = nil
end
-- Render preview and label
if preview_value ~= nil and bit32.band(flags, ImGuiComboFlags.NoPreview) == 0 then
if g.LogEnabled then
ImGui.LogSetNextTextDecoration("{", "}")
end
ImGui.RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, nil, nil)
end
if label_size.x > 0 then
ImGui.RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label, 1, label_end, false)
end
if not popup_open then
return false
end
g.NextWindowData.HasFlags = backup_next_window_data_flags
return ImGui.BeginComboPopup(popup_id, bb, flags)
end
--- @param popup_id ImGuiID
--- @param bb ImRect
--- @param flags ImGuiComboFlags
function ImGui.BeginComboPopup(popup_id, bb, flags)
local g = GImGui
if not ImGui.IsPopupOpen(popup_id, ImGuiPopupFlags.None) then
g.NextWindowData:ClearFlags()
return false
end
local w = bb:GetWidth()
if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSizeConstraint) ~= 0 then
g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w)
else
if bit32.band(flags, ImGuiComboFlags.HeightMask_) == 0 then
flags = bit32.bor(flags, ImGuiComboFlags.HeightRegular)
end
IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiComboFlags.HeightMask_)))
local popup_max_height_in_items = -1
if bit32.band(flags, ImGuiComboFlags.HeightRegular) ~= 0 then
popup_max_height_in_items = 8
elseif bit32.band(flags, ImGuiComboFlags.HeightSmall) ~= 0 then
popup_max_height_in_items = 4
elseif bit32.band(flags, ImGuiComboFlags.HeightLarge) ~= 0 then
popup_max_height_in_items = 20
end
local constraint_min = ImVec2(0.0, 0.0)
local constraint_max = ImVec2(FLT_MAX, FLT_MAX)
if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSize) == 0 or g.NextWindowData.SizeVal.x <= 0.0 then
constraint_min.x = w
end
if bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSize) == 0 or g.NextWindowData.SizeVal.y <= 0.0 then
constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)
end
ImGui.SetNextWindowSizeConstraints(constraint_min, constraint_max)
end
-- This is essentially a specialized version of BeginPopupEx()
local name = ImFormatString("##Combo_%02d", g.BeginComboDepth)
-- Set position given a custom constraint (peak into expected window size so we can position it)
-- FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?
-- FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()?
local popup_window = ImGui.FindWindowByName(name)
if popup_window then
if popup_window.WasActive then
-- Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.
local size_expected = ImGui.CalcWindowNextAutoFitSize(popup_window)
popup_window.AutoPosLastDirection = (bit32.band(flags, ImGuiComboFlags.PopupAlignLeft) ~= 0) and ImGuiDir.Left or ImGuiDir.Down
local r_outer = ImGui.GetPopupAllowedExtentRect(popup_window)
local pos
pos, popup_window.AutoPosLastDirection = ImGui.FindBestWindowPosForPopupEx(bb:GetBL(), size_expected, popup_window.AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy.ComboBox)
ImGui.SetNextWindowPos(pos)
end
end
-- We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()
local window_flags = bit32.bor(ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.Popup, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.NoMove)
ImGui.PushStyleVarX(ImGuiStyleVar.WindowPadding, g.Style.FramePadding.x) -- Horizontally align ourselves with the framed text
local _, ret = ImGui.Begin(name, nil, window_flags)
ImGui.PopStyleVar()
if not ret then
ImGui.EndPopup()
if not g.IO.ConfigDebugBeginReturnValueOnce and not g.IO.ConfigDebugBeginReturnValueLoop then
-- Begin may only return false with those debug tools activated.
IM_ASSERT(false) -- This should never happen as we tested for IsPopupOpen() above
end
return false
end
g.BeginComboDepth = g.BeginComboDepth + 1
return true
end
function ImGui.EndCombo()
local g = GImGui
g.BeginComboDepth = g.BeginComboDepth - 1
local name = ImFormatString("##Combo_%02d", g.BeginComboDepth) -- FIXME: Move those to helpers?
if g.CurrentWindow.Name ~= name then
IM_ASSERT_USER_ERROR_RET(false, "Calling EndCombo() in wrong window!")
end
ImGui.EndPopup()
end
-- Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements
-- (Experimental, see GitHub issues: #1658, #4168)
function ImGui.BeginComboPreview()
local g = GImGui
local window = g.CurrentWindow
local preview_data = g.ComboPreviewData
if window.SkipItems or not (bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0) then
return false
end
IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data.PreviewRect.Min.x and g.LastItemData.Rect.Min.y == preview_data.PreviewRect.Min.y) -- Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags.CustomPreview flag?
if not window.ClipRect:Overlaps(preview_data.PreviewRect) then -- Narrower test (optional)
return false
end
-- FIXME: This could be contained in a PushWorkRect() api
ImVec2_Copy(preview_data.BackupCursorPos, window.DC.CursorPos)
ImVec2_Copy(preview_data.BackupCursorMaxPos, window.DC.CursorMaxPos)
ImVec2_Copy(preview_data.BackupCursorPosPrevLine, window.DC.CursorPosPrevLine)
preview_data.BackupPrevLineTextBaseOffset = window.DC.PrevLineTextBaseOffset
preview_data.BackupLayout = window.DC.LayoutType
ImVec2_Copy(window.DC.CursorPos, preview_data.PreviewRect.Min + g.Style.FramePadding)
ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorPos)
window.DC.LayoutType = ImGuiLayoutType.Horizontal
window.DC.IsSameLine = false
ImGui.PushClipRect(preview_data.PreviewRect.Min, preview_data.PreviewRect.Max, true)
return true
end
function ImGui.EndComboPreview()
local g = GImGui
local window = g.CurrentWindow
local preview_data = g.ComboPreviewData
local draw_list = window.DrawList
if window.DC.CursorMaxPos.x < preview_data.PreviewRect.Max.x and window.DC.CursorMaxPos.y < preview_data.PreviewRect.Max.y then
if draw_list.CmdBuffer.Size > 1 then -- Unlikely case that the PushClipRect() didn't create a command
ImVec4_Copy(draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].ClipRect, draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size - 1].ClipRect)
ImVec4_Copy(draw_list._CmdHeader.ClipRect, draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].ClipRect)
draw_list:_TryMergeDrawCmds()
end
end
ImGui.PopClipRect()
ImVec2_Copy(window.DC.CursorPos, preview_data.BackupCursorPos)
ImVec2_Copy(window.DC.CursorMaxPos, ImMax(window.DC.CursorMaxPos, preview_data.BackupCursorMaxPos))
ImVec2_Copy(window.DC.CursorPosPrevLine, preview_data.BackupCursorPosPrevLine)
window.DC.PrevLineTextBaseOffset = preview_data.BackupPrevLineTextBaseOffset
window.DC.LayoutType = preview_data.BackupLayout
window.DC.IsSameLine = false
preview_data.PreviewRect = ImRect()
end
-- 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
local preview_value = nil
if bit32.band(bit32.bor(g.NextItemData.ItemFlagsSet, g.CurrentItemFlags), ImGuiItemFlags.MixedValue) ~= 0 then
preview_value = ""
elseif current_item >= 0 and current_item < items_count then
preview_value = getter(user_data, current_item)
end
if popup_max_height_in_items ~= -1 and bit32.band(g.NextWindowData.HasFlags, ImGuiNextWindowDataFlags.HasSizeConstraint) == 0 then
ImGui.SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)))
end
if not ImGui.BeginCombo(label, preview_value, ImGuiComboFlags.None) then
return current_item, false
end
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 & DATA FORMATTING [Internal]
----------------------------------------------------------------
local function float(val) return val end
local function double(val) return val end
local GDefaultRgbaColorMarkers = {
IM_COL32(240, 20, 20, 255), IM_COL32(20, 240, 20, 255), IM_COL32(20, 20, 240, 255), IM_COL32(140, 140, 140, 255)
}
--- @param size size_t
--- @param name string
--- @param print_fmt string
--- @param scan_fmt string
--- @return ImGuiDataTypeInfo
--- @nodiscard
--- @package
local function ImGuiDataTypeInfo(size, name, print_fmt, scan_fmt)
return { Size = size, Name = name, PrintFmt = print_fmt, ScanFmt = scan_fmt }
end
local GDataTypeInfo = {
ImGuiDataTypeInfo(1, "S8", "%d", "%d"),
ImGuiDataTypeInfo(1, "U8", "%u", "%u"),
ImGuiDataTypeInfo(2, "S16", "%d", "%d"),
ImGuiDataTypeInfo(2, "U16", "%u", "%u"),
ImGuiDataTypeInfo(4, "S32", "%d", "%d"),
ImGuiDataTypeInfo(4, "U32", "%u", "%u"),
ImGuiDataTypeInfo(4, "float", "%.3f", "%f"),
ImGuiDataTypeInfo(8, "double", "%f", "%lf"),
ImGuiDataTypeInfo(1, "bool", "%d", "%d"),
ImGuiDataTypeInfo(0, "string", "%s", "%s")
}
--- @param data_type ImGuiDataType
function ImGui.DataTypeGetInfo(data_type)
IM_ASSERT(data_type >= 0 and data_type < ImGuiDataType.COUNT)
return GDataTypeInfo[data_type + 1]
end
--- @param buf char[]
--- @param buf_size int
--- @param data_type ImGuiDataType
--- @param data number
--- @param format string
function ImGui.DataTypeFormatString(buf, buf_size, data_type, data, format)
local str
if data_type == ImGuiDataType.S32 then
str = ImFormatString(format, (ImS32)(data))
elseif data_type == ImGuiDataType.U32 then
str = ImFormatString(format, (ImU32)(data))
elseif data_type == ImGuiDataType.Float then
str = ImFormatString(format, data)
elseif data_type == ImGuiDataType.Double then
str = ImFormatString(format, data)
elseif data_type == ImGuiDataType.S8 then
str = ImFormatString(format, (ImS8)(data))
elseif data_type == ImGuiDataType.U8 then
str = ImFormatString(format, (ImU8)(data))
elseif data_type == ImGuiDataType.S16 then
str = ImFormatString(format, (ImS16)(data))
elseif data_type == ImGuiDataType.U16 then
str = ImFormatString(format, (ImU16)(data))
else
IM_ASSERT(false)
end
ImStd.ImStrncpy(buf, 1, { string.byte(str, 1, #str) }, 1, ImMin(#str + 1, buf_size)) -- TODO: update this when new ImFormatString is implemented
end
--- @param data_type ImGuiDataType
--- @param op int
--- @param arg1 number
--- @param arg2 number
function ImGui.DataTypeApplyOp(data_type, op, arg1, arg2)
IM_ASSERT(op == 43 or op == 45) -- '+' or '-'
if data_type == ImGuiDataType.S8 then
if op == 43 then
return ImAddClampOverflow(arg1, arg2, IM_S8_MIN, IM_S8_MAX)
elseif op == 45 then
return ImSubClampOverflow(arg1, arg2, IM_S8_MIN, IM_S8_MAX)
end
elseif data_type == ImGuiDataType.U8 then
if op == 43 then
return ImAddClampOverflow(arg1, arg2, IM_U8_MIN, IM_U8_MAX)
elseif op == 45 then
return ImSubClampOverflow(arg1, arg2, IM_U8_MIN, IM_U8_MAX)
end
elseif data_type == ImGuiDataType.S16 then
if op == 43 then
return ImAddClampOverflow((ImS16)(arg1), (ImS16)(arg2), IM_S16_MIN, IM_S16_MAX)
elseif op == 45 then
return ImSubClampOverflow((ImS16)(arg1), (ImS16)(arg2), IM_S16_MIN, IM_S16_MAX)
end
elseif data_type == ImGuiDataType.U16 then
if op == 43 then
return ImAddClampOverflow((ImU16)(arg1), (ImU16)(arg2), IM_U16_MIN, IM_U16_MAX)
elseif op == 45 then
return ImSubClampOverflow((ImU16)(arg1), (ImU16)(arg2), IM_U16_MIN, IM_U16_MAX)
end
elseif data_type == ImGuiDataType.S32 then
if op == 43 then
return ImAddClampOverflow(arg1, arg2, IM_S32_MIN, IM_S32_MAX)
elseif op == 45 then
return ImSubClampOverflow(arg1, arg2, IM_S32_MIN, IM_S32_MAX)
end
elseif data_type == ImGuiDataType.U32 then
if op == 43 then
return ImAddClampOverflow(arg1, arg2, IM_U32_MIN, IM_U32_MAX)
elseif op == 45 then
return ImSubClampOverflow(arg1, arg2, IM_U32_MIN, IM_U32_MAX)
end
elseif data_type == ImGuiDataType.Float then
if op == 43 then
return arg1 + arg2
elseif op == 45 then
return arg1 - arg2
end
elseif data_type == ImGuiDataType.Double then
if op == 43 then
return arg1 + arg2
elseif op == 45 then
return arg1 - arg2
end
end
IM_ASSERT(false)
end
local ImParseFormatSanitizeForScanning
--- @param buf char[]
--- @param data_type ImGuiDataType
--- @param data number
--- @param format string
--- @param data_when_empty? number
function ImGui.DataTypeApplyFromText(buf, data_type, data, format, data_when_empty)
local type_info = ImGui.DataTypeGetInfo(data_type)
local data_backup = data
local p = 1
while ImCharIsBlankA(buf[p]) do
p = p + 1
end
if buf[p] == 0 then
if data_when_empty ~= nil then
data = data_when_empty
return data, data_backup ~= data
end
return data, false
end
local format_sanitized, format_sanitized_size = {}, 32
if (data_type == ImGuiDataType.Float or data_type == ImGuiDataType.Double) then
format = type_info.ScanFmt
else
format = ImParseFormatSanitizeForScanning(format, format_sanitized, format_sanitized_size)
if format[1] == 0 then
format = type_info.ScanFmt
end
end
local v32 = 0
local res = {}
if ImStd.sscanf(buf, 1, format, res) < 1 then
return data, false
end
if type_info.Size >= 4 then
data = res[1]
else
v32 = res[1]
end
if type_info.Size < 4 then
if data_type == ImGuiDataType.S8 then
data = (ImS8)(ImClamp(v32, IM_S8_MIN, IM_S8_MAX))
elseif data_type == ImGuiDataType.U8 then
data = (ImU8)(ImClamp(v32, IM_U8_MIN, IM_U8_MAX))
elseif data_type == ImGuiDataType.S16 then
data = (ImS16)(ImClamp(v32, IM_S16_MIN, IM_S16_MAX))
elseif data_type == ImGuiDataType.U16 then
data = (ImU16)(ImClamp(v32, IM_U16_MIN, IM_U16_MAX))
else
IM_ASSERT(false)
end
end
return data, data_backup ~= data
end
--- @generic T : number
--- @param lhs T
--- @param rhs T
local function DataTypeCompareT(lhs, rhs)
if lhs < rhs then return -1 end
if lhs > rhs then return 1 end
return 0
end
--- @param data_type ImGuiDataType
--- @param arg1 number
--- @param arg2 number
function ImGui.DataTypeCompare(data_type, arg1, arg2)
if data_type == ImGuiDataType.S8 then return DataTypeCompareT((ImS8)(arg1), (ImS8)(arg2))
elseif data_type == ImGuiDataType.U8 then return DataTypeCompareT((ImU8)(arg1), (ImU8)(arg2))
elseif data_type == ImGuiDataType.S16 then return DataTypeCompareT((ImS16)(arg1), (ImS16)(arg2))
elseif data_type == ImGuiDataType.U16 then return DataTypeCompareT((ImU16)(arg1), (ImU16)(arg2))
elseif data_type == ImGuiDataType.S32 then return DataTypeCompareT((ImS32)(arg1), (ImS32)(arg2))
elseif data_type == ImGuiDataType.U32 then return DataTypeCompareT((ImU32)(arg1), (ImU32)(arg2))
elseif data_type == ImGuiDataType.Float then return DataTypeCompareT(arg1, arg2)
elseif data_type == ImGuiDataType.Double then return DataTypeCompareT(arg1, arg2)
end
IM_ASSERT(false)
return 0
end
--- @generic T : number
--- @param v T
--- @param v_min? T
--- @param v_max? T
--- @return T, boolean
local function DataTypeClampT(v, v_min, v_max)
if v_min and v < v_min then return v_min, true end
if v_max and v > v_max then return v_max, true end
return v, false
end
--- @param data_type ImGuiDataType
--- @param data number
--- @param min? number
--- @param max? number
function ImGui.DataTypeClamp(data_type, data, min, max)
if data_type == ImGuiDataType.S8 then return DataTypeClampT((ImS8)(data), min and (ImS8)(min), max and (ImS8)(max))
elseif data_type == ImGuiDataType.U8 then return DataTypeClampT((ImU8)(data), min and (ImU8)(min), max and (ImU8)(max))
elseif data_type == ImGuiDataType.S16 then return DataTypeClampT((ImS16)(data), min and (ImS16)(min), max and (ImS16)(max))
elseif data_type == ImGuiDataType.U16 then return DataTypeClampT((ImU16)(data), min and (ImU16)(min), max and (ImU16)(max))
elseif data_type == ImGuiDataType.S32 then return DataTypeClampT((ImS32)(data), min and (ImS32)(min), max and (ImS32)(max))
elseif data_type == ImGuiDataType.U32 then return DataTypeClampT((ImU32)(data), min and (ImU32)(min), max and (ImU32)(max))
elseif data_type == ImGuiDataType.Float then return DataTypeClampT(data, min, max)
elseif data_type == ImGuiDataType.Double then return DataTypeClampT(data, min, max)
end
IM_ASSERT(false)
return data, false
end
--- @param data_type ImGuiDataType
--- @param data number
function ImGui.DataTypeIsZero(data_type, data)
local g = GImGui
return ImGui.DataTypeCompare(data_type, data, g.DataTypeZeroValue) == 0
end
local GetMinimumStepAtDecimalPrecision do
local min_steps = { 1.0, 0.1, 0.01, 0.001, 0.0001, 0.00001, 0.000001, 0.0000001, 0.00000001, 0.000000001 }
--- @param decimal_precision int
--- @return float
function GetMinimumStepAtDecimalPrecision(decimal_precision)
if decimal_precision < 0 then
return FLT_MIN
end
if decimal_precision < #min_steps then
return min_steps[decimal_precision + 1]
else
return ImPow(10.0, -decimal_precision)
end
end
end
local ImParseFormatFindStart
--- @param format string
--- @param data_type ImGuiDataType
--- @param v number
function ImGui.RoundScalarWithFormatT(format, data_type, v)
-- IM_UNUSED(data_type)
IM_ASSERT(data_type == ImGuiDataType.Float or data_type == ImGuiDataType.Double)
local fmt_start = ImParseFormatFindStart(format)
if string.byte(format, fmt_start) ~= 37 or string.byte(format, fmt_start + 1) == 37 then
return v -- Don't apply if the value is not visible in the format string
end
-- TODO: Sanitize format
local str = ImFormatString(format, v)
v = ImAtof(str) or v
return v
end
----------------------------------------------------------------
-- [SECTION] INPUTXXX
----------------------------------------------------------------
--- @param fmt string
function ImParseFormatFindStart(fmt)
local len = #fmt
local i = 1
local c
while i < len do
c = string.byte(fmt, i)
if c == 37 and string.byte(fmt, i + 1) ~= 37 then -- '%'
return i
elseif c == 37 then
i = i + 1
end
i = i + 1
end
return nil
end
--- @param fmt string
--- @param pos int
local function ImParseFormatFindEnd(fmt, pos)
-- Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format
if string.byte(fmt, pos) ~= 37 then -- '%'
return pos
end
local ignored_uppercase_mask = bit32.bor(bit32.lshift(1, 73 - 65), bit32.lshift(1, 76 - 65))
local ignored_lowercase_mask = bit32.bor(bit32.lshift(1, 104 - 97), bit32.lshift(1, 106 - 97), bit32.lshift(1, 108 - 97), bit32.lshift(1, 116 - 97), bit32.lshift(1, 119 - 97), bit32.lshift(1, 122 - 97))
local len = #fmt
local c
for i = pos, len do
c = string.byte(fmt, i)
if c >= 65 and c <= 90 and (bit32.band(bit32.lshift(1, c - 65), ignored_uppercase_mask) == 0) then
return i + 1
end
if c >= 97 and c <= 122 and (bit32.band(bit32.lshift(1, c - 97), ignored_lowercase_mask) == 0) then
return i + 1
end
end
return len + 1
end
-- TODO: temporary patch. does not look good
--- @param fmt string
local function ImParseFormatTrimDecorations(fmt)
local fmt_start = ImParseFormatFindStart(fmt)
if string.byte(fmt, fmt_start) ~= 37 then -- '%'
return ""
end
--- @cast fmt_start int
local fmt_end = ImParseFormatFindEnd(fmt, fmt_start)
if string.byte(fmt, fmt_end) ~= 37 then
return string.sub(fmt, fmt_start)
end
return string.sub(fmt, fmt_start, fmt_end)
end
--- @param fmt_in string
--- @param fmt_out char[]
--- @param fmt_out_size size_t
function ImParseFormatSanitizeForScanning(fmt_in, fmt_out, fmt_out_size)
local fmt_end = ImParseFormatFindEnd(fmt_in, 1)
-- IM_UNUSED(fmt_out_size)
IM_ASSERT(fmt_end < fmt_out_size)
local has_type = false
local fmt_in_begin = 1
local fmt_out_begin = 1
while fmt_in_begin < fmt_end do
repeat
local c = string.byte(fmt_in, fmt_in_begin, fmt_in_begin)
fmt_in_begin = fmt_in_begin + 1
if (not has_type and ((c >= 48 and c <= 57) or c == 46 or c == 43 or c == 35)) then
break
end
has_type = has_type or ((c >= 97 and c <= 122) or (c >= 65 and c <= 90))
if c ~= 39 and c ~= 36 and c ~= 95 then
fmt_out[fmt_out_begin] = c
fmt_out_begin = fmt_out_begin + 1
end
until true
end
-- fmt_out[fmt_out_begin] = 0
return string.char(unpack(fmt_out)) -- FIXME: not ideal
end
--- @param str string
--- @param pos int
local function ImAtoi(str, pos)
local negative = false
if string.byte(str, pos) == 45 then -- '-'
negative = true
pos = pos + 1
end
if string.byte(str, pos) == 43 then -- '+'
pos = pos + 1
end
local len = #str
local v = 0
local c = string.byte(str, pos)
while c >= 48 and c <= 57 do
v = v * 10 + c - 48
pos = pos + 1
c = string.byte(str, pos)
if pos > len then break end
end
return negative and -v or v, pos
end
--- @param fmt string
--- @param default_precision int
local function ImParseFormatPrecision(fmt, default_precision)
local pos = ImParseFormatFindStart(fmt)
if not pos then
return default_precision
end
pos = pos + 1
local len = #fmt
local c = string.byte(fmt, pos)
while c >= 48 and c <= 57 do
pos = pos + 1
c = string.byte(fmt, pos)
if pos > len then break end
end
local precision = INT_MAX
if c == 46 then -- '.'
precision, pos = ImAtoi(fmt, pos + 1)
if precision < 0 or precision > 99 then
precision = default_precision
end
end
c = string.byte(fmt, pos)
if c == 101 or c == 69 then -- Maximum precision with scientific notation
precision = -1
end
if (c == 103 or c == 71) and precision == INT_MAX then
precision = -1
end
return (precision == INT_MAX) and default_precision or precision
end
--- @param bb ImRect
--- @param id ImGuiID
--- @param label string
--- @param buf char[]
--- @param buf_size int
--- @param flags? ImGuiInputTextFlags
--- @param callback? ImGuiInputTextCallback
--- @param user_data any
function ImGui.TempInputText(bb, id, label, buf, buf_size, flags, callback, user_data)
if flags == nil then flags = 0 end
local g = GImGui
local window = g.CurrentWindow
local is_deactivated = (g.InputTextDeactivatedState.ID == id)
local is_active = (g.TempInputId == id)
if (not is_active and not is_deactivated) then
ImGui.ClearActiveID()
end
local backup_pos = ImVec2()
ImVec2_Copy(backup_pos, window.DC.CursorPos)
ImVec2_Copy(window.DC.CursorPos, bb.Min)
g.LastItemData.ItemFlags = bit32.bor(g.LastItemData.ItemFlags, ImGuiItemFlags.AllowDuplicateId)
local value_changed = ImGui.InputTextEx(label, nil, buf, buf_size, bb:GetSize(), bit32.bor(flags, ImGuiInputTextFlags.TempInput, ImGuiInputTextFlags.AutoSelectAll), callback, user_data)
ImGui.KeepAliveID(id)
if (not is_active and not is_deactivated) then
IM_ASSERT(g.ActiveId == id)
g.TempInputId = g.ActiveId
end
if is_active and g.ActiveId ~= id then
g.TempInputId = 0
end
ImVec2_Copy(window.DC.CursorPos, backup_pos)
return value_changed
end
--- @param bb ImRect
--- @param id ImGuiID
--- @param label string
--- @param data_type ImGuiDataType
--- @param data number
--- @param format string
--- @param clamp_min? number
--- @param clamp_max? number
function ImGui.TempInputScalar(bb, id, label, data_type, data, format, clamp_min, clamp_max)
local g = GImGui
local type_info = ImGui.DataTypeGetInfo(data_type)
local data_buf, data_buf_size = {}, 32
format = ImParseFormatTrimDecorations(format)
if format == "" then
format = type_info.PrintFmt
end
ImGui.DataTypeFormatString(data_buf, data_buf_size, data_type, data, format)
ImStd.ImStrTrimBlanks(data_buf)
local flags = bit32.bor(ImGuiInputTextFlags.AutoSelectAll, ImGuiInputTextFlags.LocalizeDecimalPoint)
g.LastItemData.ItemFlags = bit32.bor(g.LastItemData.ItemFlags, ImGuiItemFlags.NoMarkEdited)
g.LastItemData.ItemFlags = (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.LiveEditOnInputScalar) ~= 0) and bit32.bor(g.LastItemData.ItemFlags, ImGuiItemFlags.LiveEditOnInputText) or bit32.band(g.LastItemData.ItemFlags, bit32.bnot(ImGuiItemFlags.LiveEditOnInputText))
if not ImGui.TempInputText(bb, id, label, data_buf, data_buf_size, flags) then
return data, false
end
local data_backup = data
data = ImGui.DataTypeApplyFromText(data_buf, data_type, data, format, nil)
if clamp_min or clamp_max then
if clamp_min and clamp_max and ImGui.DataTypeCompare(data_type, clamp_min, clamp_max) > 0 then
clamp_min, clamp_max = clamp_max, clamp_min
end
data = ImGui.DataTypeClamp(data_type, data, clamp_min, clamp_max)
end
g.LastItemData.ItemFlags = bit32.band(g.LastItemData.ItemFlags, bit32.bnot(ImGuiItemFlags.NoMarkEdited))
local value_changed = data_backup ~= data
if value_changed then
ImGui.MarkItemEdited(id)
end
return data, value_changed
end
--- @param label string
--- @param data_type ImGuiDataType
--- @param data number
--- @param step? number
--- @param step_fast? number
--- @param format? string
--- @param flags? ImGuiInputTextFlags
function ImGui.InputScalar(label, data_type, data, step, step_fast, format, flags)
if flags == nil then flags = 0 end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return data, false
end
local g = GImGui
local style = g.Style
if format == nil then
format = ImGui.DataTypeGetInfo(data_type).PrintFmt
end
local data_default = (bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasRefVal) ~= 0) and g.NextItemData.RefVal or g.DataTypeZeroValue
local buf, buf_size = {}, 64 -- TODO: IM_COUNTOF()
if bit32.band(flags, ImGuiInputTextFlags.DisplayEmptyRefVal) ~= 0 and ImGui.DataTypeCompare(data_type, data, data_default) == 0 then
buf[1] = 0
else
ImGui.DataTypeFormatString(buf, buf_size, data_type, data, format)
end
g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.NoMarkEdited)
flags = bit32.bor(flags, ImGuiInputTextFlags.AutoSelectAll, ImGuiInputTextFlags.LocalizeDecimalPoint)
local has_step_buttons = (step ~= nil)
local button_size = has_step_buttons and ImGui.GetFrameHeight() or 0.0
local ret
if has_step_buttons then
ImGui.BeginGroup()
ImGui.PushID(label)
ImGui.SetNextItemWidth(ImMax(1.0, ImGui.CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2))
ret = ImGui.InputText("", buf, buf_size, flags)
-- IMGUI_TEST_ENGINE_ITEM_INFO()
else
ret = ImGui.InputText(label, buf, buf_size, flags)
end
local value_changed = false
if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.LiveEditOnInputScalar) ~= 0 then
local input_edited = bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.EditedInternal) ~= 0
if input_edited then
data, value_changed = ImGui.DataTypeApplyFromText(buf, data_type, data, format, bit32.band(flags, ImGuiInputTextFlags.ParseEmptyRefVal) ~= 0 and data_default or nil)
end
else
-- g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_Edited
if (g.DeactivatedItemData.ID == g.LastItemData.ID) then
-- g.DeactivatedItemData.HasBeenEditedBefore = false; // Will be set below by MarkItemEdited()
-- if (IsItemDeactivated()) // Should be unnecessary
data, value_changed = ImGui.DataTypeApplyFromText(buf, data_type, data, format, bit32.band(flags, ImGuiInputTextFlags.ParseEmptyRefVal) ~= 0 and data_default or nil)
end
end
if has_step_buttons then
local backup_frame_padding = ImVec2()
ImVec2_Copy(backup_frame_padding, style.FramePadding)
style.FramePadding.x = style.FramePadding.y
if bit32.band(flags, ImGuiInputTextFlags.ReadOnly) ~= 0 then
ImGui.BeginDisabled()
end
ImGui.PushItemFlag(ImGuiItemFlags.ButtonRepeat, true)
ImGui.SameLine(0, style.ItemInnerSpacing.x)
--- @cast step number
if ImGui.ButtonEx("-", ImVec2(button_size, button_size)) then
data = ImGui.DataTypeApplyOp(data_type, 45, data, ((g.IO.KeyCtrl and step_fast) and step_fast or step))
value_changed = true
ret = true
end
ImGui.SameLine(0, style.ItemInnerSpacing.x)
if ImGui.ButtonEx("+", ImVec2(button_size, button_size)) then
data = ImGui.DataTypeApplyOp(data_type, 43, data, ((g.IO.KeyCtrl and step_fast) and step_fast or step))
value_changed = true
ret = true
end
ImGui.PopItemFlag()
if bit32.band(flags, ImGuiInputTextFlags.ReadOnly) ~= 0 then
ImGui.EndDisabled()
end
local label_end = ImGui.FindRenderedTextEnd(label)
if label_end ~= 1 then
ImGui.SameLine(0, style.ItemInnerSpacing.x)
ImGui.TextEx(label, label_end)
end
ImVec2_Copy(style.FramePadding, backup_frame_padding)
ImGui.PopID()
ImGui.EndGroup()
end
g.LastItemData.ItemFlags = bit32.band(g.LastItemData.ItemFlags, bit32.bnot(ImGuiItemFlags.NoMarkEdited))
if value_changed then
ImGui.MarkItemEdited(g.LastItemData.ID)
end
if bit32.band(flags, ImGuiInputTextFlags.EnterReturnsTrue) ~= 0 then
return data, ret
end
return data, value_changed
end
--- @param label string
--- @param data_type ImGuiDataType
--- @param data number[]
--- @param components int
--- @param step? number
--- @param step_fast? number
--- @param format? string
--- @param flags? ImGuiInputTextFlags
function ImGui.InputScalarN(label, data_type, data, components, step, step_fast, format, flags)
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, ImGuiDataType.Float, v, 3, nil, nil, format, flags)
end
function ImGui.InputFloat2(label, v, format, flags)
return ImGui.InputScalarN(label, ImGuiDataType.Float, v, 2, nil, nil, format or "%.3f", flags)
end
function ImGui.InputFloat4(label, v, format, flags)
return ImGui.InputScalarN(label, ImGuiDataType.Float, v, 4, nil, nil, format or "%.3f", flags)
end
function ImGui.InputInt2(label, v, flags)
return ImGui.InputScalarN(label, ImGuiDataType.S32, v, 2, nil, nil, "%d", flags)
end
function ImGui.InputInt3(label, v, flags)
return ImGui.InputScalarN(label, ImGuiDataType.S32, v, 3, nil, nil, "%d", flags)
end
function ImGui.InputInt4(label, v, flags)
return ImGui.InputScalarN(label, ImGuiDataType.S32, v, 4, nil, nil, "%d", flags)
end
--- @param label string
--- @param v int
--- @param step? int
--- @param step_fast? int
--- @param flags? ImGuiInputTextFlags
function ImGui.InputInt(label, v, step, step_fast, flags)
if step == nil then step = 1 end
if step_fast == nil then step_fast = 100 end
if flags == nil then flags = 0 end
local format = (bit32.band(flags, ImGuiInputTextFlags.CharsHexadecimal) ~= 0) and "%08X" or "%d"
return ImGui.InputScalar(label, ImGuiDataType.S32, v, (step > 0) and step or nil, (step_fast > 0) and step_fast or nil, format, flags)
end
--- @param label string
--- @param v float
--- @param step? float
--- @param step_fast? float
--- @param format? string
--- @param flags? ImGuiInputTextFlags
function ImGui.InputFloat(label, v, step, step_fast, format, flags)
if step == nil then step = .0 end
if step_fast == nil then step_fast = .0 end
if format == nil then format = "%.3f" end
return ImGui.InputScalar(label, ImGuiDataType.Float, v, (step > 0.0 and step or nil), (step_fast > 0.0 and step_fast or nil), format, flags)
end
--- @param label string
--- @param v double
--- @param step? double
--- @param step_fast? double
--- @param format? string
--- @param flags? ImGuiInputTextFlags
function ImGui.InputDouble(label, v, step, step_fast, format, flags)
if step == nil then step = .0 end
if step_fast == nil then step_fast = .0 end
if format == nil then format = "%.6f" end
return ImGui.InputScalar(label, ImGuiDataType.Double, v, (step > 0.0 and step or nil), (step_fast > 0.0 and step_fast or nil), format, flags)
end
----------------------------------------------------------------
-- [SECTION] DRAGXXX
----------------------------------------------------------------
-- This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls)
--- @generic T : number
--- @param TYPE fun(val: number): T
--- @param SIGNEDTYPE fun(val: number): T
--- @param data_type ImGuiDataType
--- @param v T
--- @param v_speed float
--- @param v_min T
--- @param v_max T
--- @param format string
--- @param flags ImGuiSliderFlags
--- @return T new_v # Updated `v`
--- @return bool changed
function ImGui.DragBehaviorT(TYPE, SIGNEDTYPE, data_type, v, v_speed, v_min, v_max, format, flags)
local g = GImGui
local axis = (bit32.band(flags, ImGuiSliderFlags.Vertical) ~= 0) and ImGuiAxis.Y or ImGuiAxis.X
local is_bounded = (v_min < v_max) or ((v_min == v_max) and (v_min ~= 0.0 or (bit32.band(flags, ImGuiSliderFlags.ClampZeroRange) ~= 0)))
local is_wrapped = is_bounded and (bit32.band(flags, ImGuiSliderFlags.WrapAround) ~= 0)
local is_logarithmic = bit32.band(flags, ImGuiSliderFlags.Logarithmic) ~= 0
local is_floating_point = (data_type == ImGuiDataType.Float) or (data_type == ImGuiDataType.Double)
-- Default tweak speed
if v_speed == 0.0 and is_bounded and (v_max - v_min < math.huge) then
v_speed = (v_max - v_min) * g.DragSpeedDefaultRatio
end
-- Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings
local adjust_delta = 0.0
if g.ActiveIdSource == ImGuiInputSource.Mouse and ImGui.IsMousePosValid() and ImGui.IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR) then
adjust_delta = g.IO.MouseDelta[axis]
if g.IO.KeyAlt and bit32.band(flags, ImGuiSliderFlags.NoSpeedTweaks) == 0 then
adjust_delta = adjust_delta / 100.0
end
if g.IO.KeyShift and bit32.band(flags, ImGuiSliderFlags.NoSpeedTweaks) == 0 then
adjust_delta = adjust_delta * 10.0
end
elseif g.ActiveIdSource == ImGuiInputSource.Keyboard or g.ActiveIdSource == ImGuiInputSource.Gamepad then
local decimal_precision
if is_floating_point then
decimal_precision = ImParseFormatPrecision(format, 3)
else
decimal_precision = 0
end
local slow_key = (g.NavInputSource == ImGuiInputSource.Gamepad) and ImGuiKey.NavGamepadTweakSlow or ImGuiKey.NavKeyboardTweakSlow
local fast_key = (g.NavInputSource == ImGuiInputSource.Gamepad) and ImGuiKey.NavGamepadTweakFast or ImGuiKey.NavKeyboardTweakFast
local tweak_factor
if bit32.band(flags, ImGuiSliderFlags.NoSpeedTweaks) ~= 0 then
tweak_factor = 1.0
elseif ImGui.IsKeyDown(slow_key) then
tweak_factor = 1.0 / 10.0
elseif ImGui.IsKeyDown(fast_key) then
tweak_factor = 10.0
else
tweak_factor = 1.0
end
adjust_delta = ImGui.GetNavTweakPressedAmount(axis) * tweak_factor
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision))
end
adjust_delta = adjust_delta * v_speed
-- For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter
if axis == ImGuiAxis.Y then
adjust_delta = -adjust_delta
end
-- For logarithmic use our range is effectively 0..1 so scale the delta into that range
if is_logarithmic and (v_max - v_min < FLT_MAX) and (v_max - v_min > 0.000001) then -- Epsilon to avoid /0
adjust_delta = adjust_delta / (v_max - v_min)
end
-- Clear current value on activation
-- Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300.
local is_just_activated = g.ActiveIdIsJustActivated
local is_already_past_limits_and_pushing_outward = is_bounded and not is_wrapped and ((v >= v_max and adjust_delta > 0.0) or (v <= v_min and adjust_delta < 0.0))
if is_just_activated or is_already_past_limits_and_pushing_outward then
g.DragCurrentAccum = 0.0
g.DragCurrentAccumDirty = false
elseif adjust_delta ~= 0.0 then
g.DragCurrentAccum = g.DragCurrentAccum + adjust_delta
g.DragCurrentAccumDirty = true
end
if not g.DragCurrentAccumDirty then
return v, false
end
local v_cur = (TYPE)(v)
local v_old_ref_for_accum_remainder = 0.0
local logarithmic_zero_epsilon = 0.0 -- Only valid when is_logarithmic is true
local zero_deadzone_halfsize = 0.0 -- Drag widgets have no deadzone (as it doesn't make sense)
if is_logarithmic then
-- When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
local decimal_precision
if is_floating_point then
decimal_precision = ImParseFormatPrecision(format, 3)
else
decimal_precision = 1
end
logarithmic_zero_epsilon = ImPow(0.1, decimal_precision)
-- Convert to parametric space, apply delta, convert back
local v_old_parametric = ImGui.ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
local v_new_parametric = v_old_parametric + g.DragCurrentAccum
v_cur = ImGui.ScaleValueFromRatioT(TYPE, SIGNEDTYPE, data_type, v_new_parametric, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
v_old_ref_for_accum_remainder = v_old_parametric
else
v_cur = (TYPE)(v_cur + (SIGNEDTYPE)(g.DragCurrentAccum))
end
-- Round to user desired precision based on format string
if is_floating_point and bit32.band(flags, ImGuiSliderFlags.NoRoundToFormat) == 0 then
v_cur = ImGui.RoundScalarWithFormatT(format, data_type, v_cur)
end
-- Preserve remainder after rounding has been applied. This also allow slow tweaking of values
g.DragCurrentAccumDirty = false
if is_logarithmic then
-- Convert to parametric space, apply delta, convert back
local v_new_parametric = ImGui.ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
g.DragCurrentAccum = g.DragCurrentAccum - (v_new_parametric - v_old_ref_for_accum_remainder)
else
g.DragCurrentAccum = g.DragCurrentAccum - ((SIGNEDTYPE)(v_cur) - (SIGNEDTYPE)(v))
end
-- This does nothing
if v_cur == (TYPE)(-0) then
v_cur = (TYPE)(0)
end
if v ~= v_cur and is_bounded then
if is_wrapped then
-- Wrap values
if v_cur < v_min then
v_cur = (TYPE)(v_cur + (TYPE)((TYPE)(v_max - v_min) + (is_floating_point and 0 or 1)))
end
if v_cur > v_max then
v_cur = (TYPE)(v_cur - (TYPE)((TYPE)(v_max - v_min) - (is_floating_point and 0 or 1)))
end
else
-- Clamp values + handle overflow/wrap-around for integer types
if v_cur < v_min or (v_cur > v and adjust_delta < 0.0 and not is_floating_point) then
v_cur = (TYPE)(v_min)
end
if v_cur > v_max or (v_cur < v and adjust_delta > 0.0 and not is_floating_point) then
v_cur = (TYPE)(v_max)
end
end
end
-- Apply result
if v == v_cur then
return v, false
end
v = v_cur
return v, true
end
--- @param id ImGuiID
--- @param data_type ImGuiDataType
--- @param v number
--- @param v_speed float
--- @param min number
--- @param max number
--- @param format string
--- @param flags ImGuiSliderFlags
@native
function ImGui.DragBehavior(id, data_type, v, v_speed, min, max, format, flags)
IM_ASSERT((flags == 1 or bit32.band(flags, ImGuiSliderFlags.InvalidMask_) == 0), "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.")
local g = GImGui
if g.ActiveId == id then
if g.ActiveIdSource == ImGuiInputSource.Mouse and not g.IO.MouseDown[0] then
ImGui.ClearActiveID()
elseif (g.ActiveIdSource == ImGuiInputSource.Keyboard or g.ActiveIdSource == ImGuiInputSource.Gamepad) and g.NavActivatePressedId == id and not g.ActiveIdIsJustActivated then
ImGui.ClearActiveID()
end
end
if g.ActiveId ~= id then
return v, false
end
if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.ReadOnly) ~= 0 or bit32.band(flags, ImGuiSliderFlags.ReadOnly) ~= 0 then
return v, false
end
if data_type == ImGuiDataType.S8 then
return ImGui.DragBehaviorT(ImS32, ImS32, ImGuiDataType.S32, v, v_speed, min and min or IM_S8_MIN, max and max or IM_S8_MAX, format, flags)
elseif data_type == ImGuiDataType.U8 then
return ImGui.DragBehaviorT(ImU32, ImS32, ImGuiDataType.U32, v, v_speed, min and min or IM_U8_MIN, max and max or IM_U8_MAX, format, flags)
elseif data_type == ImGuiDataType.S16 then
return ImGui.DragBehaviorT(ImS32, ImS32, ImGuiDataType.S32, v, v_speed, min and min or IM_S16_MIN, max and max or IM_S16_MAX, format, flags)
elseif data_type == ImGuiDataType.U16 then
return ImGui.DragBehaviorT(ImU32, ImS32, ImGuiDataType.U32, v, v_speed, min and min or IM_U16_MIN, max and max or IM_U16_MAX, format, flags)
elseif data_type == ImGuiDataType.S32 then
return ImGui.DragBehaviorT(ImS32, ImS32, data_type, v, v_speed, min and min or IM_S32_MIN, max and max or IM_S32_MAX, format, flags)
elseif data_type == ImGuiDataType.U32 then
return ImGui.DragBehaviorT(ImU32, ImS32, data_type, v, v_speed, min and min or IM_U32_MIN, max and max or IM_U32_MAX, format, flags)
elseif data_type == ImGuiDataType.Float then
return ImGui.DragBehaviorT(float, float, data_type, v, v_speed, min and min or -FLT_MAX, max and max or FLT_MAX, format, flags)
elseif data_type == ImGuiDataType.Double then
return ImGui.DragBehaviorT(double, double, data_type, v, v_speed, min and min or -DBL_MAX, max and max or DBL_MAX, format, flags)
end
IM_ASSERT(false)
return v, false
end
--- @param flags ImGuiSliderFlags
--- @param data_type ImGuiDataType
--- @param min number
--- @param max number
local function TempInputIsClampEnabled(flags, data_type, min, max)
if bit32.band(flags, ImGuiSliderFlags.ClampOnInput) ~= 0 and (min ~= nil or max ~= nil) then
local clamp_range_dir = 0
if min ~= nil and max ~= nil then
clamp_range_dir = ImGui.DataTypeCompare(data_type, min, max)
end
if min == nil or max == nil or clamp_range_dir < 0 then
return true
end
if clamp_range_dir == 0 then
return ImGui.DataTypeIsZero(data_type, min) and (bit32.band(flags, ImGuiSliderFlags.ClampZeroRange) ~= 0) or true
end
end
return false
end
--- @param label string
--- @param data_type ImGuiDataType
--- @param data number
--- @param v_speed float
--- @param min number
--- @param max number
--- @param format string
--- @param flags ImGuiSliderFlags
-- [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 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 += 1
end
return r
end
@native
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, ImGuiNextItemDataFlags.HasColorMarker) ~= 0) and g.NextItemData.ColorMarker or 0
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0))
local total_bb = ImRect(frame_bb.Min, frame_bb.Max + ImVec2((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0, 0.0))
local temp_input_allowed = (bit32.band(flags, ImGuiSliderFlags.NoInput) == 0)
ImGui.ItemSize(total_bb, style.FramePadding.y)
if not ImGui.ItemAdd(total_bb, id, frame_bb, temp_input_allowed and ImGuiItemFlags.Inputable or 0) then
return data, false
end
-- Default format string when passing NULL
if format == nil then
format = ImGui.DataTypeGetInfo(data_type).PrintFmt
end
local hovered = ImGui.ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags)
local temp_input_is_active = temp_input_allowed and ImGui.TempInputIsActive(id)
if not temp_input_is_active then
local clicked = hovered and ImGui.IsMouseClickedEx(0, ImGuiInputFlags.None, id)
local double_clicked = (hovered and g.IO.MouseClickedCount[0] == 2 and ImGui.TestKeyOwner(ImGuiKey.MouseLeft, id))
local make_active = (clicked or double_clicked or g.NavActivateId == id)
if make_active and (clicked or double_clicked) then
ImGui.SetKeyOwner(ImGuiKey.MouseLeft, id)
end
if make_active and temp_input_allowed then
if (clicked and g.IO.KeyCtrl) or double_clicked or (g.NavActivateId == id and bit32.band(g.NavActivateFlags, ImGuiActivateFlags.PreferInput) ~= 0) then
temp_input_is_active = true
end
end
-- (Optional) simple click (without moving) turns Drag into an InputText
if g.IO.ConfigDragClickToInputText and temp_input_allowed and not temp_input_is_active then
if g.ActiveId == id and hovered and g.IO.MouseReleased[0] and not ImGui.IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR) then
g.NavActivateId = id
g.NavActivateFlags = ImGuiActivateFlags.PreferInput
temp_input_is_active = true
end
end
-- Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert)
if make_active then
g.ActiveIdValueOnActivation = data
end
if make_active and not temp_input_is_active then
ImGui.SetActiveID(id, window)
ImGui.SetFocusID(id, window)
ImGui.FocusWindow(window)
g.ActiveIdUsingNavDirMask = bit32.bor(bit32.lshift(1, ImGuiDir.Left), bit32.lshift(1, ImGuiDir.Right))
end
end
if temp_input_is_active then
local clamp_enabled = TempInputIsClampEnabled(flags, data_type, min, max)
return ImGui.TempInputScalar(frame_bb, id, label, data_type, data, format, clamp_enabled and min or nil, clamp_enabled and max or nil)
end
-- Draw frame
local frame_col = ImGui.GetColorU32(g.ActiveId == id and ImGuiCol.FrameBgActive or hovered and ImGuiCol.FrameBgHovered or ImGuiCol.FrameBg)
ImGui.RenderNavCursor(frame_bb, id)
ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, false, style.FrameRounding)
if color_marker ~= 0 and style.ColorMarkerSize > 0.0 then
ImGui.RenderColorComponentMarker(frame_bb, ImGui.GetColorU32(color_marker, nil, true), style.FrameRounding)
end
ImGui.RenderFrameBorder(frame_bb.Min, frame_bb.Max, g.Style.FrameRounding)
-- Drag behavior
local value_changed
data, value_changed = ImGui.DragBehavior(id, data_type, data, v_speed, min, max, format, flags)
if value_changed then
ImGui.MarkItemEdited(id)
end
-- TODO: ImGui.DataTypeFormatString() should be used here instead of ImFormatString()
-- Display value using user-provided display format so user can add prefix/suffix/decorations to the value
ImGui.RenderTextClipped(frame_bb.Min, frame_bb.Max, 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, ImGuiDataType.Float, v, v_speed, v_min, v_max, format, flags)
end
--- @param label string
--- @param v int
--- @param v_speed? float
--- @param v_min? int
--- @param v_max? int
--- @param format? string
--- @param flags? ImGuiSliderFlags
@native
function ImGui.DragInt(label, v, v_speed, v_min, v_max, format, flags)
if v_speed == nil then v_speed = 1.0 end
if v_min == nil then v_min = 0 end
if v_max == nil then v_max = 0 end
if format == nil then format = "%d" end
if flags == nil then flags = 0 end
return ImGui.DragScalar(label, ImGuiDataType.S32, v, v_speed, v_min, v_max, format, flags)
end
-- `v` is mutated in place (1-based), returns value_changed
function ImGui.DragScalarN(label, data_type, v, components, v_speed, v_min, v_max, format, flags)
if v_speed == nil then v_speed = 1.0 end
if flags == nil then flags = 0 end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
local value_changed = false
ImGui.BeginGroup()
ImGui.PushID(label)
ImGui.PushMultiItemsWidths(components, ImGui.CalcItemWidth())
for i = 1, components do
ImGui.PushID(i - 1)
if i > 1 then
ImGui.SameLine(0, g.Style.ItemInnerSpacing.x)
end
if bit32.band(flags, ImGuiSliderFlags.ColorMarkers) ~= 0 then
ImGui.SetNextItemColorMarker(GDefaultRgbaColorMarkers[i])
end
local changed
v[i], changed = ImGui.DragScalar("", data_type, v[i], v_speed, v_min, v_max, format, flags)
value_changed = value_changed or changed
ImGui.PopID()
ImGui.PopItemWidth()
end
ImGui.PopID()
local label_end = ImGui.FindRenderedTextEnd(label)
if label_end > 1 then
ImGui.SameLine(0, g.Style.ItemInnerSpacing.x)
ImGui.TextEx(label, label_end)
end
ImGui.EndGroup()
return value_changed
end
local function DragFloatN(n)
return function(label, v, v_speed, v_min, v_max, format, flags)
return ImGui.DragScalarN(label, ImGuiDataType.Float, v, n, v_speed or 1.0, v_min or 0.0, v_max or 0.0, format or "%.3f", flags or 0)
end
end
local function DragIntN(n)
return function(label, v, v_speed, v_min, v_max, format, flags)
return ImGui.DragScalarN(label, ImGuiDataType.S32, v, n, v_speed or 1.0, v_min or 0, v_max or 0, format or "%d", flags or 0)
end
end
ImGui.DragFloat2 = DragFloatN(2)
ImGui.DragFloat3 = DragFloatN(3)
ImGui.DragFloat4 = DragFloatN(4)
ImGui.DragInt2 = DragIntN(2)
ImGui.DragInt3 = DragIntN(3)
ImGui.DragInt4 = DragIntN(4)
-- NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.
--- @return float v_current_min
--- @return float v_current_max
--- @return bool value_changed
local function DragRange2(data_type, label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return v_current_min, v_current_max, false
end
local g = GImGui
local lo = (data_type == ImGuiDataType.Float) and -FLT_MAX or INT_MIN
local hi = (data_type == ImGuiDataType.Float) and FLT_MAX or INT_MAX
ImGui.PushID(label)
ImGui.BeginGroup()
ImGui.PushMultiItemsWidths(2, ImGui.CalcItemWidth())
local min_min = (v_min >= v_max) and lo or v_min
local min_max = (v_min >= v_max) and v_current_max or ImMin(v_max, v_current_max)
local min_flags = bit32.bor(flags, (min_min == min_max) and ImGuiSliderFlags.ReadOnly or 0)
local value_changed, changed
v_current_min, value_changed = ImGui.DragScalar("##min", data_type, v_current_min, v_speed, min_min, min_max, format, min_flags)
ImGui.PopItemWidth()
ImGui.SameLine(0, g.Style.ItemInnerSpacing.x)
local max_min = (v_min >= v_max) and v_current_min or ImMax(v_min, v_current_min)
local max_max = (v_min >= v_max) and hi or v_max
local max_flags = bit32.bor(flags, (max_min == max_max) and ImGuiSliderFlags.ReadOnly or 0)
v_current_max, changed = ImGui.DragScalar("##max", data_type, v_current_max, v_speed, max_min, max_max, format_max or format, max_flags)
value_changed = value_changed or changed
ImGui.PopItemWidth()
ImGui.SameLine(0, g.Style.ItemInnerSpacing.x)
ImGui.TextEx(label, ImGui.FindRenderedTextEnd(label))
ImGui.EndGroup()
ImGui.PopID()
return v_current_min, v_current_max, value_changed
end
function ImGui.DragFloatRange2(label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags)
return DragRange2(ImGuiDataType.Float, label, v_current_min, v_current_max, v_speed or 1.0, v_min or 0.0, v_max or 0.0, format or "%.3f", format_max, flags or 0)
end
function ImGui.DragIntRange2(label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags)
return DragRange2(ImGuiDataType.S32, label, v_current_min, v_current_max, v_speed or 1.0, v_min or 0, v_max or 0, format or "%d", format_max, flags or 0)
end
----------------------------------------------------------------
-- [SECTION] SLIDERXXX
----------------------------------------------------------------
-- Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT)
--- @param data_type ImGuiDataType
--- @param v number
--- @param v_min number
--- @param v_max number
--- @param logarithmic_zero_epsilon float
--- @param zero_deadzone_halfsize float
function ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
if v_min == v_max then
return 0.0
end
-- IM_UNUSED(data_type)
local v_clamped
if v_min < v_max then
v_clamped = ImClamp(v, v_min, v_max)
else
v_clamped = ImClamp(v, v_max, v_min)
end
if logarithmic_zero_epsilon > 0.0 then -- == is_logarithmic from caller
local flipped = v_max < v_min
if flipped then -- Handle the case where the range is backwards
v_min, v_max = v_max, v_min
end
-- Fudge min/max to avoid getting close to log(0)
local v_min_fudged
if ImAbs(v_min) < logarithmic_zero_epsilon then
v_min_fudged = (v_min < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon
else
v_min_fudged = v_min
end
local v_max_fudged
if ImAbs(v_max) < logarithmic_zero_epsilon then
v_max_fudged = (v_max < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon
else
v_max_fudged = v_max
end
-- Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)
if v_min == 0.0 and v_max < 0.0 then
v_min_fudged = -logarithmic_zero_epsilon
elseif v_max == 0.0 and v_min < 0.0 then
v_max_fudged = -logarithmic_zero_epsilon
end
local result
if v_clamped <= v_min_fudged then
result = 0.0 -- Workaround for values that are in-range but below our fudge
elseif v_clamped >= v_max_fudged then
result = 1.0 -- Workaround for values that are in-range but above our fudge
elseif v_min * v_max < 0.0 then -- Range crosses zero, so split into two portions
local zero_point_center = (-v_min) / (v_max - v_min) -- The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine)
local zero_point_snap_L = zero_point_center - zero_deadzone_halfsize
local zero_point_snap_R = zero_point_center + zero_deadzone_halfsize
if v == 0.0 then
result = zero_point_center -- Special case for exactly zero
elseif v < 0.0 then
result = (1.0 - (ImLog(-v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L
else
result = zero_point_snap_R + ((ImLog(v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0 - zero_point_snap_R))
end
elseif v_min < 0.0 or v_max < 0.0 then -- Entirely negative slider
result = 1.0 - (ImLog(-v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged))
else
result = ImLog(v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)
end
return flipped and (1.0 - result) or result
else
-- Linear slider
return (v_clamped - v_min) / (v_max - v_min)
end
end
-- Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT)
--- @param TYPE fun(val: number): number
--- @param SIGNEDTYPE fun(val: number): number
--- @param data_type ImGuiDataType
--- @param t float
--- @param v_min number
--- @param v_max number
--- @param logarithmic_zero_epsilon float
--- @param zero_deadzone_halfsize float
function ImGui.ScaleValueFromRatioT(TYPE, SIGNEDTYPE, data_type, t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
-- We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct"
-- but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler.
if t <= 0.0 or v_min == v_max then
return v_min
end
if t >= 1.0 then
return v_max
end
local result = 0
if logarithmic_zero_epsilon > 0.0 then -- == is_logarithmic from caller
-- Fudge min/max to avoid getting silly results close to zero
local v_min_fudged
if ImAbs(v_min) < logarithmic_zero_epsilon then
v_min_fudged = (v_min < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon
else
v_min_fudged = v_min
end
local v_max_fudged
if ImAbs(v_max) < logarithmic_zero_epsilon then
v_max_fudged = (v_max < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon
else
v_max_fudged = v_max
end
local flipped = v_max < v_min -- Check if range is "backwards"
if flipped then
v_min_fudged, v_max_fudged = v_max_fudged, v_min_fudged
end
-- Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)
if v_max == 0.0 and v_min < 0.0 then
v_max_fudged = -logarithmic_zero_epsilon
end
local t_with_flip = flipped and (1.0 - t) or t -- t, but flipped if necessary to account for us flipping the range
if v_min * v_max < 0.0 then -- Range crosses zero, so we have to do this in two parts
local zero_point_center = (-ImMin(v_min, v_max)) / ImAbs(v_max - v_min) -- The zero point in parametric space
local zero_point_snap_L = zero_point_center - zero_deadzone_halfsize
local zero_point_snap_R = zero_point_center + zero_deadzone_halfsize
if t_with_flip >= zero_point_snap_L and t_with_flip <= zero_point_snap_R then
result = (TYPE)(0.0) -- Special case to make getting exactly zero possible (the epsilon prevents it otherwise)
elseif t_with_flip < zero_point_center then
result = (TYPE)(-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, 1.0 - (t_with_flip / zero_point_snap_L))))
else
result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (t_with_flip - zero_point_snap_R) / (1.0 - zero_point_snap_R)))
end
elseif v_min < 0.0 or v_max < 0.0 then -- Entirely negative slider
result = (TYPE)(-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, 1.0 - t_with_flip)))
else
result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, t_with_flip))
end
else
-- Linear slider
local is_floating_point = (data_type == ImGuiDataType.Float) or (data_type == ImGuiDataType.Double)
if is_floating_point then
result = ImLerp(v_min, v_max, t)
elseif t < 1.0 then
local v_new_off_f = (SIGNEDTYPE)((v_max - v_min)) * t
result = (TYPE)((SIGNEDTYPE)(v_min) + (SIGNEDTYPE)(v_new_off_f + 0)) -- LUA: + 0 instead of + ((v_min > v_max) and -0.5 or 0.5)
end
end
return result
end
--- @generic T : number
--- @param TYPE fun(val: number): T
--- @param SIGNEDTYPE fun(val: number): T
--- @param bb ImRect
--- @param id ImGuiID
--- @param data_type ImGuiDataType
--- @param v T
--- @param v_min T
--- @param v_max T
--- @param format string
--- @param flags ImGuiSliderFlags
--- @param out_grab_bb ImRect
--- @return T v # updated `v` passed in
--- @return bool value_changed
function ImGui.SliderBehaviorT(TYPE, SIGNEDTYPE, bb, id, data_type, v, v_min, v_max, format, flags, out_grab_bb)
local g = GImGui
local style = g.Style
local axis = (bit32.band(flags, ImGuiSliderFlags.Vertical) ~= 0) and ImGuiAxis.Y or ImGuiAxis.X
local is_logarithmic = bit32.band(flags, ImGuiSliderFlags.Logarithmic) ~= 0
local is_floating_point = (data_type == ImGuiDataType.Float) or (data_type == ImGuiDataType.Double)
local v_range_f = (v_min < v_max) and (v_max - v_min) or (v_min - v_max)
local grab_padding = 2.0
local slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0
local grab_sz = style.GrabMinSize
if not is_floating_point and v_range_f >= 0.0 then
grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize)
end
grab_sz = ImMin(grab_sz, slider_sz)
local slider_usable_sz = slider_sz - grab_sz
local slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5
local slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5
local logarithmic_zero_epsilon = 0.0
local zero_deadzone_halfsize = 0.0
if is_logarithmic then
local decimal_precision = is_floating_point and ImParseFormatPrecision(format, 3) or 1
logarithmic_zero_epsilon = ImPow(0.1, decimal_precision)
zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5) / ImMax(slider_usable_sz, 1.0)
end
local value_changed = false
if g.ActiveId == id then
local set_new_value = false
local clicked_t = 0.0
if g.ActiveIdSource == ImGuiInputSource.Mouse then
if not g.IO.MouseDown[0] then
ImGui.ClearActiveID()
else
local mouse_abs_pos = g.IO.MousePos[axis]
if g.ActiveIdIsJustActivated then
local grab_t = ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
if axis == ImGuiAxis.Y then
grab_t = 1.0 - grab_t
end
local grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t)
local clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5 - 1.0) and (mouse_abs_pos <= grab_pos + grab_sz * 0.5 + 1.0)
g.SliderGrabClickOffset = (clicked_around_grab and is_floating_point) and (mouse_abs_pos - grab_pos) or 0.0
end
if slider_usable_sz > 0.0 then
clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz)
end
if axis == ImGuiAxis.Y then
clicked_t = 1.0 - clicked_t
end
set_new_value = true
end
elseif g.ActiveIdSource == ImGuiInputSource.Keyboard or g.ActiveIdSource == ImGuiInputSource.Gamepad then
if g.ActiveIdIsJustActivated then
g.SliderCurrentAccum = 0.0
g.SliderCurrentAccumDirty = false
end
local input_delta = (axis == ImGuiAxis.X) and ImGui.GetNavTweakPressedAmount(axis) or -ImGui.GetNavTweakPressedAmount(axis)
if input_delta ~= 0.0 then
local tweak_slow = ImGui.IsKeyDown((g.NavInputSource == ImGuiInputSource.Gamepad) and ImGuiKey.NavGamepadTweakSlow or ImGuiKey.NavKeyboardTweakSlow)
local tweak_fast = ImGui.IsKeyDown((g.NavInputSource == ImGuiInputSource.Gamepad) and ImGuiKey.NavGamepadTweakFast or ImGuiKey.NavKeyboardTweakFast)
local decimal_precision = is_floating_point and ImParseFormatPrecision(format, 3) or 0
if decimal_precision > 0 then
input_delta = input_delta / 100.0
if tweak_slow then
input_delta = input_delta / 10.0
end
else
if (v_range_f >= -100.0 and v_range_f <= 100.0 and v_range_f ~= 0.0) or tweak_slow then
input_delta = ((input_delta < 0.0) and -1.0 or 1.0) / v_range_f
else
input_delta = input_delta / 100.0
end
end
if tweak_fast then
input_delta = input_delta * 10.0
end
g.SliderCurrentAccum = g.SliderCurrentAccum + input_delta
g.SliderCurrentAccumDirty = true
end
local delta = g.SliderCurrentAccum
if g.NavActivatePressedId == id and not g.ActiveIdIsJustActivated then
ImGui.ClearActiveID()
elseif g.SliderCurrentAccumDirty then
clicked_t = ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
if (clicked_t >= 1.0 and delta > 0.0) or (clicked_t <= 0.0 and delta < 0.0) then
set_new_value = false
g.SliderCurrentAccum = 0.0
else
set_new_value = true
local old_clicked_t = clicked_t
clicked_t = ImSaturate(clicked_t + delta)
local v_new = ImGui.ScaleValueFromRatioT(TYPE, SIGNEDTYPE, data_type, clicked_t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
if is_floating_point and bit32.band(flags, ImGuiSliderFlags.NoRoundToFormat) == 0 then
v_new = ImGui.RoundScalarWithFormatT(format, data_type, v_new)
end
local new_clicked_t = ImGui.ScaleRatioFromValueT(data_type, v_new, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
if delta > 0 then
g.SliderCurrentAccum = g.SliderCurrentAccum - ImMin(new_clicked_t - old_clicked_t, delta)
else
g.SliderCurrentAccum = g.SliderCurrentAccum - ImMax(new_clicked_t - old_clicked_t, delta)
end
end
g.SliderCurrentAccumDirty = false
end
end
if set_new_value then
if (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.ReadOnly) ~= 0) or (bit32.band(flags, ImGuiSliderFlags.ReadOnly) ~= 0) then
set_new_value = false
end
end
if set_new_value then
local v_new = ImGui.ScaleValueFromRatioT(TYPE, SIGNEDTYPE, data_type, clicked_t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
if is_floating_point and bit32.band(flags, ImGuiSliderFlags.NoRoundToFormat) == 0 then
v_new = ImGui.RoundScalarWithFormatT(format, data_type, v_new)
end
if v ~= v_new then
v = v_new
value_changed = true
end
end
end
if slider_sz < 1.0 then
ImRect_Copy(out_grab_bb, ImRect(bb.Min, bb.Min))
else
local grab_t = ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
if axis == ImGuiAxis.Y then
grab_t = 1.0 - grab_t
end
local grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t)
if axis == ImGuiAxis.X then
ImRect_Copy(out_grab_bb, ImRect(grab_pos - grab_sz * 0.5, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5, bb.Max.y - grab_padding))
else
ImRect_Copy(out_grab_bb, ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5))
end
end
return v, value_changed
end
--- @generic T : number
--- @param bb ImRect
--- @param id ImGuiID
--- @param data_type ImGuiDataType
--- @param v T
--- @param min T
--- @param max T
--- @param format string
--- @param flags ImGuiSliderFlags
--- @param out_grab_bb ImRect
--- @return T v
--- @return bool value_changed
function ImGui.SliderBehavior(bb, id, data_type, v, min, max, format, flags, out_grab_bb)
IM_ASSERT((flags == 1 or bit32.band(flags, ImGuiSliderFlags.InvalidMask_) == 0), "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.")
IM_ASSERT(bit32.band(flags, ImGuiSliderFlags.WrapAround) == 0)
if data_type == ImGuiDataType.S8 then
local v32 = (ImS32)((ImS8)(v)); local r
v32, r = ImGui.SliderBehaviorT(ImS32, ImS32, bb, id, ImGuiDataType.S32, v32, min, max, format, flags, out_grab_bb)
if r then v = (ImS8)(v32) end
return v, r
elseif data_type == ImGuiDataType.U8 then
local v32 = (ImU32)((ImU8)(v)); local r
v32, r = ImGui.SliderBehaviorT(ImU32, ImS32, bb, id, ImGuiDataType.U32, v32, min, max, format, flags, out_grab_bb)
if r then v = (ImU8)(v32) end
return v, r
elseif data_type == ImGuiDataType.S16 then
local v32 = (ImS32)((ImS16)(v)); local r
v32, r = ImGui.SliderBehaviorT(ImS32, ImS32, bb, id, ImGuiDataType.S32, v32, min, max, format, flags, out_grab_bb)
if r then v = (ImS16)(v32) end
return v, r
elseif data_type == ImGuiDataType.U16 then
local v32 = (ImU32)((ImU16)(v)); local r
v32, r = ImGui.SliderBehaviorT(ImU32, ImS32, bb, id, ImGuiDataType.U32, v32, min, max, format, flags, out_grab_bb)
if r then v = (ImU16)(v32) end
return v, r
elseif data_type == ImGuiDataType.S32 then
IM_ASSERT(min >= math.floor(IM_S32_MIN / 2) and max <= math.floor(IM_S32_MAX / 2))
return ImGui.SliderBehaviorT(ImS32, ImS32, bb, id, data_type, v, min, max, format, flags, out_grab_bb)
elseif data_type == ImGuiDataType.U32 then
IM_ASSERT(max <= math.floor(IM_U32_MAX / 2))
return ImGui.SliderBehaviorT(ImU32, ImS32, bb, id, data_type, v, min, max, format, flags, out_grab_bb)
elseif data_type == ImGuiDataType.Float then
IM_ASSERT(min >= -FLT_MAX / 2.0 and max <= FLT_MAX / 2.0)
return ImGui.SliderBehaviorT(float, float, bb, id, data_type, v, min, max, format, flags, out_grab_bb)
elseif data_type == ImGuiDataType.Double then
IM_ASSERT(min >= -DBL_MAX / 2.0 and max <= DBL_MAX / 2.0)
return ImGui.SliderBehaviorT(double, double, bb, id, data_type, v, min, max, format, flags, out_grab_bb)
end
IM_ASSERT(false)
return v, false
end
--- @generic T : number
--- @param label string
--- @param data_type ImGuiDataType
--- @param data T
--- @param min T
--- @param max T
--- @param format? string
--- @param flags? ImGuiSliderFlags
function ImGui.SliderScalar(label, data_type, data, min, max, format, flags)
if flags == nil then flags = 0 end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return data, false
end
local g = GImGui
local style = g.Style
local id = window:GetID(label)
local w = ImGui.CalcItemWidth()
local color_marker = (bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasColorMarker) ~= 0) and g.NextItemData.ColorMarker or 0
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0))
local total_bb_x = frame_bb.Max.x + ((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0)
local total_bb = ImRect(frame_bb.Min, ImVec2(total_bb_x, frame_bb.Max.y))
local temp_input_allowed = bit32.band(flags, ImGuiSliderFlags.NoInput) == 0
ImGui.ItemSize(total_bb, style.FramePadding.y)
local item_flags = temp_input_allowed and ImGuiItemFlags.Inputable or 0
if not ImGui.ItemAdd(total_bb, id, frame_bb, item_flags) then
return data, false
end
if format == nil then
format = ImGui.DataTypeGetInfo(data_type).PrintFmt
end
local hovered = ImGui.ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags)
local temp_input_is_active = temp_input_allowed and ImGui.TempInputIsActive(id)
if not temp_input_is_active then
local clicked = hovered and ImGui.IsMouseClickedEx(0, ImGuiInputFlags.None, id)
local make_active = clicked or g.NavActivateId == id
if make_active and clicked then
ImGui.SetKeyOwner(ImGuiKey.MouseLeft, id)
end
if make_active and temp_input_allowed then
if (clicked and g.IO.KeyCtrl) or (g.NavActivateId == id and bit32.band(g.NavActivateFlags, ImGuiActivateFlags.PreferInput) ~= 0) then
temp_input_is_active = true
end
end
if make_active then
g.ActiveIdValueOnActivation = data
end
if make_active and not temp_input_is_active then
ImGui.SetActiveID(id, window)
ImGui.SetFocusID(id, window)
ImGui.FocusWindow(window)
g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, ImGuiDir.Left), bit32.lshift(1, ImGuiDir.Right))
end
end
if temp_input_is_active then
local clamp_enabled = bit32.band(flags, ImGuiSliderFlags.ClampOnInput) ~= 0
return ImGui.TempInputScalar(frame_bb, id, label, data_type, data, format, clamp_enabled and min or nil, clamp_enabled and max or nil)
end
local frame_col = ImGui.GetColorU32((g.ActiveId == id) and ImGuiCol.FrameBgActive or (hovered and ImGuiCol.FrameBgHovered or ImGuiCol.FrameBg))
ImGui.RenderNavCursor(frame_bb, id)
ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, false, style.FrameRounding)
if color_marker ~= 0 and style.ColorMarkerSize > 0.0 then
ImGui.RenderColorComponentMarker(frame_bb, ImGui.GetColorU32(color_marker, nil, true), style.FrameRounding)
end
ImGui.RenderFrameBorder(frame_bb.Min, frame_bb.Max, g.Style.FrameRounding)
local grab_bb = ImRect()
local value_changed
data, value_changed = ImGui.SliderBehavior(frame_bb, id, data_type, data, min, max, format, flags, grab_bb)
if value_changed then
ImGui.MarkItemEdited(id)
end
if grab_bb.Max.x > grab_bb.Min.x then
window.DrawList:AddRectFilled(grab_bb.Min, grab_bb.Max, ImGui.GetColorU32((g.ActiveId == id) and ImGuiCol.SliderGrabActive or ImGuiCol.SliderGrab), style.GrabRounding)
end
-- TODO: ImGui.DataTypeFormatString() should be used here instead of ImFormatString()
-- if g.LogEnabled then
-- ImGui.LogSetNextTextDecoration("{", "}")
-- end
ImGui.RenderTextClipped(frame_bb.Min, frame_bb.Max, 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
--- @param label string
--- @param data_type ImGuiDataType
--- @param v table
--- @param components int
--- @param v_min number
--- @param v_max number
--- @param format? string
--- @param flags? ImGuiSliderFlags
function ImGui.SliderScalarN(label, data_type, v, components, v_min, v_max, format, flags)
if flags == nil then flags = 0 end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
local value_changed = false
ImGui.BeginGroup()
ImGui.PushID(label)
ImGui.PushMultiItemsWidths(components, ImGui.CalcItemWidth())
for i = 1, components do
ImGui.PushID(i - 1)
if i > 1 then
ImGui.SameLine(0, g.Style.ItemInnerSpacing.x)
end
if bit32.band(flags, ImGuiSliderFlags.ColorMarkers) ~= 0 then
ImGui.SetNextItemColorMarker(GDefaultRgbaColorMarkers[i])
end
local changed
v[i], changed = ImGui.SliderScalar("", data_type, v[i], v_min, v_max, format, flags)
value_changed = value_changed or changed
ImGui.PopID()
ImGui.PopItemWidth()
end
ImGui.PopID()
local label_end = ImGui.FindRenderedTextEnd(label)
if label_end > 1 then
ImGui.SameLine(0, g.Style.ItemInnerSpacing.x)
ImGui.TextEx(label, label_end)
end
ImGui.EndGroup()
return value_changed
end
--- @param label string
--- @param v [float, float]
--- @param v_min float
--- @param v_max float
--- @param format? string
--- @param flags? ImGuiSliderFlags
function ImGui.SliderFloat2(label, v, v_min, v_max, format, flags)
return ImGui.SliderScalarN(label, ImGuiDataType.Float, v, 2, v_min, v_max, format, flags)
end
--- @param label string
--- @param v [float, float, float]
--- @param v_min float
--- @param v_max float
--- @param format? string
--- @param flags? ImGuiSliderFlags
function ImGui.SliderFloat3(label, v, v_min, v_max, format, flags)
return ImGui.SliderScalarN(label, ImGuiDataType.Float, v, 3, v_min, v_max, format, flags)
end
--- @param label string
--- @param v [float, float, float, float]
--- @param v_min float
--- @param v_max float
--- @param format? string
--- @param flags? ImGuiSliderFlags
function ImGui.SliderFloat4(label, v, v_min, v_max, format, flags)
return ImGui.SliderScalarN(label, ImGuiDataType.Float, v, 4, v_min, v_max, format, flags)
end
--- @param label string
--- @param v float
--- @param v_min float
--- @param v_max float
--- @param format? string
--- @param flags? ImGuiSliderFlags
function ImGui.SliderFloat(label, v, v_min, v_max, format, flags)
if format == nil then format = "%.3f" end
if flags == nil then flags = 0 end
return ImGui.SliderScalar(label, ImGuiDataType.Float, v, v_min, v_max, format, flags)
end
--- @param label string
--- @param v_rad float
--- @param v_degrees_min? float
--- @param v_degrees_max? float
--- @param format? string
--- @param flags? ImGuiSliderFlags
--- @return float v_rad # updated `v_rad`
--- @return bool value_changed
function ImGui.SliderAngle(label, v_rad, v_degrees_min, v_degrees_max, format, flags)
if v_degrees_min == nil then v_degrees_min = -360.0 end
if v_degrees_max == nil then v_degrees_max = 360.0 end
if format == nil then format = "%.0f deg" end
if flags == nil then flags = 0 end
local v_deg = v_rad * 360.0 / (2 * IM_PI)
local value_changed
v_deg, value_changed = ImGui.SliderFloat(label, v_deg, v_degrees_min, v_degrees_max, format, flags)
if value_changed then
v_rad = v_deg * (2 * IM_PI) / 360.0
end
return v_rad, value_changed
end
--- @param label string
--- @param v int
--- @param v_min int
--- @param v_max int
--- @param format? string
--- @param flags? ImGuiSliderFlags
function ImGui.SliderInt(label, v, v_min, v_max, format, flags)
if format == nil then format = "%d" end
if flags == nil then flags = 0 end
return ImGui.SliderScalar(label, ImGuiDataType.S32, v, v_min, v_max, format, flags)
end
function ImGui.SliderInt2(label, v, v_min, v_max, format, flags)
return ImGui.SliderScalarN(label, ImGuiDataType.S32, v, 2, v_min, v_max, format or "%d", flags)
end
function ImGui.SliderInt3(label, v, v_min, v_max, format, flags)
return ImGui.SliderScalarN(label, ImGuiDataType.S32, v, 3, v_min, v_max, format or "%d", flags)
end
function ImGui.SliderInt4(label, v, v_min, v_max, format, flags)
return ImGui.SliderScalarN(label, ImGuiDataType.S32, v, 4, v_min, v_max, format or "%d", flags)
end
--- @param label string
--- @param size ImVec2
--- @param data_type ImGuiDataType
--- @param data number
--- @param min number
--- @param max number
--- @param format? string
--- @param flags? ImGuiSliderFlags
function ImGui.VSliderScalar(label, size, data_type, data, min, max, format, flags)
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
if format == nil then
format = ImGui.DataTypeGetInfo(data_type).PrintFmt
end
local hovered = ImGui.ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags)
local clicked = hovered and ImGui.IsMouseClickedEx(0, ImGuiInputFlags.None, id)
if clicked or g.NavActivateId == id then
if clicked then
ImGui.SetKeyOwner(ImGuiKey.MouseLeft, id)
end
ImGui.SetActiveID(id, window)
ImGui.SetFocusID(id, window)
ImGui.FocusWindow(window)
g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, ImGuiDir.Up), bit32.lshift(1, ImGuiDir.Down))
end
local frame_col = ImGui.GetColorU32((g.ActiveId == id) and ImGuiCol.FrameBgActive or (hovered and ImGuiCol.FrameBgHovered or ImGuiCol.FrameBg))
ImGui.RenderNavCursor(frame_bb, id)
ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding)
local grab_bb = ImRect()
local value_changed
data, value_changed = ImGui.SliderBehavior(frame_bb, id, data_type, data, min, max, format, bit32.bor(flags or 0, ImGuiSliderFlags.Vertical), grab_bb)
if value_changed then
ImGui.MarkItemEdited(id)
end
if grab_bb.Max.y > grab_bb.Min.y then
window.DrawList:AddRectFilled(grab_bb.Min, grab_bb.Max, ImGui.GetColorU32((g.ActiveId == id) and ImGuiCol.SliderGrabActive or ImGuiCol.SliderGrab), style.GrabRounding)
end
-- local value_buf, value_buf_size = {}, 64
-- TODO: ImGui.DataTypeFormatString()
ImGui.RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, ImFormatString(format, data), nil, nil, ImVec2(0.5, 0.0))
if label_size.x > 0.0 then
ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, 1, label_end, false)
end
-- IMGUI_TEST_ENGINE_ITEM_INFO()
return data, value_changed
end
--- @param label string
--- @param size ImVec2
--- @param v float
--- @param v_min float
--- @param v_max float
--- @param format? string
--- @param flags? ImGuiSliderFlags
function ImGui.VSliderFloat(label, size, v, v_min, v_max, format, flags)
if format == nil then format = "%.3f" end
return ImGui.VSliderScalar(label, size, ImGuiDataType.Float, v, v_min, v_max, format, flags)
end
--- @param label string
--- @param size ImVec2
--- @param v int
--- @param v_min int
--- @param v_max int
--- @param format? string
--- @param flags? ImGuiSliderFlags
function ImGui.VSliderInt(label, size, v, v_min, v_max, format, flags)
if format == nil then format = "%d" end
return ImGui.VSliderScalar(label, size, ImGuiDataType.S32, v, v_min, v_max, format, flags)
end
----------------------------------------------------------------
-- [SECTION] INPUT TEXT
----------------------------------------------------------------
--- @param label string
--- @param buf char[]
--- @param buf_size int
--- @param flags? ImGuiInputTextFlags
--- @param callback? ImGuiInputTextCallback
--- @param user_data any
function ImGui.InputText(label, buf, buf_size, flags, callback, user_data)
if flags == nil then flags = 0 end
IM_ASSERT(bit32.band(flags, ImGuiInputTextFlags.Multiline) == 0)
return ImGui.InputTextEx(label, nil, buf, buf_size, ImVec2(0, 0), flags, callback, user_data)
end
--- @param size? ImVec2
function ImGui.InputTextMultiline(label, buf, buf_size, size, flags, callback, user_data)
return ImGui.InputTextEx(label, nil, buf, buf_size, size or ImVec2(0, 0), bit32.bor(flags or 0, ImGuiInputTextFlags.Multiline), callback, user_data)
end
ImStb = {}
--- @module "imstb_textedit"
local stbte
local IMSTB_TEXTEDIT_GETWIDTH_NEWLINE = -1.0
ImStb.TEXTEDIT_memmove = ImStd.memmove
--- @param ctx ImGuiContext
--- @param text char[]
--- @param text_begin int
--- @param text_end_display int
--- @param text_end int
--- @param out_offset? ImVec2
--- @param flags? ImDrawTextFlags
local function InputTextCalcTextSize(ctx, text, text_begin, text_end_display, text_end, out_offset, flags)
if flags == nil then flags = 0 end
local g = ctx
local obj = g.InputTextState
IM_ASSERT(text_end_display >= text_begin and text_end_display <= text_end)
return ImFontCalcTextSizeEx(g.Font, g.FontSize, FLT_MAX, obj.WrapWidth, text, text_begin, text_end_display, text_end, out_offset, flags)
end
--- @param obj ImGuiInputTextState
--- @return int
function ImStb.TEXTEDIT_STRINGLEN(obj) return obj.TextLen end
--- @param obj ImGuiInputTextState
--- @param idx int # 1-based
function ImStb.TEXTEDIT_GETCHAR(obj, idx) IM_ASSERT(idx >= 1 and idx <= obj.TextLen + 1); return obj.TextSrc[idx] end
--- @param obj ImGuiInputTextState
--- @param line_start_idx int # 1-based
--- @param char_idx int # 1-based
--- @return float
function ImStb.TEXTEDIT_GETWIDTH(obj, line_start_idx, char_idx) local _, c = ImStd.ImTextCharFromUtf8(obj.TextSrc, line_start_idx + char_idx - 1, obj.TextLen + 1); if c == 10 then return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE end; local g = obj.Ctx; return g.FontBaked:GetCharAdvance(c) * g.FontBakedScale end
--- @param r StbTexteditRow
--- @param obj ImGuiInputTextState
--- @param line_start_idx int # 1-based
function ImStb.TEXTEDIT_LAYOUTROW(r, obj, line_start_idx)
local text = obj.TextSrc
local size, text_remaining = InputTextCalcTextSize(obj.Ctx, text, line_start_idx, obj.TextLen + 1, obj.TextLen + 1, nil, bit32.bor(ImDrawTextFlags.StopOnNewLine, ImDrawTextFlags.WrapKeepBlanks))
r.x0 = 0.0
r.x1 = size.x
r.baseline_y_delta = size.y
r.ymin = 0.0
r.ymax = size.y
r.num_chars = text_remaining - line_start_idx
end
--- @param obj ImGuiInputTextState
--- @param idx int
function ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx)
if idx >= obj.TextLen then
return obj.TextLen + 1
end
return idx + ImStd.ImTextCharFromUtf8(obj.TextSrc, idx, obj.TextLen + 1)
end
--- @param obj ImGuiInputTextState
--- @param idx int
function ImStb.TEXTEDIT_GETPREVCHARINDEX(obj, idx)
if idx <= 1 then
return -1
end
local p = ImStd.ImTextFindPreviousUtf8Codepoint(obj.TextSrc, 1, idx)
return p
end
local ImCharIsSeparatorW do
local separator_list = {
44, 0x3001, 46, 0x3002, 59, 0xFF1B, 40, 0xFF08, 41, 0xFF09, 123, 0xFF5B, 125, 0xFF5D,
91, 0x300C, 93, 0x300D, 124, 0xFF5C, 33, 0xFF01, 92, 0xFFE5, 47, 0x30FB, 0xFF0F,
10, 13
}
--- @param c unsigned_int
function ImCharIsSeparatorW(c)
for i = 1, #separator_list do
if c == separator_list[i] then
return true
end
end
return false
end
end
--- @param obj ImGuiInputTextState
--- @param idx int
function ImStb.is_word_boundary_from_right(obj, idx)
-- When ImGuiInputTextFlags.Password is set, we don't want actions such as Ctrl+Arrow to leak the fact that underlying data are blanks or separators
if bit32.band(obj.Flags, ImGuiInputTextFlags.Password) ~= 0 or idx <= 1 then
return false
end
local prev = ImStd.ImTextFindPreviousUtf8Codepoint(obj.TextSrc, 1, idx)
local _, curr_c = ImStd.ImTextCharFromUtf8(obj.TextSrc, idx, obj.TextLen + 1)
local _, prev_c = ImStd.ImTextCharFromUtf8(obj.TextSrc, prev, obj.TextLen + 1)
local prev_white = ImCharIsBlankW(prev_c)
local prev_separ = ImCharIsSeparatorW(prev_c)
local curr_white = ImCharIsBlankW(curr_c)
local curr_separ = ImCharIsSeparatorW(curr_c)
return ((prev_white or prev_separ) and not (curr_separ or curr_white)) or (curr_separ and not prev_separ)
end
--- @param obj ImGuiInputTextState
--- @param idx int
function ImStb.is_word_boundary_from_left(obj, idx)
if bit32.band(obj.Flags, ImGuiInputTextFlags.Password) ~= 0 or idx <= 1 then
return false
end
local prev = ImStd.ImTextFindPreviousUtf8Codepoint(obj.TextSrc, 1, idx)
local _, prev_c = ImStd.ImTextCharFromUtf8(obj.TextSrc, idx, obj.TextLen + 1)
local _, curr_c = ImStd.ImTextCharFromUtf8(obj.TextSrc, prev, obj.TextLen + 1)
local prev_white = ImCharIsBlankW(prev_c)
local prev_separ = ImCharIsSeparatorW(prev_c)
local curr_white = ImCharIsBlankW(curr_c)
local curr_separ = ImCharIsSeparatorW(curr_c)
return (prev_white and not (curr_separ or curr_white)) or (curr_separ and not prev_separ)
end
--- @param obj ImGuiInputTextState
--- @param idx int
function ImStb.TEXTEDIT_MOVEWORDLEFT(obj, idx)
idx = ImStb.TEXTEDIT_GETPREVCHARINDEX(obj, idx)
while idx >= 1 and not ImStb.is_word_boundary_from_right(obj, idx) do
idx = ImStb.TEXTEDIT_GETPREVCHARINDEX(obj, idx)
end
return (idx < 1) and 1 or idx
end
--- @param obj ImGuiInputTextState
--- @param idx int
local function STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx)
local len = obj.TextLen
idx = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx)
while idx <= len and not ImStb.is_word_boundary_from_left(obj, idx) do
idx = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx)
end
return (idx > len + 1) and len + 1 or idx
end
--- @param obj ImGuiInputTextState
--- @param idx int
local function STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx)
idx = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx)
local len = obj.TextLen
while idx <= len and not ImStb.is_word_boundary_from_right(obj, idx) do
idx = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, idx)
end
return (idx > len + 1) and len + 1 or idx
end
--- @param obj ImGuiInputTextState
--- @param idx int
function ImStb.TEXTEDIT_MOVEWORDRIGHT(obj, idx)
local g = obj.Ctx
if g.IO.ConfigMacOSXBehaviors then
return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx)
else
return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx)
end
end
-- Reimplementation of stb_textedit_move_line_start()/stb_textedit_move_line_end() which supports word-wrapping
--- @param obj ImGuiInputTextState
--- @param state STB_TexteditState
--- @param cursor int
function ImStb.TEXTEDIT_MOVELINESTART(obj, state, cursor)
if state.single_line then
return 1
end
if obj.WrapWidth > 0.0 then
local g = obj.Ctx
local bol = ImStd.ImStrbol(obj.TextSrc, cursor, 1)
local p = bol
local text_end = obj.TextLen + 1 -- End of line would be enough
while p >= bol do
local eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, obj.TextSrc, p, text_end, obj.WrapWidth, ImDrawTextFlags.WrapKeepBlanks)
if p == cursor then -- If we are already on a visible beginning-of-line, return real beginning-of-line (would be same as regular handler below)
return bol
end
if eol == cursor and obj.TextA[cursor] ~= 10 and obj.LastMoveDirectionLR == ImGuiDir.Left then
return bol
end
if eol >= cursor then
return p
end
p = (obj.TextSrc[eol] == 10) and eol + 1 or eol
end
end
-- Regular handler, same as stb_textedit_move_line_start()
while cursor > 1 do
local prev_cursor = ImStb.TEXTEDIT_GETPREVCHARINDEX(obj, cursor)
if (ImStb.TEXTEDIT_GETCHAR(obj, prev_cursor) == STB_TEXTEDIT_NEWLINE) then
break
end
cursor = prev_cursor
end
return cursor
end
--- @param obj ImGuiInputTextState
--- @param state STB_TexteditState
--- @param cursor int
function ImStb.TEXTEDIT_MOVELINEEND(obj, state, cursor)
local n = ImStb.TEXTEDIT_STRINGLEN(obj)
if state.single_line then
return n + 1
end
if obj.WrapWidth > 0.0 then
local g = obj.Ctx
local p = ImStd.ImStrbol(obj.TextSrc, cursor, 1)
local text_end = obj.TextLen + 1 -- End of line would be enough
while p < text_end do
local eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, obj.TextSrc, p, text_end, obj.WrapWidth, ImDrawTextFlags.WrapKeepBlanks)
cursor = eol
if eol == cursor and obj.LastMoveDirectionLR ~= ImGuiDir.Left then -- If we are already on a visible end-of-line, switch to regular handle
break
end
if eol > cursor then
return cursor
end
p = (obj.TextSrc[eol] == 10) and eol + 1 or eol
end
end
-- Regular handler, same as stb_textedit_move_line_end()
while (cursor < n and ImStb.TEXTEDIT_GETCHAR(obj, cursor) ~= STB_TEXTEDIT_NEWLINE) do
cursor = ImStb.TEXTEDIT_GETNEXTCHARINDEX(obj, cursor)
end
return cursor
end
--- @param obj ImGuiInputTextState
--- @param pos int
--- @param n int
function ImStb.TEXTEDIT_DELETECHARS(obj, pos, n)
IM_ASSERT(obj.TextSrc == obj.TextA.Data)
ImStd.memmove(obj.TextA.Data, pos, obj.TextA.Data, pos + n, obj.TextLen - n - pos + 2)
obj.EditedBefore = true
obj.EditedThisFrame = true
obj.TextLen = obj.TextLen - n
end
--- @param obj ImGuiInputTextState
--- @param pos int
--- @param new_text ImStringBuffer
--- @param new_text_pos int
--- @param new_text_len int
function ImStb.TEXTEDIT_INSERTCHARS(obj, pos, new_text, new_text_pos, new_text_len)
local is_resizable = bit32.band(obj.Flags, ImGuiInputTextFlags.CallbackResize) ~= 0
local text_len = obj.TextLen
IM_ASSERT(pos <= text_len + 1)
-- We support partial insertion (with a mod in stb_textedit)
local avail = obj.BufCapacity - 1 - obj.TextLen
if not is_resizable and new_text_len > avail then
new_text_len = math.floor(ImStd.ImTextFindValidUtf8CodepointEnd(new_text, new_text_pos, new_text_len + 1, avail) - new_text_pos) -- Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion
end
if new_text_len == 0 then
return 0
end
-- Grow internal buffer if needed
IM_ASSERT(obj.TextSrc == obj.TextA.Data)
if text_len + new_text_len + 1 > obj.TextA.Size and is_resizable then
obj.TextA:resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1)
obj.TextSrc = obj.TextA.Data
end
local text = obj.TextA.Data
if pos ~= text_len + 1 then
ImStd.memmove(text, pos + new_text_len, text, pos, text_len - pos + 1)
end
ImStd.memmove(text, pos, new_text, new_text_pos, new_text_len)
obj.EditedBefore = true
obj.EditedThisFrame = true
obj.TextLen = obj.TextLen + new_text_len
obj.TextA[obj.TextLen + 1] = 0
return new_text_len
end
stbte = IM_INCLUDE"imstb_textedit.lua"
--- @param str ImGuiInputTextState
--- @param state STB_TexteditState
--- @param text IMSTB_TEXTEDIT_CHARTYPE[]
--- @param text_len int
function ImStb.stb_textedit_replace(str, state, text, text_len)
stbte.makeundo_replace(str, state, 1, str.TextLen, text_len)
ImStb.TEXTEDIT_DELETECHARS(str, 1, str.TextLen)
state.cursor = 1
state.select_start = 1
state.select_end = 1
if text_len <= 0 then
return
end
local text_len_inserted = ImStb.TEXTEDIT_INSERTCHARS(str, 1, text, 1, text_len)
if text_len_inserted > 0 then
state.cursor = text_len + 1
state.select_start = text_len + 1
state.select_end = text_len + 1
state.has_preferred_x = false
return
end
IM_ASSERT(false) -- Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace()
end
local MT = ImGui.GetMetatables()
do
--- @param key int
function MT.ImGuiInputTextState:OnKeyPressed(key)
stbte.key(self, self.Stb, key)
self.CursorFollow = true
self:CursorAnimReset()
local key_u = bit32.band(key, bit32.bnot(STB_TEXTEDIT_K_SHIFT))
if key_u == STB_TEXTEDIT_K_LEFT or key_u == STB_TEXTEDIT_K_LINESTART or key_u == STB_TEXTEDIT_K_TEXTSTART or key_u == STB_TEXTEDIT_K_BACKSPACE or key_u == STB_TEXTEDIT_K_WORDLEFT then
self.LastMoveDirectionLR = ImGuiDir.Left
elseif key_u == STB_TEXTEDIT_K_RIGHT or key_u == STB_TEXTEDIT_K_LINEEND or key_u == STB_TEXTEDIT_K_TEXTEND or key_u == STB_TEXTEDIT_K_DELETE or key_u == STB_TEXTEDIT_K_WORDRIGHT then
self.LastMoveDirectionLR = ImGuiDir.Right
end
end
local utf8 = {0, 0, 0, 0, 0}
--- @param c unsigned_int
function MT.ImGuiInputTextState:OnCharPressed(c)
for i = 1, 5 do utf8[i] = 0 end
-- Convert the key to a UTF8 byte sequence.
-- The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great.
ImStd.ImTextCharToUtf8(utf8, c)
stbte.text(self, self.Stb, utf8, ImStd.ImStrlen(utf8))
self.CursorFollow = true
self:CursorAnimReset()
end
-- After a user-input the cursor stays on for a while without blinking
function MT.ImGuiInputTextState:CursorAnimReset() self.CursorAnim = -0.30 end
function MT.ImGuiInputTextState:CursorClamp()
self.Stb.cursor = ImMin(self.Stb.cursor, self.TextLen + 1)
self.Stb.select_start = ImMin(self.Stb.select_start, self.TextLen + 1)
self.Stb.select_end = ImMin(self.Stb.select_end, self.TextLen + 1)
end
function MT.ImGuiInputTextState:HasSelection() return self.Stb.select_start ~= self.Stb.select_end end
function MT.ImGuiInputTextState:SelectAll()
self.Stb.select_start = 1
self.Stb.cursor = self.TextLen + 1
self.Stb.select_end = self.TextLen + 1
self.Stb.has_preferred_x = false
end
end
function ImGui.PushPasswordFont()
local g = GImGui
local backup = g.InputTextPasswordFontBackupBaked
IM_ASSERT(backup.IndexAdvanceX.Size == 0 and backup.IndexLookup.Size == 0)
local glyph = g.FontBaked:FindGlyph(42) -- '*'
g.InputTextPasswordFontBackupFlags = g.Font.Flags
backup.FallbackGlyphIndex = g.FontBaked.FallbackGlyphIndex
backup.FallbackAdvanceX = g.FontBaked.FallbackAdvanceX
backup.IndexLookup:swap(g.FontBaked.IndexLookup)
backup.IndexAdvanceX:swap(g.FontBaked.IndexAdvanceX)
g.Font.Flags = bit32.bor(g.Font.Flags, ImFontFlags.NoLoadGlyphs)
g.FontBaked.FallbackGlyphIndex = g.FontBaked.Glyphs:index_from_ptr(glyph) + 1
g.FontBaked.FallbackAdvanceX = glyph.AdvanceX
end
function ImGui.PopPasswordFont()
local g = GImGui
local backup = g.InputTextPasswordFontBackupBaked
g.Font.Flags = g.InputTextPasswordFontBackupFlags
g.FontBaked.FallbackGlyphIndex = backup.FallbackGlyphIndex
g.FontBaked.FallbackAdvanceX = backup.FallbackAdvanceX
g.FontBaked.IndexLookup:swap(backup.IndexLookup)
g.FontBaked.IndexAdvanceX:swap(backup.IndexAdvanceX)
IM_ASSERT(backup.IndexAdvanceX.Size == 0 and backup.IndexLookup.Size == 0)
end
--- @param ctx ImGuiContext
--- @param state ImGuiInputTextState
--- @param char unsigned_int
--- @param callback? ImGuiInputTextCallback
--- @param user_data any
--- @param input_source_is_clipboard? bool
--- @return unsigned_int out_char
--- @return bool
local function InputTextFilterCharacter(ctx, state, char, callback, user_data, input_source_is_clipboard)
if input_source_is_clipboard == nil then input_source_is_clipboard = false end
IM_ASSERT(state ~= nil)
local c = char
local flags = state.Flags
-- Filter non-printable (NB: isprint is unreliable! see #2467)
local apply_named_filters = true
if c < 0x20 then
local pass = false
pass = pass or (c == 10) and (bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0) -- Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code)
if c == 10 and input_source_is_clipboard and (bit32.band(flags, ImGuiInputTextFlags.Multiline) == 0) then -- In single line mode, replace \n with a space
char = 32
c = 32
pass = true
end
pass = pass or (c == 10) and (bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0)
pass = pass or (c == 9) and (bit32.band(flags, ImGuiInputTextFlags.AllowTabInput) ~= 0) -- tab
if not pass then
return char, false
end
apply_named_filters = false -- Override named filters below so newline and tabs can still be inserted.
end
if not input_source_is_clipboard then
-- We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817)
if c == 127 then
return char, false
end
-- Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME)
if c >= 0xE000 and c <= 0xF8FF then
return char, false
end
end
-- Filter Unicode ranges we are not handling in this build
if c > IM_UNICODE_CODEPOINT_MAX then
return char, false
end
-- Generic named filters
if apply_named_filters and (bit32.band(flags, bit32.bor(ImGuiInputTextFlags.CharsDecimal, ImGuiInputTextFlags.CharsHexadecimal, ImGuiInputTextFlags.CharsUppercase, ImGuiInputTextFlags.CharsNoBlank, ImGuiInputTextFlags.CharsScientific, ImGuiInputTextFlags.LocalizeDecimalPoint))) ~= 0 then
-- The standard mandate that programs starts in the "C" locale where the decimal point is '.'.
-- We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point.
-- Change the default decimal_point with:
-- ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point;
-- Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions.
local g = ctx
local c_decimal_point = g.PlatformIO.Platform_LocaleDecimalPoint
if bit32.band(flags, bit32.bor(ImGuiInputTextFlags.CharsDecimal, ImGuiInputTextFlags.CharsScientific, ImGuiInputTextFlags.LocalizeDecimalPoint)) ~= 0 then
if c == 46 or c == 44 then -- '.' or ','
c = c_decimal_point
end
end
-- Full-width -> half-width conversion for numeric fields: https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block)
-- While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may
-- scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font.
if bit32.band(flags, bit32.bor(ImGuiInputTextFlags.CharsDecimal, ImGuiInputTextFlags.CharsScientific, ImGuiInputTextFlags.CharsHexadecimal)) ~= 0 then
if c >= 0xFF01 and c <= 0xFF5E then
c = c - 0xFF01 + 0x21
end
end
-- Allow 0-9 . - + * /
if bit32.band(flags, ImGuiInputTextFlags.CharsDecimal) ~= 0 then
if not (c >= 48 and c <= 57) and (c ~= c_decimal_point) and (c ~= 45) and (c ~= 43) and (c ~= 42) and (c ~= 47) then -- 0-9 . - + * /
return char, false
end
end
-- Allow 0-9 . - + * / e E
if bit32.band(flags, ImGuiInputTextFlags.CharsScientific) ~= 0 then
if not (c >= 48 and c <= 57) and (c ~= c_decimal_point) and (c ~= 45) and (c ~= 43) and (c ~= 42) and (c ~= 47) and (c ~= 101) and (c ~= 69) then -- 0-9 . - + * / e E
return char, false
end
end
-- Allow 0-9 a-F A-F
if bit32.band(flags, ImGuiInputTextFlags.CharsHexadecimal) ~= 0 then
if not (c >= 48 and c <= 57) and not (c >= 97 and c <= 102) and not (c >= 65 and c <= 70) then -- 0-9 a-f A-F
return char, false
end
end
-- Turn a-z into A-Z
if bit32.band(flags, ImGuiInputTextFlags.CharsUppercase) ~= 0 then
if c >= 97 and c <= 122 then -- a-z
c = c + (65 - 97) -- 'A' - 'a'
end
end
if bit32.band(flags, ImGuiInputTextFlags.CharsNoBlank) ~= 0 then
if ImStd.ImCharIsBlankW(c) then
return char, false
end
end
char = c
end
-- Custom callback filter
if bit32.band(flags, ImGuiInputTextFlags.CallbackCharFilter) ~= 0 then
local g = GImGui
local callback_data = ImGuiInputTextCallbackData()
callback_data.Ctx = g
callback_data.ID = state.ID
callback_data.Flags = flags
callback_data.EventFlag = ImGuiInputTextFlags.CallbackCharFilter
callback_data.EventChar = c
callback_data.EventActivated = (state ~= nil and g.ActiveId == state.ID and g.ActiveIdIsJustActivated)
callback_data.CursorPos = state.Stb.cursor
callback_data.SelectionStart = state.Stb.select_start
callback_data.SelectionEnd = state.Stb.select_end
callback_data.UserData = user_data
if callback(callback_data) ~= 0 then
return char, false
end
char = callback_data.EventChar
if not callback_data.EventChar then
return char, false
end
end
return char, true
end
-- Find the shortest single replacement we can make to get from old_buf to new_buf
-- Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately.
-- FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly
--- @param state ImGuiInputTextState
--- @param old_buf ImStringBuffer
--- @param old_length int
--- @param new_buf ImStringBuffer
--- @param new_length int
local function InputTextReconcileUndoState(state, old_buf, old_length, new_buf, new_length)
local shorter_length = ImMin(old_length, new_length)
local first_diff
for i = 1, shorter_length do
first_diff = i
if old_buf[first_diff] ~= new_buf[first_diff] then
break
end
end
if first_diff == old_length + 1 and first_diff == new_length + 1 then
return
end
local old_last_diff = old_length
local new_last_diff = new_length
while old_last_diff >= first_diff and new_last_diff >= first_diff do
if old_buf[old_last_diff] ~= new_buf[new_last_diff] then
break
end
old_last_diff = old_last_diff - 1
new_last_diff = new_last_diff - 1
end
local insert_len = new_last_diff - first_diff + 1
local delete_len = old_last_diff - first_diff + 1
if insert_len > 0 or delete_len > 0 then
local undostate = state.Stb.undostate
local p = stbte.createundo(undostate, first_diff, delete_len, insert_len)
if p then
for i = 0, delete_len - 1 do
undostate.undo_char[p + i] = old_buf[first_diff + i]
end
end
end
end
--- @param id ImGuiID
function ImGui.InputTextDeactivateHook(id)
local g = GImGui
local state = g.InputTextState
if id == 0 or state.ID ~= id or g.ActiveId ~= id then
return
end
if not state.EditedBefore then
return
end
-- IMGUI_DEBUG_LOG_ACTIVEID("InputTextDeactivateHook() id = 0x%08X\n", id);
g.InputTextDeactivatedState.ID = state.ID
g.InputTextDeactivatedState.ElapseFrame = g.FrameCount + 1
if bit32.band(state.Flags, ImGuiInputTextFlags.ReadOnly) ~= 0 then
g.InputTextDeactivatedState.TextA:resize(0) -- In theory this data won't be used, but clear to be neat
else
IM_ASSERT(state.TextA.Data ~= nil)
-- IM_ASSERT(state.TextA[state.TextLen + 1] == 0)
g.InputTextDeactivatedState.TextA:resize(state.TextLen + 1)
ImStd.memmove(g.InputTextDeactivatedState.TextA.Data, 1, state.TextA.Data, 1, state.TextLen) -- state.TextLen + 1
end
end
--- @param flags ImGuiInputTextFlags
--- @param line_index ImGuiTextIndex
--- @param buf char[]
--- @param buf_end int
--- @param wrap_width float
--- @param max_output_buffer_size int
--- @return int size
--- @return int? out_buf_end
local function InputTextLineIndexBuild(flags, line_index, buf, buf_end, wrap_width, max_output_buffer_size)
local g = GImGui
local size = 0
local s = 1
local trailing_line_already_counted = false
if bit32.band(flags, ImGuiInputTextFlags.WordWrap) ~= 0 then
while s < buf_end do
if size <= max_output_buffer_size then
line_index.Offsets:push_back(s - 1)
end
size = size + 1
s = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, buf, s, buf_end, wrap_width, ImDrawTextFlags.WrapKeepBlanks)
if buf[s] == 10 then s = s + 1 end
end
elseif buf_end ~= nil then
while s < buf_end do
if size <= max_output_buffer_size then
line_index.Offsets:push_back(s - 1)
end
size = size + 1
s = ImMemchr(buf, 10, s) --[[@as int]] -- FIXME:
if s then s = s + 1 else s = buf_end end
end
else
-- Inactive path: we don't know buf_end ahead of time.
local s_eol
s = 1
while true do
if size <= max_output_buffer_size then
line_index.Offsets:push_back(s - 1)
end
size = size + 1
s_eol = ImMemchr(buf, 10, s)
if s_eol == nil then
s = s + ImStd.ImStrlen(buf) - s -- FIXME:
trailing_line_already_counted = true
break
end
s = s_eol + 1
end
end
local out_buf_end
if out_buf_end ~= nil then
out_buf_end = s
buf_end = s
end
if size == 0 then
line_index.Offsets:push_back(0)
size = size + 1
end
if s > 1 and buf[s - 1] == 10 and not trailing_line_already_counted then
local old_size = size
size = size + 1
if old_size <= max_output_buffer_size then
line_index.Offsets:push_back(s - 1)
end
end
return size, out_buf_end
end
--- @param t table
--- @param in_begin int
--- @param in_end int
--- @param v int
local function ImLowerBound(t, in_begin, in_end, v)
local in_p = in_begin
local count = in_end - in_begin
local floor = math.floor
local rshift = bit32.rshift
while count > 0 do
local count2 = floor(rshift(count, 1))
local mid = in_p + count2
if t[mid] < v then
in_p = mid + 1
count = count - count2 - 1
else
count = count2
end
end
return in_p
end
--- @param g ImGuiContext
--- @param state ImGuiInputTextState
--- @param line_index ImGuiTextIndex
--- @param buf char[]
--- @param buf_end int
--- @param cursor_n int
--- @return ImVec2
local function InputTextLineIndexGetPosOffset(g, state, line_index, buf, buf_end, cursor_n)
local cursor_ptr = cursor_n
local it = ImLowerBound(line_index.Offsets, 1, line_index.Offsets.Size + 1, cursor_ptr)
if it > 1 then
if it > line_index.Offsets.Size or line_index.Offsets[it] ~= cursor_ptr or (state ~= nil and state.WrapWidth > 0.0 and state.LastMoveDirectionLR == ImGuiDir.Right and
buf[cursor_ptr - 1] ~= 10 and buf[cursor_ptr - 1] ~= 0) then
it = it - 1
end
end
local line_no = it
local line_start = (line_no == 1) and 1 or line_index.Offsets[line_no] + 1
local offset = ImVec2()
offset.x = InputTextCalcTextSize(g, buf, line_start, cursor_ptr, buf_end, nil, ImDrawTextFlags.WrapKeepBlanks).x
offset.y = line_no * g.FontSize
return offset
end
-- Edit a string of text
--- @param label string
--- @param hint? char[]
--- @param buf char[]
--- @param buf_size int
--- @param size_arg ImVec2
--- @param flags ImGuiInputTextFlags
--- @param callback? ImGuiInputTextCallback
--- @param callback_user_data any
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
IM_ASSERT(buf ~= nil and buf_size >= 0)
IM_ASSERT(not (bit32.band(flags, ImGuiInputTextFlags.CallbackHistory) ~= 0 and bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0)) -- Can't use both together (they both use up/down keys)
IM_ASSERT(not (bit32.band(flags, ImGuiInputTextFlags.CallbackCompletion) ~= 0 and bit32.band(flags, ImGuiInputTextFlags.AllowTabInput) ~= 0)) -- Can't use both together (they both use tab key)
IM_ASSERT(not (bit32.band(flags, ImGuiInputTextFlags.ElideLeft) ~= 0 and bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0)) -- Multiline does not not work with left-trimming
IM_ASSERT(bit32.band(flags, ImGuiInputTextFlags.WordWrap) == 0 or bit32.band(flags, ImGuiInputTextFlags.Password) == 0) -- WordWrap does not work with Password mode
IM_ASSERT(bit32.band(flags, ImGuiInputTextFlags.WordWrap) == 0 or bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0) -- WordWrap does not work in single-line mode
local g = GImGui --[[@as ImGuiContext]]
local io = g.IO
local style = g.Style
local RENDER_SELECTION_WHEN_INACTIVE = false
local is_multiline = bit32.band(flags, ImGuiInputTextFlags.Multiline) ~= 0
if is_multiline then -- Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar)
ImGui.BeginGroup()
end
local id = window:GetID(label)
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local frame_size = ImGui.CalcItemSize(size_arg, ImGui.CalcItemWidth(), (is_multiline and g.FontSize * 8.0 or label_size.y) + style.FramePadding.y * 2.0) -- Arbitrary default of 8 lines high for multi-line
local total_size = ImVec2(frame_size.x + ((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0), frame_size.y)
local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + frame_size)
local total_bb = ImRect(frame_bb.Min, frame_bb.Min + total_size)
local draw_window = window
local inner_size = ImVec2()
ImVec2_Copy(inner_size, frame_size)
local item_data_backup = ImGuiLastItemData()
if is_multiline then
local backup_pos = ImVec2()
ImVec2_Copy(backup_pos, window.DC.CursorPos)
ImGui.ItemSize(total_bb, style.FramePadding.y)
local no_clip = (g.InputTextDeactivatedState.ID == id) or (g.ActiveId == id) or (id == g.NavActivateId) -- Mimic some of ItemAdd() logic + add InputTextDeactivatedState.ID check.
if not ImGui.ItemAdd(total_bb, id, frame_bb, ImGuiItemFlags.Inputable) and not no_clip then
ImGui.EndGroup()
return false
end
ImGuiLastItemData_Copy(item_data_backup, g.LastItemData)
ImVec2_Copy(window.DC.CursorPos, backup_pos)
-- Prevent NavActivation from explicit Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping
if g.NavActivateId == id and (bit32.band(g.NavActivateFlags, ImGuiActivateFlags.FromTabbing) ~= 0) and (bit32.band(g.NavActivateFlags, ImGuiActivateFlags.FromFocusApi) == 0) and (bit32.band(flags, ImGuiInputTextFlags.AllowTabInput) ~= 0) then
g.NavActivateId = 0
end
-- Prevent NavActivate reactivating in BeginChild() when we are already active
local backup_activate_id = g.NavActivateId
if g.ActiveId == id then -- Prevent reactivation
g.NavActivateId = 0
end
-- We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug
ImGui.PushStyleColor(ImGuiCol.ChildBg, style.Colors[ImGuiCol.FrameBg])
ImGui.PushStyleVar(ImGuiStyleVar.ChildRounding, style.FrameRounding)
ImGui.PushStyleVar(ImGuiStyleVar.ChildBorderSize, style.FrameBorderSize)
ImGui.PushStyleVar(ImGuiStyleVar.WindowPadding, ImVec2(0, 0)) -- Ensure no clip rect so mouse hover can reach FramePadding edges
local child_visible = ImGui.BeginChildEx(label, id, frame_bb:GetSize(), ImGuiChildFlags.Borders, ImGuiWindowFlags.NoMove)
g.NavActivateId = backup_activate_id
ImGui.PopStyleVar(3)
ImGui.PopStyleColor()
if not child_visible and not no_clip then
ImGui.EndChild()
ImGui.EndGroup()
return false
end
draw_window = g.CurrentWindow -- Child window
draw_window.DC.NavLayersActiveMaskNext = bit32.bor(draw_window.DC.NavLayersActiveMaskNext, bit32.lshift(1, draw_window.DC.NavLayerCurrent)) -- This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it
ImVec2_Copy(draw_window.DC.CursorPos, draw_window.DC.CursorPos + style.FramePadding)
inner_size.x = inner_size.x - draw_window.ScrollbarSizes.x
-- FIXME: Could this be a ImGuiChildFlags to affect the SetLastItemDataForWindow() call?
g.LastItemData.ID = id
g.LastItemData.ItemFlags = item_data_backup.ItemFlags
g.LastItemData.StatusFlags = item_data_backup.StatusFlags
else
ImGui.ItemSize(total_bb, style.FramePadding.y)
if bit32.band(flags, ImGuiInputTextFlags.TempInput) == 0 then
if not ImGui.ItemAdd(total_bb, id, frame_bb, ImGuiItemFlags.Inputable) then
return false
end
end
end
-- Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417)
local hovered = ImGui.ItemHoverable(frame_bb, id, bit32.bor(g.LastItemData.ItemFlags, ImGuiItemFlags.NoNavDisableMouseHover))
if hovered then
ImGui.SetMouseCursor(ImGuiMouseCursor.TextInput)
end
if hovered and g.NavHighlightItemUnderNav then
hovered = false
end
-- We are only allowed to access the state if we are already the active widget
local state = ImGui.GetInputTextState(id)
if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.ReadOnly) ~= 0 then
flags = bit32.bor(flags, ImGuiInputTextFlags.ReadOnly)
end
local is_readonly = bit32.band(flags, ImGuiInputTextFlags.ReadOnly) ~= 0
local is_password = bit32.band(flags, ImGuiInputTextFlags.Password) ~= 0
local is_undoable = bit32.band(flags, ImGuiInputTextFlags.NoUndoRedo) == 0
local is_resizable = bit32.band(flags, ImGuiInputTextFlags.CallbackResize) ~= 0
if is_resizable then
IM_ASSERT(callback ~= nil) -- Must provide a callback if you set the ImGuiInputTextFlags.CallbackResize flag!
end
-- Word-wrapping: enforcing a fixed width not altered by vertical scrollbar makes things easier, notably to track cursor reliably and avoid one-frame glitches.
-- Instead of using ImGuiWindowFlags_AlwaysVerticalScrollbar we account for that space if the scrollbar is not visible.
local is_wordwrap = bit32.band(flags, ImGuiInputTextFlags.WordWrap) ~= 0
local wrap_width = 0.0
if is_wordwrap then
wrap_width = ImMax(1.0, ImGui.GetContentRegionAvail().x + (draw_window.ScrollbarY and 0.0 or -g.Style.ScrollbarSize))
end
local user_clicked = hovered and io.MouseClicked[0]
local input_requested_by_nav = (g.ActiveId ~= id) and (g.NavActivateId == id) and ((bit32.band(g.NavActivateFlags, ImGuiActivateFlags.PreferInput) ~= 0) or (g.NavInputSource == ImGuiInputSource.Keyboard))
local input_requested_by_reactivate = (g.InputTextReactivateId == id) -- for io.ConfigInputTextEnterKeepActive
local input_requested_by_user = (user_clicked) or (g.ActiveId == 0 and bit32.band(flags, ImGuiInputTextFlags.TempInput) ~= 0 and g.InputTextDeactivatedState.ID ~= id)
local scrollbar_id = (is_multiline and state ~= nil) and ImGui.GetWindowScrollbarID(draw_window, ImGuiAxis.Y) or 0
local user_scroll_finish = is_multiline and state ~= nil and g.ActiveId == 0 and g.ActiveIdPreviousFrame == scrollbar_id
local user_scroll_active = is_multiline and state ~= nil and g.ActiveId == scrollbar_id
local clear_active_id = false
local select_all = false
local scroll_y = is_multiline and draw_window.Scroll.y or FLT_MAX
local init_reload_from_user_buf = (state ~= nil and state.WantReloadUserBuf)
local init_changed_specs_multiline = (state ~= nil and (state.Stb.single_line ~= (not is_multiline)))
local init_changed_specs_readonly = (state ~= nil and (bit32.band(bit32.bxor(state.Flags, flags), ImGuiInputTextFlags.ReadOnly) ~= 0)) -- state ~= nil means it's our state
local init_make_active = (input_requested_by_user or input_requested_by_nav or input_requested_by_reactivate or user_scroll_finish)
if init_reload_from_user_buf then
local new_len = ImStd.ImStrlen(buf)
IM_ASSERT(new_len + 1 <= buf_size, "Is your input buffer properly zero-terminated?")
state.WantReloadUserBuf = false
--- @cast state ImGuiInputTextState
InputTextReconcileUndoState(state, state.TextA.Data, state.TextLen, buf, new_len)
state.TextA:resize(buf_size + 1)
state.TextLen = new_len
ImStd.memmove(state.TextA.Data, 1, buf, 1, state.TextLen + 1)
state.Stb.select_start = state.ReloadSelectionStart
state.Stb.cursor = state.ReloadSelectionEnd
state.Stb.select_end = state.ReloadSelectionEnd -- will be clamped to bounds below
elseif (init_make_active and g.ActiveId ~= id) or init_changed_specs_multiline or init_changed_specs_readonly then
-- Access state even if we don't own it yet
state = g.InputTextState
state:CursorAnimReset()
-- Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714)
if (state.ID ~= id and state.ID == g.ActiveId and (init_make_active and g.ActiveId ~= id)) then
ImGui.InputTextDeactivateHook(state.ID) -- <-- this is essentially an earlier call to what SetActiveID() would do below.
end
-- Take a copy of the initial buffer value.
-- From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode)
local buf_len = ImStd.ImStrlen(buf)
IM_ASSERT(((buf_len + 1 <= buf_size) or (buf_len == 0 and buf_size == 0)), "Is your input buffer properly zero-terminated?")
if not user_scroll_finish then
state.TextToRevertTo:resize(buf_len + 1)
ImStd.memmove(state.TextToRevertTo.Data, 1, buf, 1, buf_len + 1)
end
-- Preserve cursor position and undo/redo stack if we come back to same widget
-- FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate?
local recycle_state = (state.ID == id and not init_changed_specs_multiline)
if (recycle_state and not init_changed_specs_readonly and (state.TextLen ~= buf_len or (state.TextA.Data == nil or ImStd.strncmp(state.TextA.Data, buf, buf_len) ~= 0))) then
recycle_state = false
end
-- Start edition
state.ID = id
state.TextLen = buf_len
state.EditedBefore = false
if not is_readonly then
state.TextA:resize(buf_size + 1)
ImStd.memmove(state.TextA.Data, 1, buf, 1, state.TextLen + 1)
end
-- Find initial scroll position for right alignment
ImVec2_Copy(state.Scroll, ImVec2(0.0, 0.0))
if bit32.band(flags, ImGuiInputTextFlags.ElideLeft) ~= 0 then
state.Scroll.x = state.Scroll.x + ImMax(0.0, ImGui.CalcTextSize(table.concat(buf)).x - frame_size.x + style.FramePadding.x * 2.0) -- FIXME: no table.concat here
end
-- Recycle existing cursor/selection/undo stack but clamp position
-- Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler
if not recycle_state then
stbte.initialize_state(state.Stb, not is_multiline)
end
if not is_multiline then
if bit32.band(flags, ImGuiInputTextFlags.AutoSelectAll) ~= 0 then
select_all = true
end
if input_requested_by_nav and (not recycle_state or (bit32.band(g.NavActivateFlags, ImGuiActivateFlags.TryToPreserveState) == 0)) then
select_all = true
end
if user_clicked and io.KeyCtrl then
select_all = true
end
end
if bit32.band(flags, ImGuiInputTextFlags.AlwaysOverwrite) ~= 0 then
state.Stb.insert_mode = true -- stb field name is indeed incorrect (see #2863)
end
end
local is_osx = io.ConfigMacOSXBehaviors
if init_make_active and g.ActiveId ~= id then
IM_ASSERT(state ~= nil and state.ID == id)
ImGui.SetActiveID(id, window)
ImGui.SetFocusID(id, window)
ImGui.FocusWindow(window)
if input_requested_by_nav then
ImGui.SetNavCursorVisibleAfterMove()
end
end
if g.ActiveId == id then
-- Declare some inputs, the other are registered and polled via Shortcut() routing system
-- FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combination into individual shortcuts
local always_owned_keys = { ImGuiKey.LeftArrow, ImGuiKey.RightArrow, ImGuiKey.Delete, ImGuiKey.Backspace, ImGuiKey.Home, ImGuiKey.End }
for _, key in ipairs(always_owned_keys) do
ImGui.SetKeyOwner(key, id)
end
if user_clicked then
ImGui.SetKeyOwner(ImGuiKey.MouseLeft, id)
end
g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, ImGuiDir.Left), bit32.lshift(1, ImGuiDir.Right))
if is_multiline or (bit32.band(flags, ImGuiInputTextFlags.CallbackHistory) ~= 0) then
g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, ImGuiDir.Up), bit32.lshift(1, ImGuiDir.Down))
ImGui.SetKeyOwner(ImGuiKey.UpArrow, id)
ImGui.SetKeyOwner(ImGuiKey.DownArrow, id)
end
if is_multiline then
ImGui.SetKeyOwner(ImGuiKey.PageUp, id)
ImGui.SetKeyOwner(ImGuiKey.PageDown, id)
end
-- FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu
if is_osx then
ImGui.SetKeyOwner(ImGuiMod_Alt, id)
end
-- Expose scroll in a manner that is agnostic to us using a child window
if is_multiline and state ~= nil then
state.Scroll.y = draw_window.Scroll.y
end
-- Read-only mode always ever read from source buffer. Refresh TextLen when active.
if is_readonly and state ~= nil then
state.TextLen = ImStd.ImStrlen(buf)
end
if state ~= nil then
state:CursorClamp()
end
-- if is_readonly and state ~= nil then
-- state.TextA:clear() -- Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation.
-- end
end
if state ~= nil then
state.TextSrc = is_readonly and buf or state.TextA.Data
end
-- We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
if g.ActiveId == id and state == nil then
ImGui.ClearActiveID()
end
-- Release focus when we click outside
if g.ActiveId == id and io.MouseClicked[0] and not init_make_active then
clear_active_id = true
end
-- Lock the decision of whether we are going to take the path displaying the cursor or selection
local render_cursor = (g.ActiveId == id) or (state and user_scroll_active) --[[@as bool]]
local render_selection = state and (state:HasSelection() or select_all) and (RENDER_SELECTION_WHEN_INACTIVE or render_cursor)
local value_changed = false
local validated = false
-- Select the buffer to render
local buf_display_from_state = (render_cursor or render_selection or g.ActiveId == id) and not is_readonly and state ~= nil
local is_displaying_hint = (hint ~= nil and (buf_display_from_state and state.TextA.Data or buf)[1] == 0)
-- Password pushes a temporary font with only a fallback glyph
if is_password and not is_displaying_hint then
ImGui.PushPasswordFont()
end
if state ~= nil and state.ID == id then
state.Flags = flags
-- Word-wrapping: attempt to keep cursor in view while resizing frame/parent (FIXME-WORDWRAP: would be better to preserve same relative offset)
if is_wordwrap and state.WrapWidth ~= wrap_width then
state.CursorCenterY = true
state.WrapWidth = wrap_width
render_cursor = true
end
end
-- Process mouse inputs and character inputs
if g.ActiveId == id then
--- @cast state ImGuiInputTextState
IM_ASSERT(state ~= nil)
state.EditedThisFrame = false
state.BufCapacity = buf_size
state.WrapWidth = wrap_width
-- Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
-- Down the line we should have a cleaner library-wide concept of Selected vs Active
g.ActiveIdAllowOverlap = not io.MouseDown[0]
-- Edit in progress
local mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state.Scroll.x
local mouse_y = (is_multiline and (io.MousePos.y - draw_window.DC.CursorPos.y) or (g.FontSize * 0.5))
if select_all then
state:SelectAll()
state.SelectedAllMouseLock = true
elseif hovered and io.MouseClickedCount[0] >= 2 and not io.KeyShift then
stbte.click(state, state.Stb, mouse_x, mouse_y)
local multiclick_count = (io.MouseClickedCount[0] - 2)
if multiclick_count % 2 == 0 then
-- Double-click: Select word
-- We always use the "Mac" word advance for double-click select vs Ctrl+Right which use the platform dependent variant:
-- FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS)
local is_bol = (state.Stb.cursor == 1) or ImStb.TEXTEDIT_GETCHAR(state, state.Stb.cursor - 1) == 10
if stbte.HAS_SELECTION(state.Stb) or not is_bol then
state:OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT)
end
-- state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_WORDRIGHT, STB_TEXTEDIT_K_SHIFT))
if not stbte.HAS_SELECTION(state.Stb) then
stbte.prep_selection_at_cursor(state.Stb)
end
state.Stb.cursor = STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state.Stb.cursor)
state.Stb.select_end = state.Stb.cursor
stbte.clamp(state, state.Stb)
else
-- Triple-click: Select line
local is_eol = ImStb.TEXTEDIT_GETCHAR(state, state.Stb.cursor) == 10
state.WrapWidth = 0.0 -- Temporarily disable wrapping so we use real line start
state:OnKeyPressed(STB_TEXTEDIT_K_LINESTART)
state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_LINEEND, STB_TEXTEDIT_K_SHIFT))
state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_RIGHT, STB_TEXTEDIT_K_SHIFT))
state.WrapWidth = wrap_width
if not is_eol and is_multiline then
state.Stb.select_start, state.Stb.select_end = state.Stb.select_end, state.Stb.select_start
state.Stb.cursor = state.Stb.select_end
end
state.CursorFollow = false
end
state:CursorAnimReset()
elseif io.MouseClicked[0] and not state.SelectedAllMouseLock then
if hovered then
if io.KeyShift then
stbte.drag(state, state.Stb, mouse_x, mouse_y)
else
stbte.click(state, state.Stb, mouse_x, mouse_y)
end
state:CursorAnimReset()
end
elseif io.MouseDown[0] and not state.SelectedAllMouseLock and (io.MouseDelta.x ~= 0.0 or io.MouseDelta.y ~= 0.0) then
stbte.drag(state, state.Stb, mouse_x, mouse_y)
state:CursorAnimReset()
state.CursorFollow = true
end
if state.SelectedAllMouseLock and not io.MouseDown[0] then
state.SelectedAllMouseLock = false
end
if bit32.band(flags, ImGuiInputTextFlags.AllowTabInput) ~= 0 and not is_readonly then
if ImGui.Shortcut(ImGuiKey.Tab, ImGuiInputFlags.Repeat, id) then
local c = 9 -- Insert TAB
local ret2
c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data)
if ret2 then
state:OnCharPressed(c)
end
end
-- FIXME: Implement Shift+Tab
end
-- Process regular text input
local ignore_char_inputs = io.KeyCtrl and not io.KeyAlt
if io.InputQueueCharacters.Size > 0 then
if not ignore_char_inputs and not is_readonly and not input_requested_by_nav then
for n = 1, io.InputQueueCharacters.Size do
repeat
-- Insert character if they pass filtering
local c = io.InputQueueCharacters[n]
if c == 9 then -- Skip Tab, see above
break
end
local ret2
c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data)
if ret2 then
state:OnCharPressed(c)
end
until true
end
end
-- Consume characters
io.InputQueueCharacters:resize(0)
end
end
-- Process other shortcuts/key-presses
local revert_edit = false
if g.ActiveId == id and not g.ActiveIdIsJustActivated and not clear_active_id then
IM_ASSERT(state ~= nil)
--- @cast state ImGuiInputTextState
local row_count_per_page = ImMax(ImTrunc((inner_size.y - style.FramePadding.y) / g.FontSize), 1)
state.Stb.row_count_per_page = row_count_per_page
local k_mask = (io.KeyShift and STB_TEXTEDIT_K_SHIFT or 0)
local is_wordmove_key_down = is_osx and io.KeyAlt or io.KeyCtrl
local is_startend_key_down = is_osx and io.KeyCtrl and not io.KeySuper and not io.KeyAlt
local f_repeat = ImGuiInputFlags.Repeat
local is_cut = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.X), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Shift, ImGuiKey.Delete), f_repeat, id)) and not is_readonly and not is_password and (not is_multiline or state:HasSelection())
local is_copy = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.C), 0, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.Insert), 0, id)) and not is_password and (not is_multiline or state:HasSelection())
local is_paste = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.V), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Shift, ImGuiKey.Insert), f_repeat, id)) and not is_readonly
local is_undo = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.Z), f_repeat, id)) and not is_readonly and is_undoable
local is_redo = (ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.Y), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiKey.Z), f_repeat, id)) and not is_readonly and is_undoable
local is_select_all = ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.A), 0, id)
local nav_gamepad_active = (bit32.band(io.ConfigFlags, ImGuiConfigFlags.NavEnableGamepad) ~= 0) and (bit32.band(io.BackendFlags, ImGuiBackendFlags.HasGamepad) ~= 0)
local is_enter = ImGui.Shortcut(ImGuiKey.Enter, f_repeat, id) or ImGui.Shortcut(ImGuiKey.KeypadEnter, f_repeat, id)
local is_ctrl_enter = ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.Enter), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.KeypadEnter), f_repeat, id)
local is_shift_enter = ImGui.Shortcut(bit32.bor(ImGuiMod_Shift, ImGuiKey.Enter), f_repeat, id) or ImGui.Shortcut(bit32.bor(ImGuiMod_Shift, ImGuiKey.KeypadEnter), f_repeat, id)
local is_gamepad_validate = nav_gamepad_active and ImGui.IsKeyPressed(ImGuiKey.NavGamepadActivate, false)
local is_cancel = ImGui.Shortcut(ImGuiKey.Escape, f_repeat, id) or (nav_gamepad_active and ImGui.Shortcut(ImGuiKey.NavGamepadCancel, f_repeat, id))
if ImGui.IsKeyPressed(ImGuiKey.LeftArrow) then
state:OnKeyPressed(bit32.bor(is_startend_key_down and STB_TEXTEDIT_K_LINESTART or (is_wordmove_key_down and STB_TEXTEDIT_K_WORDLEFT or STB_TEXTEDIT_K_LEFT), k_mask))
elseif ImGui.IsKeyPressed(ImGuiKey.RightArrow) then
state:OnKeyPressed(bit32.bor(is_startend_key_down and STB_TEXTEDIT_K_LINEEND or (is_wordmove_key_down and STB_TEXTEDIT_K_WORDRIGHT or STB_TEXTEDIT_K_RIGHT), k_mask))
elseif ImGui.IsKeyPressed(ImGuiKey.UpArrow) and is_multiline then
if io.KeyCtrl then
ImGui.SetScrollY(draw_window, ImMax(draw_window.Scroll.y - g.FontSize, 0.0))
else
state:OnKeyPressed(bit32.bor(is_startend_key_down and STB_TEXTEDIT_K_TEXTSTART or STB_TEXTEDIT_K_UP, k_mask))
end
elseif ImGui.IsKeyPressed(ImGuiKey.DownArrow) and is_multiline then
if io.KeyCtrl then
ImGui.SetScrollY(draw_window, ImMin(draw_window.Scroll.y + g.FontSize, ImGui.GetScrollMaxY()))
else
state:OnKeyPressed(bit32.bor(is_startend_key_down and STB_TEXTEDIT_K_TEXTEND or STB_TEXTEDIT_K_DOWN, k_mask))
end
elseif ImGui.IsKeyPressed(ImGuiKey.PageUp) and is_multiline then
state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_PGUP, k_mask))
scroll_y = scroll_y - row_count_per_page * g.FontSize
elseif ImGui.IsKeyPressed(ImGuiKey.PageDown) and is_multiline then
state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_PGDOWN, k_mask))
scroll_y = scroll_y + row_count_per_page * g.FontSize
elseif ImGui.IsKeyPressed(ImGuiKey.Home) then
state:OnKeyPressed(io.KeyCtrl and bit32.bor(STB_TEXTEDIT_K_TEXTSTART, k_mask) or bit32.bor(STB_TEXTEDIT_K_LINESTART, k_mask))
elseif ImGui.IsKeyPressed(ImGuiKey.End) then
state:OnKeyPressed(io.KeyCtrl and bit32.bor(STB_TEXTEDIT_K_TEXTEND, k_mask) or bit32.bor(STB_TEXTEDIT_K_LINEEND, k_mask))
elseif ImGui.IsKeyPressed(ImGuiKey.Delete) and not is_readonly and not is_cut then
if not state:HasSelection() then
if is_wordmove_key_down then
state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_WORDRIGHT, STB_TEXTEDIT_K_SHIFT))
end
end
state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_DELETE, k_mask))
elseif ImGui.IsKeyPressed(ImGuiKey.Backspace) and not is_readonly then
if not state:HasSelection() then
if is_wordmove_key_down then
state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_WORDLEFT, STB_TEXTEDIT_K_SHIFT))
elseif is_osx and io.KeyCtrl and not io.KeyAlt and not io.KeySuper then
state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_LINESTART, STB_TEXTEDIT_K_SHIFT))
end
end
state:OnKeyPressed(bit32.bor(STB_TEXTEDIT_K_BACKSPACE, k_mask))
elseif is_enter or is_ctrl_enter or is_shift_enter or is_gamepad_validate then
local ctrl_enter_for_new_line = bit32.band(flags, ImGuiInputTextFlags.CtrlEnterForNewLine) ~= 0
local is_new_line = is_multiline and not is_gamepad_validate and (is_shift_enter or (is_enter and not ctrl_enter_for_new_line) or (is_ctrl_enter and ctrl_enter_for_new_line))
if not is_new_line then
validated = true
clear_active_id = true
if io.ConfigInputTextEnterKeepActive and not is_multiline and not is_ctrl_enter and not is_shift_enter then
state:SelectAll()
g.InputTextReactivateId = id
end
elseif not is_readonly then
local c = 10 -- Insert new line
local ret2
c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data)
if ret2 then
state:OnCharPressed(c)
end
end
elseif is_cancel then
if bit32.band(flags, ImGuiInputTextFlags.EscapeClearsAll) ~= 0 then
if state.TextA.Data[1] ~= 0 then
revert_edit = true
else
render_cursor = false
render_selection = false
clear_active_id = true
end
else
clear_active_id = true
revert_edit = true
render_cursor = false
render_selection = false
end
elseif is_undo or is_redo then
state:OnKeyPressed(is_undo and STB_TEXTEDIT_K_UNDO or STB_TEXTEDIT_K_REDO)
state:ClearSelection()
elseif is_select_all then
state:SelectAll()
state.CursorFollow = true
elseif is_cut or is_copy then
if g.PlatformIO.Platform_SetClipboardTextFn ~= nil then
local ib = state:HasSelection() and ImMin(state.Stb.select_start, state.Stb.select_end) or 1
local ie = state:HasSelection() and ImMax(state.Stb.select_start, state.Stb.select_end) or state.TextLen + 1
g.TempBuffer:reserve(ie - ib + 1)
ImStd.memmove(g.TempBuffer.Data, 1, state.TextSrc, ib, ie - ib)
g.TempBuffer.Data[ie - ib + 1] = 0
ImGui.SetClipboardText(ImGui._ByteArrayToString(g.TempBuffer.Data, 1, ie - ib + 1))
end
if is_cut then
if not state:HasSelection() then
state:SelectAll()
end
state.CursorFollow = true
stbte.cut(state, state.Stb)
end
elseif is_paste then
local clipboard = ImGui.GetClipboardText()
if clipboard then
local clipboard_len = #clipboard
local clipboard_end = clipboard_len + 1
local clipboard_filtered = ImVector()
clipboard_filtered:reserve(clipboard_len + 1)
local s
local i = 1
while i <= clipboard_len do
repeat
s = string.byte(clipboard, i)
local c, ret2
local in_len
in_len, c = ImStd.ImTextCharFromUtf8(clipboard, i, clipboard_end)
i = i + in_len
c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data, true)
if ret2 then
break
end
local c_utf8 = {0, 0, 0, 0, 0}
ImStd.ImTextCharToUtf8(c_utf8, c)
local out_len = ImStd.ImStrlen(c_utf8)
clipboard_filtered:resize(clipboard_filtered.Size + out_len)
ImStd.memmove(clipboard_filtered.Data, clipboard_filtered.Size - out_len, c_utf8, 1, out_len)
until true
end
if clipboard_filtered.Size > 0 then
clipboard_filtered:push_back(0)
stbte.paste(state, state.Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1)
state.CursorFollow = true
end
end
end
render_selection = render_selection or (state:HasSelection() and (RENDER_SELECTION_WHEN_INACTIVE or render_cursor))
end
-- Process revert and user callbacks
local apply_new_text = nil
local apply_new_text_length = 0
if g.ActiveId == id then
IM_ASSERT(state ~= nil)
--- @cast state ImGuiInputTextState
if revert_edit and not is_readonly then
if bit32.band(flags, ImGuiInputTextFlags.EscapeClearsAll) ~= 0 then
IM_ASSERT(state.TextA.Data[1] ~= 0)
apply_new_text = {0}
apply_new_text_length = 0
value_changed = true
local empty_string = {0}
ImStb.stb_textedit_replace(state, state.Stb, empty_string, 0)
elseif ImStd.strcmp(state.TextA.Data, state.TextToRevertTo.Data) ~= 0 then
apply_new_text = state.TextToRevertTo.Data
apply_new_text_length = state.TextToRevertTo.Size - 1
value_changed = true
ImStb.stb_textedit_replace(state, state.Stb, state.TextToRevertTo.Data, state.TextToRevertTo.Size - 1)
end
end
if bit32.band(flags, bit32.bor(ImGuiInputTextFlags.CallbackCompletion, ImGuiInputTextFlags.CallbackHistory, ImGuiInputTextFlags.CallbackEdit, ImGuiInputTextFlags.CallbackAlways)) ~= 0 then
IM_ASSERT(callback ~= nil)
local event_flag = 0
local event_key = ImGuiKey.None
if bit32.band(flags, ImGuiInputTextFlags.CallbackCompletion) ~= 0 and ImGui.Shortcut(ImGuiKey.Tab, 0, id) then
event_flag = ImGuiInputTextFlags.CallbackCompletion
event_key = ImGuiKey.Tab
elseif bit32.band(flags, ImGuiInputTextFlags.CallbackHistory) ~= 0 and ImGui.IsKeyPressed(ImGuiKey.UpArrow) then
event_flag = ImGuiInputTextFlags.CallbackHistory
event_key = ImGuiKey.UpArrow
elseif bit32.band(flags, ImGuiInputTextFlags.CallbackHistory) ~= 0 and ImGui.IsKeyPressed(ImGuiKey.DownArrow) then
event_flag = ImGuiInputTextFlags.CallbackHistory
event_key = ImGuiKey.DownArrow
elseif bit32.band(flags, ImGuiInputTextFlags.CallbackEdit) ~= 0 and state.EditedThisFrame then
event_flag = ImGuiInputTextFlags.CallbackEdit
elseif bit32.band(flags, ImGuiInputTextFlags.CallbackAlways) ~= 0 then
event_flag = ImGuiInputTextFlags.CallbackAlways
end
if event_flag ~= 0 then
local callback_data = ImGuiInputTextCallbackData()
callback_data.Ctx = g
callback_data.ID = id
callback_data.Flags = flags
callback_data.EventFlag = event_flag
callback_data.EventActivated = (g.ActiveId == state.ID and g.ActiveIdIsJustActivated)
callback_data.UserData = callback_user_data
local callback_buf = is_readonly and buf or state.TextA.Data
IM_ASSERT(callback_buf == state.TextSrc)
state.CallbackTextBackup:resize(state.TextLen + 1)
ImStd.memmove(state.CallbackTextBackup.Data, 1, callback_buf, 1, state.TextLen + 1)
callback_data.EventKey = event_key
callback_data.Buf = callback_buf
callback_data.BufTextLen = state.TextLen
callback_data.BufSize = state.BufCapacity
callback_data.BufDirty = false
callback_data.CursorPos = state.Stb.cursor
callback_data.SelectionStart = state.Stb.select_start
callback_data.SelectionEnd = state.Stb.select_end
callback(callback_data)
callback_buf = is_readonly and buf or state.TextA.Data
IM_ASSERT(callback_data.Buf == callback_buf)
IM_ASSERT(callback_data.BufSize == state.BufCapacity)
IM_ASSERT(callback_data.Flags == flags)
if callback_data.BufDirty or callback_data.CursorPos ~= state.Stb.cursor then
state.CursorFollow = true
end
state.Stb.cursor = ImClamp(callback_data.CursorPos, 0, callback_data.BufTextLen)
state.Stb.select_start = ImClamp(callback_data.SelectionStart, 0, callback_data.BufTextLen)
state.Stb.select_end = ImClamp(callback_data.SelectionEnd, 0, callback_data.BufTextLen)
if callback_data.BufDirty then
IM_ASSERT(callback_data.BufTextLen == ImStd.ImStrlen(callback_data.Buf))
InputTextReconcileUndoState(state, state.CallbackTextBackup.Data, state.CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen)
state.TextLen = callback_data.BufTextLen
state.EditedBefore = true; state.EditedThisFrame = true
state:CursorAnimReset()
end
end
end
if not is_readonly then
if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.LiveEditOnInputScalar) ~= 0 then
-- Apply when modified
if (ImStd.strcmp(state.TextSrc, buf) ~= 0) then
apply_new_text = state.TextSrc
apply_new_text_length = state.TextLen
value_changed = true
end
else
-- Apply on validation/deactivation, otherwise cancel out previous apply attempts (e.g. revert)
value_changed = ((validated or clear_active_id or revert_edit) and ImStd.strcmp(state.TextSrc, buf) ~= 0)
apply_new_text = value_changed and state.TextSrc or NULL
apply_new_text_length = value_changed and state.TextLen or 0
end
end
end
if g.InputTextDeactivatedState.ID == id then
-- The state only exists after an Edit. IsItemDeactivatedAfterEdit() is not valid in every code path (see "widgets_inputtext_status_noliveedit" test).
if ((g.ActiveId ~= id and ImGui.IsItemDeactivated()) or (g.ActiveId == id and bit32.band(flags, ImGuiInputTextFlags.TempInput) ~= 0)) then
if (not is_readonly and ImStd.strcmp(g.InputTextDeactivatedState.TextA.Data, buf) ~= 0) then
apply_new_text = g.InputTextDeactivatedState.TextA.Data
apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1
value_changed = true
-- IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text);
end
end
g.InputTextDeactivatedState.ID = 0
end
if apply_new_text ~= nil then
IM_ASSERT(apply_new_text_length >= 0)
if is_resizable then
local callback_data = ImGuiInputTextCallbackData()
callback_data.Ctx = g
callback_data.ID = id
callback_data.Flags = flags
callback_data.EventFlag = ImGuiInputTextFlags.CallbackResize
callback_data.EventActivated = (g.ActiveId == state.ID and g.ActiveIdIsJustActivated)
callback_data.Buf = buf
callback_data.BufTextLen = apply_new_text_length
callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1)
callback_data.UserData = callback_user_data
callback(callback_data)
buf = callback_data.Buf
buf_size = callback_data.BufSize
apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1)
IM_ASSERT(apply_new_text_length <= buf_size)
end
ImStd.ImStrncpy(buf, 1, apply_new_text, 1, ImMin(apply_new_text_length + 1, buf_size))
end
-- Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
-- Otherwise request text input ahead for next frame.
if g.ActiveId == id and clear_active_id then
state.ID = 0
ImGui.ClearActiveID()
state.ID = id
end
-- Render frame
if not is_multiline then
ImGui.RenderNavCursor(frame_bb, id)
ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), true, style.FrameRounding)
end
local draw_pos = ImVec2()
ImVec2_Copy(draw_pos, is_multiline and draw_window.DC.CursorPos or (frame_bb.Min + style.FramePadding))
local clip_rect = ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y) -- Not using frame_bb.Max because we have adjusted size
if is_multiline then
clip_rect:ClipWith(draw_window.ClipRect)
end
-- Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
-- without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
-- Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
local buf_display_max_length = 2 * 1024 * 1024
local buf_display = buf_display_from_state and state.TextA.Data or buf
local buf_display_end = nil -- We have specialized paths below for setting the length
-- Display hint when contents is empty
-- At this point we need to handle the possibility that a callback could have modified the underlying buffer (#8368)
local new_is_displaying_hint = (hint ~= nil and (buf_display_from_state and state.TextA.Data or buf)[1] == 0)
if new_is_displaying_hint ~= is_displaying_hint then
if is_password and not is_displaying_hint then
ImGui.PopPasswordFont()
end
is_displaying_hint = new_is_displaying_hint
if is_password and not is_displaying_hint then
ImGui.PushPasswordFont()
end
end
if is_displaying_hint then
--- @cast hint char[]
buf_display = hint
buf_display_end = ImStd.ImStrlen(hint) + 1
else
if render_cursor or render_selection or g.ActiveId == id then
buf_display_end = state.TextLen + 1
elseif is_multiline and not is_wordwrap then
buf_display_end = nil -- Inactive multi-line: end of buffer will be output by InputTextLineIndexBuild() special strchr() path
else
buf_display_end = ImStd.ImStrlen(buf_display) + 1
end
end
-- Calculate visibility
local line_visible_n0, line_visible_n1 = 1, 2
if is_multiline then
line_visible_n0, line_visible_n1 = ImGui.CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize)
end
local line_index = g.InputTextLineIndex
line_index.Offsets:resize(0)
local line_count = 1
if is_multiline then
local will_scroll_y = state and ((state.CursorFollow and render_cursor) or (state.CursorCenterY and (render_cursor or render_selection)))
--- @cast buf_display_end int
local out_buf_end
line_count, out_buf_end = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, will_scroll_y and INT_MAX or (line_visible_n1 + 1))
if buf_display_end then
buf_display_end = out_buf_end
end
end
line_index.EndOffset = buf_display_end - 1
line_visible_n1 = ImMin(line_visible_n1, line_count + 1)
local text_size_y = line_count * g.FontSize
--- @cast buf_display_end int
local cursor_offset = (render_cursor and state) and InputTextLineIndexGetPosOffset(g, state, line_index, buf_display, buf_display_end, state.Stb.cursor) or ImVec2(0.0, 0.0)
local draw_scroll = ImVec2()
local text_col = ImGui.GetColorU32(is_displaying_hint and ImGuiCol.TextDisabled or ImGuiCol.Text)
if render_cursor or render_selection then
IM_ASSERT(state ~= nil)
state.LineCount = line_count
local new_scroll_y = scroll_y
if render_cursor and state.CursorFollow then
if bit32.band(flags, ImGuiInputTextFlags.NoHorizontalScroll) == 0 then
local scroll_increment_x = inner_size.x * 0.25
local visible_width = inner_size.x - style.FramePadding.x
if cursor_offset.x < state.Scroll.x then
state.Scroll.x = IM_TRUNC(ImMax(0.0, cursor_offset.x - scroll_increment_x))
elseif cursor_offset.x - visible_width >= state.Scroll.x then
state.Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x)
end
else
state.Scroll.x = 0.0
end
if is_multiline then
if cursor_offset.y - g.FontSize < scroll_y then
new_scroll_y = ImMax(0.0, cursor_offset.y - g.FontSize)
elseif cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0) >= scroll_y then
new_scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0
end
end
state.CursorFollow = false
end
if state.CursorCenterY then
if is_multiline then
new_scroll_y = cursor_offset.y - g.FontSize - (inner_size.y * 0.5 - style.FramePadding.y)
end
state.CursorCenterY = false
render_cursor = false
end
if new_scroll_y ~= scroll_y then
local scroll_max_y = ImMax((text_size_y + style.FramePadding.y * 2.0) - inner_size.y, 0.0)
scroll_y = ImClamp(new_scroll_y, 0.0, scroll_max_y)
draw_pos.y = draw_pos.y + (draw_window.Scroll.y - scroll_y)
draw_window.Scroll.y = scroll_y
line_visible_n0, line_visible_n1 = ImGui.CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize)
line_visible_n1 = ImMin(line_visible_n1, line_count)
end
draw_scroll.x = state.Scroll.x
if render_selection then
local bg_color = ImGui.GetColorU32(ImGuiCol.TextSelectedBg, render_cursor and 1.0 or 0.6)
local bg_offy_up = is_multiline and 0.0 or -1.0
local bg_offy_dn = is_multiline and 0.0 or 2.0
local bg_eol_width = IM_TRUNC(g.FontBaked:GetCharAdvance(32) * 0.50)
local text_selected_begin = ImMin(state.Stb.select_start, state.Stb.select_end)
local text_selected_end = ImMax(state.Stb.select_start, state.Stb.select_end)
for line_n = line_visible_n0, line_visible_n1 - 1 do
repeat
local p = line_index:get_line_begin(1, line_n)
local p_eol = line_index:get_line_end(1, line_n)
local p_eol_is_wrap = (p_eol < buf_display_end and buf_display[p_eol] ~= 10)
if p_eol_is_wrap then
p_eol = p_eol + 1
end
local line_selected_begin = (text_selected_begin > p) and text_selected_begin or p
local line_selected_end = (text_selected_end < p_eol) and text_selected_end or p_eol
local rect_width = 0.0
if line_selected_begin < line_selected_end then
rect_width = rect_width + ImGui.CalcTextSizeEx(buf_display, line_selected_begin, line_selected_end).x
end
if text_selected_begin <= p_eol and text_selected_end > p_eol and not p_eol_is_wrap then
rect_width = rect_width + bg_eol_width
end
if rect_width == 0.0 then
break
end
local rect = ImRect()
rect.Min.x = draw_pos.x - draw_scroll.x + ImGui.CalcTextSizeEx(buf_display, p, line_selected_begin).x
rect.Min.y = draw_pos.y - draw_scroll.y + (line_n - 1) * g.FontSize
rect.Max.x = rect.Min.x + rect_width
rect.Max.y = rect.Min.y + bg_offy_dn + g.FontSize
rect.Min.y = rect.Min.y + bg_offy_up
rect:ClipWith(clip_rect)
draw_window.DrawList:AddRectFilled(rect.Min, rect.Max, bg_color)
until true
end
end
end
if g.ActiveId ~= id and bit32.band(flags, ImGuiInputTextFlags.ElideLeft) ~= 0 and not render_cursor and not render_selection then
draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - ImGui.CalcTextSize(buf_display, nil).x - style.FramePadding.x)
end
if (is_multiline or (buf_display_end - 1) < buf_display_max_length) and bit32.band(text_col, IM_COL32_A_MASK) ~= 0 and line_visible_n0 < line_visible_n1 then
g.Font:RenderText(draw_window.DrawList, g.FontSize,
draw_pos - draw_scroll + ImVec2(0.0, (line_visible_n0 - 1) * g.FontSize),
text_col, clip_rect:AsVec4(),
buf_display,
line_index:get_line_begin(1, line_visible_n0),
line_index:get_line_end(1, line_visible_n1 - 1),
wrap_width, bit32.bor(ImDrawTextFlags.WrapKeepBlanks, ImDrawTextFlags.CpuFineClip))
end
if render_cursor then
state.CursorAnim = state.CursorAnim + io.DeltaTime
local cursor_is_visible = (not g.IO.ConfigInputTextCursorBlink) or (state.CursorAnim <= 0.0) or (ImFmod(state.CursorAnim, 1.20) <= 0.80)
local cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll)
local cursor_screen_rect = ImRect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5, cursor_screen_pos.x + 1.0, cursor_screen_pos.y - 1.5)
if cursor_is_visible and cursor_screen_rect:Overlaps(clip_rect) then
draw_window.DrawList:AddLineV(cursor_screen_rect.Min.x, cursor_screen_rect.Min.y, cursor_screen_rect.Max.y, ImGui.GetColorU32(ImGuiCol.InputTextCursor), style.InputTextCursorSize)
end
if not is_readonly and g.ActiveId == id then
local ime_data = g.PlatformImeData
ime_data.WantVisible = true
ime_data.WantTextInput = true
ImVec2_Copy(ime_data.InputPos, ImVec2(cursor_screen_pos.x - 1.0, cursor_screen_pos.y - g.FontSize))
ime_data.InputLineHeight = g.FontSize
ime_data.ViewportId = window.Viewport.ID
end
end
if is_password and not is_displaying_hint then
ImGui.PopPasswordFont()
end
if is_multiline then
-- For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags.Inputable (see #4761, #7870)...
ImGui.Dummy(ImVec2(0.0, text_size_y + style.FramePadding.y))
g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.Inputable, ImGuiItemFlags.NoTabStop)
ImGui.EndChild()
item_data_backup.StatusFlags = bit32.bor(item_data_backup.StatusFlags, bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow))
-- ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active...
-- FIXME: This quite messy/tricky, should attempt to get rid of the child window.
ImGui.EndGroup()
if g.LastItemData.ID == 0 or g.LastItemData.ID ~= ImGui.GetWindowScrollbarID(draw_window, ImGuiAxis.Y) then
g.LastItemData.ID = id
g.LastItemData.ItemFlags = item_data_backup.ItemFlags
g.LastItemData.StatusFlags = item_data_backup.StatusFlags
end
end
if state and is_readonly then
state.TextSrc = nil
end
if label_size.x > 0.0 then
ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, 1, label_end, false)
end
if value_changed then
ImGui.MarkItemEdited(id)
end
if bit32.band(flags, ImGuiInputTextFlags.EnterReturnsTrue) ~= 0 then
return validated
else
return value_changed
end
end
--- @param label string
--- @param hint char[]
--- @param buf char[]
--- @param buf_size size_t
--- @param flags? ImGuiInputTextFlags
--- @param callback? ImGuiInputTextCallback
--- @param user_data? any
function ImGui.InputTextWithHint(label, hint, buf, buf_size, flags, callback, user_data)
if flags == nil then flags = 0 end
IM_ASSERT(bit32.band(flags, ImGuiInputTextFlags.Multiline) == 0)
return ImGui.InputTextEx(label, hint, buf, buf_size, ImVec2(0, 0), flags, callback, user_data)
end
----------------------------------------------------------------
-- [SECTION] COLOR EDIT / PICKER
----------------------------------------------------------------
--- @param col float[]
--- @param H float
--- @return float
local function ColorEditRestoreH(col, H)
local g = GImGui
IM_ASSERT(g.ColorEditCurrentID ~= 0)
if g.ColorEditSavedID ~= g.ColorEditCurrentID or g.ColorEditSavedColor ~= ImGui.ColorConvertFloat4ToU32(ImVec4(col[1], col[2], col[3], 0)) then
return H
end
H = g.ColorEditSavedHue
return H
end
--- @param col float[]
--- @param H float
--- @param S float
--- @param V float
--- @return float, float, float
local function ColorEditRestoreHS(col, H, S, V)
local g = GImGui
IM_ASSERT(g.ColorEditCurrentID ~= 0)
if g.ColorEditSavedID ~= g.ColorEditCurrentID or g.ColorEditSavedColor ~= ImGui.ColorConvertFloat4ToU32(ImVec4(col[1], col[2], col[3], 0)) then
return H, S, V
end
-- When S == 0, H is undefined.
-- When H == 1 it wraps around to 0.
if S == 0.0 or (H == 0.0 and g.ColorEditSavedHue == 1) then
H = g.ColorEditSavedHue
end
-- When V == 0, S is undefined.
if V == 0.0 then
S = g.ColorEditSavedSat
end
return H, S, V
end
do --[[ColorEdit4]]
local ids = { "##X", "##Y", "##Z", "##W" }
local fmt_table_int = {
{ "%3d", "%3d", "%3d", "%3d" }, -- Short display
{ "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, -- Long display for RGBA
{ "H:%3d", "S:%3d", "V:%3d", "A:%3d" } -- Long display for HSVA
}
local fmt_table_float = {
{ "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, -- Short display
{ "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, -- Long display for RGBA
{ "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } -- Long display for HSVA
}
--- @param label string
--- @param col float[]
--- @param flags ImGuiColorEditFlags
@native
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(ImGuiColorEditFlags.NoInputs, 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, ImGuiColorEditFlags.NoInputs) ~= 0 then
flags = bit32.bor(bit32.band(flags, bit32.bnot(ImGuiColorEditFlags.DisplayMask_)), ImGuiColorEditFlags.DisplayRGB, ImGuiColorEditFlags.NoOptions)
end
-- Context menu: display and modify options (before defaults are applied)
if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then
ImGui.ColorEditOptionsPopup(col, flags)
end
-- Read stored options
if bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0 then
flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.DisplayMask_))
end
if bit32.band(flags, ImGuiColorEditFlags.DataTypeMask_) == 0 then
flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.DataTypeMask_))
end
if bit32.band(flags, ImGuiColorEditFlags.PickerMask_) == 0 then
flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.PickerMask_))
end
if bit32.band(flags, ImGuiColorEditFlags.InputMask_) == 0 then
flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.InputMask_))
end
flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, bit32.bnot(bit32.bor(ImGuiColorEditFlags.DisplayMask_, ImGuiColorEditFlags.DataTypeMask_, ImGuiColorEditFlags.PickerMask_, ImGuiColorEditFlags.InputMask_))))
IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiColorEditFlags.DisplayMask_))) -- Check that only 1 is selected
IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiColorEditFlags.InputMask_))) -- Check that only 1 is selected
local alpha = bit32.band(flags, ImGuiColorEditFlags.NoAlpha) == 0
local hdr = bit32.band(flags, ImGuiColorEditFlags.HDR) ~= 0
local components = alpha and 4 or 3
local w_button = (bit32.band(flags, ImGuiColorEditFlags.NoSmallPreview) ~= 0) and 0.0 or (square_sz + style.ItemInnerSpacing.x)
local w_inputs = ImMax(w_full - w_button, 1.0)
w_full = w_inputs + w_button
-- Convert to the formats we need
local f = { col[1], col[2], col[3], alpha and col[4] or 1.0 }
if bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.DisplayRGB) ~= 0 then
f[1], f[2], f[3] = ImGui.ColorConvertHSVtoRGB(f[1], f[2], f[3])
elseif bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.DisplayHSV) ~= 0 then
-- Hue is lost when converting from grayscale rgb (saturation=0). Restore it.
f[1], f[2], f[3] = ImGui.ColorConvertRGBtoHSV(f[1], f[2], f[3])
f[1], f[2], f[3] = ColorEditRestoreHS(col, f[1], f[2], f[3])
end
local i = { IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]), IM_F32_TO_INT8_UNBOUND(f[4]) }
local value_changed = false
local value_changed_as_float = false
local pos = ImVec2()
ImVec2_Copy(pos, window.DC.CursorPos)
local inputs_offset_x = (style.ColorButtonPosition == ImGuiDir.Left) and w_button or 0.0
window.DC.CursorPos.x = pos.x + inputs_offset_x
if bit32.band(flags, bit32.bor(ImGuiColorEditFlags.DisplayRGB, ImGuiColorEditFlags.DisplayHSV)) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.NoInputs) == 0 then
local w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1)
local w_per_component = IM_TRUNC(w_items / components)
local draw_color_marker = bit32.band(flags, bit32.bor(ImGuiColorEditFlags.DisplayHSV, ImGuiColorEditFlags.NoColorMarkers)) == 0
local hide_prefix = draw_color_marker or (w_per_component <= ImGui.CalcTextSize((bit32.band(flags, ImGuiColorEditFlags.Float) ~= 0) and "M:0.000" or "M:000").x)
local fmt_idx
if hide_prefix then
fmt_idx = 1
elseif bit32.band(flags, ImGuiColorEditFlags.DisplayHSV) ~= 0 then
fmt_idx = 3
else
fmt_idx = 2
end
local drag_flags = draw_color_marker and ImGuiSliderFlags.ColorMarkers or ImGuiSliderFlags.None
local prev_split = 0.0
for n = 1, components do
if n > 1 then
ImGui.SameLine(0, style.ItemInnerSpacing.x)
end
local next_split = IM_TRUNC(w_items * n / components)
ImGui.SetNextItemWidth(ImMax(next_split - prev_split, 1.0))
prev_split = next_split
if draw_color_marker then
ImGui.SetNextItemColorMarker(GDefaultRgbaColorMarkers[n])
end
-- FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0
if bit32.band(flags, ImGuiColorEditFlags.Float) ~= 0 then
local changed
f[n], changed = ImGui.DragFloat(ids[n], f[n], 1.0 / 255.0, 0.0, hdr and 0.0 or 1.0, fmt_table_float[fmt_idx][n], drag_flags)
value_changed = value_changed or changed
value_changed_as_float = value_changed_as_float or value_changed
else
local changed
i[n], changed = ImGui.DragInt(ids[n], i[n], 1.0, 0, hdr and 0 or 255, fmt_table_int[fmt_idx][n], drag_flags)
value_changed = value_changed or changed
end
if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then
ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight)
end
end
elseif bit32.band(flags, ImGuiColorEditFlags.DisplayHex) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.NoInputs) == 0 then
-- RGB Hexadecimal Input
-- TODO: resolve sprintf, sscanf requirement. currently this section creates a lot of temp tables and strings...
local buf, buf_size = nil, 64
if alpha then
local str = ImFormatString("#%02X%02X%02X%02X", ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255), ImClamp(i[4], 0, 255))
buf = { string.byte(str, 1, #str) }
buf[#buf + 1] = 0
else
local str = ImFormatString("#%02X%02X%02X", ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255))
buf = { string.byte(str, 1, #str) }
buf[#buf + 1] = 0
end
ImGui.SetNextItemWidth(w_inputs)
if ImGui.InputText("##Text", buf, buf_size, ImGuiInputTextFlags.CharsUppercase) then
value_changed = true
local p = 1
while buf[p] == 35 or ImCharIsBlankA(buf[p]) do
p = p + 1
end
i[1], i[2], i[3] = 0, 0, 0
i[4] = 0xFF
local r
if alpha then
r = ImStd.sscanf(buf, p, "%02X%02X%02X%02X", i)
else
r = ImStd.sscanf(buf, p, "%02X%02X%02X", i)
end
-- IM_UNUSED(r)
end
if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then
ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight)
end
end
local picker_active_window = nil
if bit32.band(flags, ImGuiColorEditFlags.NoSmallPreview) == 0 then
local button_offset_x = (bit32.band(flags, ImGuiColorEditFlags.NoInputs) ~= 0 or style.ColorButtonPosition == ImGuiDir.Left) and 0.0 or (w_inputs + style.ItemInnerSpacing.x)
ImVec2_Copy(window.DC.CursorPos, ImVec2(pos.x + button_offset_x, pos.y))
local col_v4 = ImVec4(col[1], col[2], col[3], alpha and col[4] or 1.0)
if ImGui.ColorButton("##ColorButton", col_v4, flags) then
if bit32.band(flags, ImGuiColorEditFlags.NoPicker) == 0 then
-- Store current color and open a picker
ImVec4_Copy(g.ColorPickerRef, col_v4)
ImGui.OpenPopup("picker")
ImGui.SetNextWindowPos(g.LastItemData.Rect:GetBL() + ImVec2(0.0, style.ItemSpacing.y))
end
end
if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then
ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight)
end
if ImGui.BeginPopup("picker") then
if g.CurrentWindow.BeginCount == 1 then
picker_active_window = g.CurrentWindow
if label ~= "" and label_display_end > 1 then
ImGui.TextEx(label, label_display_end)
ImGui.Spacing()
end
local picker_flags_to_forward = bit32.bor(ImGuiColorEditFlags.DataTypeMask_, ImGuiColorEditFlags.PickerMask_, ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.HDR, ImGuiColorEditFlags.NoAlpha, ImGuiColorEditFlags.AlphaBar)
local picker_flags = bit32.bor(bit32.band(flags_untouched, picker_flags_to_forward), ImGuiColorEditFlags.DisplayMask_, ImGuiColorEditFlags.NoLabel, ImGuiColorEditFlags.AlphaPreviewHalf)
ImGui.SetNextItemWidth(square_sz * 12.0) -- Use 256 + bar sizes?
value_changed = value_changed or ImGui.ColorPicker4("##picker", col, picker_flags, g.ColorPickerRef)
end
ImGui.EndPopup()
end
end
if label ~= "" and label_display_end > 1 and bit32.band(flags, ImGuiColorEditFlags.NoLabel) == 0 then
-- Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left),
-- but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this
ImGui.SameLine(0.0, style.ItemInnerSpacing.x)
window.DC.CursorPos.x = pos.x + ((bit32.band(flags, ImGuiColorEditFlags.NoInputs) ~= 0) and w_button or (w_full + style.ItemInnerSpacing.x))
ImGui.TextEx(label, label_display_end)
end
-- Convert back
if value_changed and picker_active_window == nil then
if not value_changed_as_float then
for n = 1, 4 do
f[n] = i[n] / 255.0
end
end
if bit32.band(flags, ImGuiColorEditFlags.DisplayHSV) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then
g.ColorEditSavedHue = f[1]
g.ColorEditSavedSat = f[2]
f[1], f[2], f[3] = ImGui.ColorConvertHSVtoRGB(f[1], f[2], f[3])
g.ColorEditSavedID = g.ColorEditCurrentID
g.ColorEditSavedColor = ImGui.ColorConvertFloat4ToU32(ImVec4(f[1], f[2], f[3], 0))
end
if bit32.band(flags, ImGuiColorEditFlags.DisplayRGB) ~= 0 and bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then
f[1], f[2], f[3] = ImGui.ColorConvertRGBtoHSV(f[1], f[2], f[3])
end
col[1] = f[1]
col[2] = f[2]
col[3] = f[3]
if alpha then
col[4] = f[4]
end
end
if set_current_color_edit_id then
g.ColorEditCurrentID = 0
end
ImGui.PopID()
ImGui.EndGroup()
-- Drag and Drop Target
-- TODO:
-- When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4()
if picker_active_window and g.ActiveId ~= 0 and g.ActiveIdWindow == picker_active_window then
g.LastItemData.ID = g.ActiveId
end
if value_changed and g.LastItemData.ID ~= 0 then -- In case of ID collision, the second EndGroup() won't catch g.ActiveId
ImGui.MarkItemEdited(g.LastItemData.ID)
end
return value_changed
end
end
--- @param label string
--- @param col [float, float, float]
--- @param flags? ImGuiColorEditFlags
function ImGui.ColorEdit3(label, col, flags)
if flags == nil then flags = 0 end
if flags == nil then flags = 0 end
return ImGui.ColorEdit4(label, col, bit32.bor(flags, ImGuiColorEditFlags.NoAlpha))
end
-- `col` mutated in place, returns value_changed
function ImGui.ColorPicker3(label, col, flags)
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, ImGuiColorEditFlags.NoAlpha)) then
return false
end
col[1] = col4[1]; col[2] = col4[2]; col[3] = col4[3]
return true
end
function ImGui.SetColorEditOptions(flags)
local g = GImGui
local def = ImGuiColorEditFlags.DefaultOptions_
for _, mask in ipairs({ ImGuiColorEditFlags.DisplayMask_, ImGuiColorEditFlags.DataTypeMask_, ImGuiColorEditFlags.PickerMask_, ImGuiColorEditFlags.InputMask_ }) do
if bit32.band(flags, mask) == 0 then
flags = bit32.bor(flags, bit32.band(def, mask))
end
end
g.IO.ConfigColorEditFlags = flags
end
-- Helper for ColorPicker4()
--- @param draw_list ImDrawList
--- @param pos ImVec2
--- @param half_sz ImVec2
--- @param bar_w float
--- @param alpha float
local function RenderArrowsForVerticalBar(draw_list, pos, half_sz, bar_w, alpha)
local alpha8 = IM_F32_TO_INT8_SAT(alpha)
ImGui.RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir.Right, IM_COL32(0, 0, 0, alpha8))
ImGui.RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir.Right, IM_COL32(255, 255, 255, alpha8))
ImGui.RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir.Left, IM_COL32(0, 0, 0, alpha8))
ImGui.RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir.Left, IM_COL32(255, 255, 255, alpha8))
end
do --[[ColorPicker4]]
local backup_initial_col = {0, 0, 0, 0}
--- @param label string
--- @param col float[]
--- @param flags ImGuiColorEditFlags
--- @param ref_col? float[]
function ImGui.ColorPicker4(label, col, flags, ref_col)
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), ImGuiItemFlags.ReadOnly) ~= 0
g.NextItemData:ClearFlags()
ImGui.PushID(label)
local set_current_color_edit_id = (g.ColorEditCurrentID == 0)
if set_current_color_edit_id then
g.ColorEditCurrentID = window.IDStack:back()
end
ImGui.BeginGroup()
if bit32.band(flags, ImGuiColorEditFlags.NoSidePreview) == 0 then
flags = bit32.bor(flags, ImGuiColorEditFlags.NoSmallPreview)
end
-- Context menu: display and store options.
if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then
ImGui.ColorPickerOptionsPopup(col, flags)
end
-- Read stored options
if bit32.band(flags, ImGuiColorEditFlags.PickerMask_) == 0 then
local picker_flags = bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.PickerMask_)
if picker_flags ~= 0 then
flags = bit32.bor(flags, picker_flags)
else
flags = bit32.bor(flags, bit32.band(ImGuiColorEditFlags.DefaultOptions_, ImGuiColorEditFlags.PickerMask_))
end
end
if bit32.band(flags, ImGuiColorEditFlags.InputMask_) == 0 then
local input_flags = bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.InputMask_)
if input_flags ~= 0 then
flags = bit32.bor(flags, input_flags)
else
flags = bit32.bor(flags, bit32.band(ImGuiColorEditFlags.DefaultOptions_, ImGuiColorEditFlags.InputMask_))
end
end
IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiColorEditFlags.PickerMask_))) -- Check that only 1 is selected
IM_ASSERT(ImIsPowerOfTwo(bit32.band(flags, ImGuiColorEditFlags.InputMask_))) -- Check that only 1 is selected
if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then
flags = bit32.bor(flags, bit32.band(g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.AlphaBar))
end
-- Setup
local components = (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 3 or 4
local alpha_bar = (bit32.band(flags, ImGuiColorEditFlags.AlphaBar) ~= 0) and (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) == 0)
local picker_pos = ImVec2()
ImVec2_Copy(picker_pos, window.DC.CursorPos)
local square_sz = ImGui.GetFrameHeight()
local bars_width = square_sz -- Arbitrary smallish width of Hue/Alpha picking bars
local sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar and 2 or 1) * (bars_width + style.ItemInnerSpacing.x)) -- Saturation/Value picking box
local bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x
local bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x
local bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20)
backup_initial_col[1], backup_initial_col[2], backup_initial_col[3], backup_initial_col[4] = col[1], col[2], col[3], col[4]
local wheel_thickness = sv_picker_size * 0.08
local wheel_r_outer = sv_picker_size * 0.50
local wheel_r_inner = wheel_r_outer - wheel_thickness
local wheel_center = ImVec2(picker_pos.x + (sv_picker_size + bars_width) * 0.5, picker_pos.y + sv_picker_size * 0.5)
-- Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.
local triangle_rotate = bit32.band(flags, ImGuiColorEditFlags.PickerNoRotate) == 0
local triangle_r = wheel_r_inner - math.floor(sv_picker_size * 0.027)
local triangle_pa, triangle_pb, triangle_pc
if triangle_rotate then triangle_pa = ImVec2( triangle_r, 0.0) else triangle_pa = ImVec2( triangle_r * 0.866, triangle_r * 0.5) end -- Hue point
if triangle_rotate then triangle_pb = ImVec2(triangle_r * -0.5, triangle_r * -0.866) else triangle_pb = ImVec2( 0.0, -triangle_r) end -- Black point
if triangle_rotate then triangle_pc = ImVec2(triangle_r * -0.5, triangle_r * 0.866) else triangle_pc = ImVec2(triangle_r * -0.866, triangle_r * 0.5) end -- White point
local H = col[1]; local S = col[2]; local V = col[3]
local R = col[1]; local G = col[2]; local B = col[3]
if bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then
-- Hue is lost when converting from grayscale rgb (saturation=0). Restore it.
H, S, V = ImGui.ColorConvertRGBtoHSV(R, G, B)
H, S, V = ColorEditRestoreHS(col, H, S, V)
elseif bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then
R, G, B = ImGui.ColorConvertHSVtoRGB(H, S, V)
end
local value_changed = false; local value_changed_h = false; local value_changed_sv = false
ImGui.PushItemFlag(ImGuiItemFlags.NoNav, true)
if bit32.band(flags, ImGuiColorEditFlags.PickerHueWheel) ~= 0 then
-- Hue wheel + SV triangle logic
ImGui.InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size))
if ImGui.IsItemActive() and not is_readonly then
local initial_off = g.IO.MouseClickedPos[0] - wheel_center
local current_off = g.IO.MousePos - wheel_center
local initial_dist2 = ImLengthSqr(initial_off)
if initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) and initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1) then
-- Interactive with Hue wheel
H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5
if H < 0.0 then
H = H + 1.0
end
value_changed = true
value_changed_h = true
end
local cos_hue_angle = triangle_rotate and ImCos(-H * 2.0 * IM_PI) or 1.0
local sin_hue_angle = triangle_rotate and ImSin(-H * 2.0 * IM_PI) or 0.0
if ImStd.ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)) then
-- Interacting with SV triangle
local current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle)
if not ImStd.ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated) then
current_off_unrotated = ImStd.ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)
end
local uu, vv, ww
uu, vv, ww = ImStd.ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)
V = ImClamp(1.0 - vv, 0.0001, 1.0)
S = ImClamp(uu / V, 0.0001, 1.0)
value_changed = true
value_changed_sv = true
end
end
if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then
ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight)
end
elseif bit32.band(flags, ImGuiColorEditFlags.PickerHueBar) ~= 0 then
-- SV rectangle logic
ImGui.InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size))
if ImGui.IsItemActive() and not is_readonly then
S = ImSaturate((io.MousePos.x - picker_pos.x) / ImMax(sv_picker_size - 1, 0.0001))
V = 1.0 - ImSaturate((io.MousePos.y - picker_pos.y) / ImMax(sv_picker_size - 1, 0.0001))
H = ColorEditRestoreH(col, H) -- Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.
value_changed = true
value_changed_sv = true
end
if bit32.band(flags, ImGuiColorEditFlags.NoOptions) == 0 then
ImGui.OpenPopupOnItemClick("context", ImGuiPopupFlags.MouseButtonRight)
end
-- Hue bar logic
ImGui.SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y))
ImGui.InvisibleButton("hue", ImVec2(bars_width, sv_picker_size))
if ImGui.IsItemActive() and not is_readonly then
H = ImSaturate((io.MousePos.y - picker_pos.y) / ImMax(sv_picker_size - 1, 0.0001))
value_changed = true
value_changed_h = true
end
end
-- Alpha bar logic
if alpha_bar then
ImGui.SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y))
ImGui.InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size))
if ImGui.IsItemActive() then
col[4] = 1.0 - ImSaturate((io.MousePos.y - picker_pos.y) / ImMax(sv_picker_size - 1, 0.0001))
value_changed = true
end
end
ImGui.PopItemFlag()
if bit32.band(flags, ImGuiColorEditFlags.NoSidePreview) == 0 then
ImGui.SameLine(0, style.ItemInnerSpacing.x)
ImGui.BeginGroup()
end
if bit32.band(flags, ImGuiColorEditFlags.NoLabel) == 0 then
local label_display_end = ImGui.FindRenderedTextEnd(label)
if label ~= "" and label_display_end > 1 then
if bit32.band(flags, ImGuiColorEditFlags.NoSidePreview) ~= 0 then
ImGui.SameLine(0, style.ItemInnerSpacing.x)
end
ImGui.TextEx(label, label_display_end)
end
end
if bit32.band(flags, ImGuiColorEditFlags.NoSidePreview) == 0 then
ImGui.PushItemFlag(ImGuiItemFlags.NoNavDefaultFocus, true)
local col_v4 = ImVec4(col[1], col[2], col[3], (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 1.0 or col[4])
if bit32.band(flags, ImGuiColorEditFlags.NoLabel) ~= 0 then
ImGui.Text("Current")
end
local sub_flags_to_forward = bit32.bor(ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.HDR, ImGuiColorEditFlags.AlphaMask_, ImGuiColorEditFlags.NoTooltip)
ImGui.ColorButton("##current", col_v4, bit32.band(flags, sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))
if ref_col ~= nil then
ImGui.Text("Original")
local ref_col_v4 = ImVec4(ref_col[1], ref_col[2], ref_col[3], (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 1.0 or ref_col[4])
if ImGui.ColorButton("##original", ref_col_v4, bit32.band(flags, sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)) then
for i = 1, components do
col[i] = ref_col[i]
end
value_changed = true
end
end
ImGui.PopItemFlag()
ImGui.EndGroup()
end
-- Convert back color to RGB
if value_changed_h or value_changed_sv then
if bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then
col[1], col[2], col[3] = ImGui.ColorConvertHSVtoRGB(H, S, V) -- Lua 1-based indexing
g.ColorEditSavedHue = H
g.ColorEditSavedSat = S
g.ColorEditSavedID = g.ColorEditCurrentID
g.ColorEditSavedColor = ImGui.ColorConvertFloat4ToU32(ImVec4(col[1], col[2], col[3], 0))
elseif bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then
col[1] = H
col[2] = S
col[3] = V
end
end
-- R,G,B and H,S,V slider color editor
local value_changed_fix_hue_wrap = false
if bit32.band(flags, ImGuiColorEditFlags.NoInputs) == 0 then
ImGui.PushItemWidth((alpha_bar and bar1_pos_x or bar0_pos_x) + bars_width - picker_pos.x)
local sub_flags_to_forward = bit32.bor(ImGuiColorEditFlags.DataTypeMask_, ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.HDR, ImGuiColorEditFlags.AlphaMask_, ImGuiColorEditFlags.NoOptions, ImGuiColorEditFlags.NoTooltip, ImGuiColorEditFlags.NoSmallPreview)
local sub_flags = bit32.bor(bit32.band(flags, sub_flags_to_forward), ImGuiColorEditFlags.NoPicker)
if bit32.band(flags, ImGuiColorEditFlags.DisplayRGB) ~= 0 or bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0 then
if ImGui.ColorEdit4("##rgb", col, bit32.bor(sub_flags, ImGuiColorEditFlags.DisplayRGB)) then
-- FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
-- For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)
value_changed_fix_hue_wrap = (g.ActiveId ~= 0 and not g.ActiveIdAllowOverlap)
value_changed = true
end
end
if bit32.band(flags, ImGuiColorEditFlags.DisplayHSV) ~= 0 or bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0 then
if ImGui.ColorEdit4("##hsv", col, bit32.bor(sub_flags, ImGuiColorEditFlags.DisplayHSV)) then
value_changed = true
end
end
if bit32.band(flags, ImGuiColorEditFlags.DisplayHex) ~= 0 or bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0 then
if ImGui.ColorEdit4("##hex", col, bit32.bor(sub_flags, ImGuiColorEditFlags.DisplayHex)) then
value_changed = true
end
end
ImGui.PopItemWidth()
end
-- Try to cancel hue wrap (after ColorEdit4 call), if any
if value_changed_fix_hue_wrap and bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then
local new_H, new_S, new_V = ImGui.ColorConvertRGBtoHSV(col[1], col[2], col[3]) -- Lua 1-based indexing
if new_H <= 0 and H > 0 then
if new_V <= 0 and V ~= new_V then
col[1], col[2], col[3] = ImGui.ColorConvertHSVtoRGB(H, S, (new_V <= 0) and (V * 0.5) or new_V)
elseif new_S <= 0 then
col[1], col[2], col[3] = ImGui.ColorConvertHSVtoRGB(H, (new_S <= 0) and (S * 0.5) or new_S, new_V)
end
end
end
if value_changed then
if bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 then
R = col[1]
G = col[2]
B = col[3]
H, S, V = ImGui.ColorConvertRGBtoHSV(R, G, B)
H, S, V = ColorEditRestoreHS(col, H, S, V) -- Fix local Hue as display below will use it immediately.
elseif bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then
H = col[1]
S = col[2]
V = col[3]
R, G, B = ImGui.ColorConvertHSVtoRGB(H, S, V)
end
end
local style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha)
local col_black = IM_COL32(0, 0, 0, style_alpha8)
local col_white = IM_COL32(255, 255, 255, style_alpha8)
local col_midgrey = IM_COL32(128, 128, 128, style_alpha8)
local col_hues = { IM_COL32(255, 0, 0, style_alpha8), IM_COL32(255, 255, 0, style_alpha8), IM_COL32(0, 255, 0, style_alpha8), IM_COL32(0, 255, 255, style_alpha8), IM_COL32(0, 0, 255, style_alpha8), IM_COL32(255, 0, 255, style_alpha8), IM_COL32(255, 0, 0, style_alpha8) }
local hue_color_f = ImVec4(1, 1, 1, style.Alpha)
hue_color_f.x, hue_color_f.y, hue_color_f.z = ImGui.ColorConvertHSVtoRGB(H, 1, 1)
local hue_color32 = ImGui.ColorConvertFloat4ToU32(hue_color_f)
local user_col32_striped_of_alpha = ImGui.ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)) -- Important: this is still including the main rendering/style alpha!!
local sv_cursor_pos = ImVec2()
if bit32.band(flags, ImGuiColorEditFlags.PickerHueWheel) ~= 0 then
-- Render Hue Wheel
local aeps = 0.5 / wheel_r_outer -- Half a pixel arc length in radians (2pi cancels out).
local segment_per_arc = ImMax(4, math.floor(wheel_r_outer / 12))
for n = 1, 6 do
local a0 = (n - 1) / 6.0 * 2.0 * IM_PI - aeps
local a1 = n / 6.0 * 2.0 * IM_PI + aeps
local vert_start_idx = draw_list.VtxBuffer.Size + 1
draw_list:PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer) * 0.5, a0, a1, segment_per_arc)
draw_list:PathStroke(col_white, wheel_thickness)
local vert_end_idx = draw_list.VtxBuffer.Size + 1
-- Paint colors over existing vertices
local gradient_p0 = ImVec2(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner)
local gradient_p1 = ImVec2(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner)
ImGui.ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1])
end
-- Render Cursor + preview on Hue Wheel
local cos_hue_angle = ImCos(H * 2.0 * IM_PI)
local sin_hue_angle = ImSin(H * 2.0 * IM_PI)
local hue_cursor_pos = ImVec2(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5)
local hue_cursor_rad = value_changed_h and (wheel_thickness * 0.65) or (wheel_thickness * 0.55)
local hue_cursor_segments = draw_list:_CalcCircleAutoSegmentCount(hue_cursor_rad) -- Lock segment count so the +1 one matches others.
draw_list:AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments)
draw_list:AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments)
draw_list:AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments)
if triangle_rotate == false then
cos_hue_angle = 1.0
sin_hue_angle = 0.0
end
-- Render SV triangle (rotated according to hue)
local tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle)
local trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle)
local trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle)
local uv_white = ImGui.GetFontTexUvWhitePixel()
draw_list:PrimReserve(3, 3)
draw_list:PrimVtx(tra, uv_white, hue_color32)
draw_list:PrimVtx(trb, uv_white, col_black)
draw_list:PrimVtx(trc, uv_white, col_white)
draw_list:AddTriangle(tra, trb, trc, col_midgrey, 1.5)
sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V))
elseif bit32.band(flags, ImGuiColorEditFlags.PickerHueBar) ~= 0 then
-- Render SV Square
draw_list:AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white)
draw_list:AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black)
ImGui.RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0)
-- Sneakily prevent the circle to stick out too much
sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2)
sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2)
-- Render Hue Bar
for i = 1, 6 do
draw_list:AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + (i - 1) * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + i * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1])
end
local bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size)
ImGui.RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0)
RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0, style.Alpha)
end
-- Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
local sv_cursor_rad = value_changed_sv and (wheel_thickness * 0.55) or (wheel_thickness * 0.40)
local sv_cursor_segments = draw_list:_CalcCircleAutoSegmentCount(sv_cursor_rad) -- Lock segment count so the +1 one matches others.
draw_list:AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments)
draw_list:AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments)
draw_list:AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments)
-- Render alpha bar
if alpha_bar then
local alpha = ImSaturate(col[4])
local bar1_bb = ImRect(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size)
ImGui.RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb:GetWidth() / 2.0, ImVec2(0.0, 0.0))
draw_list:AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, bit32.band(user_col32_striped_of_alpha, bit32.bnot(IM_COL32_A_MASK)), bit32.band(user_col32_striped_of_alpha, bit32.bnot(IM_COL32_A_MASK)))
local bar1_line_y = IM_ROUND(picker_pos.y + (1.0 - alpha) * sv_picker_size)
ImGui.RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0)
RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0, style.Alpha)
end
ImGui.EndGroup()
if value_changed then
for i = 1, components do
if backup_initial_col[i] ~= col[i] then
break
end
if i == components then
value_changed = false
end
end
end
if value_changed and g.LastItemData.ID ~= 0 then -- In case of ID collision, the second EndGroup() won't catch g.ActiveId
ImGui.MarkItemEdited(g.LastItemData.ID)
end
if set_current_color_edit_id then
g.ColorEditCurrentID = 0
end
ImGui.PopID()
return value_changed
end
end
--- @param desc_id string
--- @param col ImVec4
--- @param flags? ImGuiColorEditFlags
--- @param size_arg? ImVec2
@native
function ImGui.ColorButton(desc_id, col, flags, size_arg)
if flags == nil then flags = 0 end
if size_arg == nil then size_arg = ImVec2(0, 0) end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
local id = window:GetID(desc_id)
local default_size = ImGui.GetFrameHeight()
local size = ImVec2(size_arg.x == 0.0 and default_size or size_arg.x, size_arg.y == 0.0 and default_size or size_arg.y)
local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size)
ImGui.ItemSize(bb, (size.y >= default_size) and g.Style.FramePadding.y or 0.0)
if not ImGui.ItemAdd(bb, id) then
return false
end
local pressed, hovered, _ = ImGui.ButtonBehavior(bb, id)
if bit32.band(flags, bit32.bor(ImGuiColorEditFlags.NoAlpha, ImGuiColorEditFlags.AlphaOpaque)) ~= 0 then
flags = bit32.band(flags, bit32.bnot(bit32.bor(ImGuiColorEditFlags.AlphaNoBg, ImGuiColorEditFlags.AlphaPreviewHalf)))
end
local col_rgb = ImVec4(col.x, col.y, col.z, col.w)
if bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then
col_rgb.x, col_rgb.y, col_rgb.z = ImGui.ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z)
end
local col_rgb_without_alpha = ImVec4(col_rgb.x, col_rgb.y, col_rgb.z, 1.0)
local grid_step = ImMin(size.x, size.y) / 2.99
local rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5)
local bb_inner = ImRect()
ImRect_Copy(bb_inner, bb)
local off = 0.0
if bit32.band(flags, ImGuiColorEditFlags.NoBorder) == 0 then
off = -0.75
bb_inner:Expand(off)
end
if bit32.band(flags, ImGuiColorEditFlags.AlphaPreviewHalf) ~= 0 and col_rgb.w < 1.0 then
local mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5)
if bit32.band(flags, ImGuiColorEditFlags.AlphaNoBg) == 0 then
ImGui.RenderColorRectWithAlphaCheckerboard(window.DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, ImGui.GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags.RoundCornersRight)
else
window.DrawList:AddRectFilled(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, ImGui.GetColorU32(col_rgb), rounding, ImDrawFlags.RoundCornersRight)
end
window.DrawList:AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), ImGui.GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags.RoundCornersLeft)
else
local col_source = (bit32.band(flags, ImGuiColorEditFlags.AlphaOpaque) ~= 0) and col_rgb_without_alpha or col_rgb
if col_source.w < 1.0 and bit32.band(flags, ImGuiColorEditFlags.AlphaNoBg) == 0 then
ImGui.RenderColorRectWithAlphaCheckerboard(window.DrawList, bb_inner.Min, bb_inner.Max, ImGui.GetColorU32(col_source), grid_step, ImVec2(off, off), rounding)
else
window.DrawList:AddRectFilled(bb_inner.Min, bb_inner.Max, ImGui.GetColorU32(col_source), rounding)
end
end
ImGui.RenderNavCursor(bb, id)
if bit32.band(flags, ImGuiColorEditFlags.NoBorder) == 0 then
if g.Style.FrameBorderSize > 0.0 then
ImGui.RenderFrameBorder(bb.Min, bb.Max, rounding)
else
window.DrawList:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), rounding)
end
end
-- Drag and Drop Source
-- NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.
-- if g.ActiveId == id and bit32.band(flags, ImGuiColorEditFlags.NoDragDrop) == 0 and ImGui.BeginDragDropSource() then
-- if bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0 then
-- ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, col_rgb, ImGuiCond.Once)
-- else
-- ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, col_rgb, ImGuiCond.Once)
-- end
-- ImGui.ColorButton(desc_id, col, flags)
-- ImGui.SameLine()
-- ImGui.TextEx("Color")
-- ImGui.EndDragDropSource()
-- end
-- Tooltip
if bit32.band(flags, ImGuiColorEditFlags.NoTooltip) == 0 and hovered and ImGui.IsItemHovered(ImGuiHoveredFlags.ForTooltip) then
ImGui.ColorTooltip(desc_id, col, bit32.band(flags, bit32.bor(ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.AlphaMask_)))
end
return pressed
end
--- @param text? string
--- @param col ImVec4
--- @param flags ImGuiColorEditFlags
function ImGui.ColorTooltip(text, col, flags)
local g = GImGui
if not ImGui.BeginTooltipEx(ImGuiTooltipFlags.OverridePrevious, ImGuiWindowFlags.None) then
return
end
local text_end = text and ImGui.FindRenderedTextEnd(text, nil) or 1
if text_end > 1 then
--- @cast text string
ImGui.TextEx(text, text_end)
ImGui.Separator()
end
local sz = ImVec2(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2)
local cf = ImVec4(col.x, col.y, col.z, (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 1.0 or col.w)
local cr = IM_F32_TO_INT8_SAT(col.x)
local cg = IM_F32_TO_INT8_SAT(col.y)
local cb = IM_F32_TO_INT8_SAT(col.z)
local ca = (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 255 or IM_F32_TO_INT8_SAT(col.w)
local flags_to_forward = bit32.bor(ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.AlphaMask_)
ImGui.ColorButton("##preview", cf, bit32.bor(bit32.band(flags, flags_to_forward), ImGuiColorEditFlags.NoTooltip), sz)
ImGui.SameLine()
if bit32.band(flags, ImGuiColorEditFlags.InputRGB) ~= 0 or bit32.band(flags, ImGuiColorEditFlags.InputMask_) == 0 then
if bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0 then
ImGui.Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col.x, col.y, col.z)
else
ImGui.Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col.x, col.y, col.z, col.w)
end
elseif bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then
if bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0 then
ImGui.Text("H: %.3f, S: %.3f, V: %.3f", col.x, col.y, col.z)
else
ImGui.Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col.x, col.y, col.z, col.w)
end
end
ImGui.EndTooltip()
end
--- @param col float[]
--- @param flags ImGuiColorEditFlags
function ImGui.ColorEditOptionsPopup(col, flags)
local allow_opt_inputs = bit32.band(flags, ImGuiColorEditFlags.DisplayMask_) == 0
local allow_opt_datatype = bit32.band(flags, ImGuiColorEditFlags.DataTypeMask_) == 0
if (not allow_opt_inputs and not allow_opt_datatype) or not ImGui.BeginPopup("context") then
return
end
local g = GImGui
ImGui.PushItemFlag(ImGuiItemFlags.NoMarkEdited, true)
local opts = g.IO.ConfigColorEditFlags
if allow_opt_inputs then
if ImGui.RadioButtonEx("RGB", bit32.band(opts, ImGuiColorEditFlags.DisplayRGB) ~= 0) then
opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DisplayMask_)), ImGuiColorEditFlags.DisplayRGB)
end
if ImGui.RadioButtonEx("HSV", bit32.band(opts, ImGuiColorEditFlags.DisplayHSV) ~= 0) then
opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DisplayMask_)), ImGuiColorEditFlags.DisplayHSV)
end
if ImGui.RadioButtonEx("Hex", bit32.band(opts, ImGuiColorEditFlags.DisplayHex) ~= 0) then
opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DisplayMask_)), ImGuiColorEditFlags.DisplayHex)
end
end
if allow_opt_datatype then
if allow_opt_inputs then ImGui.Separator() end
if ImGui.RadioButtonEx("0..255", bit32.band(opts, ImGuiColorEditFlags.Uint8) ~= 0) then
opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DataTypeMask_)), ImGuiColorEditFlags.Uint8)
end
if ImGui.RadioButtonEx("0.00..1.00", bit32.band(opts, ImGuiColorEditFlags.Float) ~= 0) then
opts = bit32.bor(bit32.band(opts, bit32.bnot(ImGuiColorEditFlags.DataTypeMask_)), ImGuiColorEditFlags.Float)
end
end
if allow_opt_inputs or allow_opt_datatype then
ImGui.Separator()
end
if ImGui.Button("Copy as..", ImVec2(-1, 0)) then
ImGui.OpenPopup("Copy")
end
if ImGui.BeginPopup("Copy") then
local cr = IM_F32_TO_INT8_SAT(col[1])
local cg = IM_F32_TO_INT8_SAT(col[2])
local cb = IM_F32_TO_INT8_SAT(col[3])
local ca = (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 255 or IM_F32_TO_INT8_SAT(col[4])
local buf1 = ImFormatString("(%.3ff, %.3ff, %.3ff, %.3ff)", col[1], col[2], col[3], (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0) and 1.0 or col[4])
if ImGui.Selectable(buf1) then
ImGui.SetClipboardText(buf1)
end
local buf2 = ImFormatString("(%d,%d,%d,%d)", cr, cg, cb, ca)
if ImGui.Selectable(buf2) then
ImGui.SetClipboardText(buf2)
end
local buf3 = ImFormatString("#%02X%02X%02X", cr, cg, cb)
if ImGui.Selectable(buf3) then
ImGui.SetClipboardText(buf3)
end
if bit32.band(flags, ImGuiColorEditFlags.NoAlpha) == 0 then
local buf4 = ImFormatString("#%02X%02X%02X%02X", cr, cg, cb, ca)
if ImGui.Selectable(buf4) then
ImGui.SetClipboardText(buf4)
end
end
ImGui.EndPopup()
end
g.IO.ConfigColorEditFlags = opts
ImGui.PopItemFlag()
ImGui.EndPopup()
end
--- @param ref_col float[]
--- @param flags ImGuiColorEditFlags
function ImGui.ColorPickerOptionsPopup(ref_col, flags)
local allow_opt_picker = bit32.band(flags, ImGuiColorEditFlags.PickerMask_) == 0
local allow_opt_alpha_bar = (bit32.band(flags, ImGuiColorEditFlags.NoAlpha) == 0) and (bit32.band(flags, ImGuiColorEditFlags.AlphaBar) == 0)
if (not allow_opt_picker and not allow_opt_alpha_bar) or not ImGui.BeginPopup("context") then
return
end
local g = GImGui
ImGui.PushItemFlag(ImGuiItemFlags.NoMarkEdited, true)
if allow_opt_picker then
local picker_size = ImVec2(g.FontSize * 8, ImMax(g.FontSize * 8 - (ImGui.GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0)) -- FIXME: Picker size copied from main picker function
ImGui.PushItemWidth(picker_size.x)
for picker_type = 0, 1 do
if picker_type > 0 then
ImGui.Separator()
end
ImGui.PushID(picker_type)
local picker_flags = bit32.bor(ImGuiColorEditFlags.NoInputs, ImGuiColorEditFlags.NoOptions, ImGuiColorEditFlags.NoLabel, ImGuiColorEditFlags.NoSidePreview, bit32.band(flags, ImGuiColorEditFlags.NoAlpha))
if picker_type == 0 then
picker_flags = bit32.bor(picker_flags, ImGuiColorEditFlags.PickerHueBar)
end
if picker_type == 1 then
picker_flags = bit32.bor(picker_flags, ImGuiColorEditFlags.PickerHueWheel)
end
local backup_pos = ImGui.GetCursorScreenPos()
-- By default, Selectable() is closing popup
if ImGui.Selectable("##selectable", false, 0, picker_size) then
g.IO.ConfigColorEditFlags = bit32.bor(bit32.band(g.IO.ConfigColorEditFlags, bit32.bnot(ImGuiColorEditFlags.PickerMask_)), bit32.band(picker_flags, ImGuiColorEditFlags.PickerMask_))
end
ImGui.SetCursorScreenPos(backup_pos)
local previewing_ref_col = ImVec4()
for i = 1, (bit32.band(picker_flags, ImGuiColorEditFlags.NoAlpha) ~= 0 and 3 or 4) do
previewing_ref_col[i] = ref_col[i]
end
ImGui.ColorPicker4("##previewing_picker", previewing_ref_col, picker_flags)
ImGui.PopID()
end
ImGui.PopItemWidth()
end
if allow_opt_alpha_bar then
if allow_opt_picker then
ImGui.Separator()
end
_, g.IO.ConfigColorEditFlags = ImGui.CheckboxFlags("Alpha Bar", g.IO.ConfigColorEditFlags, ImGuiColorEditFlags.AlphaBar)
end
ImGui.PopItemFlag()
ImGui.EndPopup()
end
----------------------------------------------------------------
-- [SECTION] TREES
----------------------------------------------------------------
-- 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, ImGuiNextItemDataFlags.HasRefVal)
g.NextItemData.RefVal = v
end
-- Overloads: TreeNode(label) / TreeNode(str_id, fmt, ...)
--- @param label string
@native
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, 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
--- @param storage_id ImGuiID
function ImGui.TreeNodeGetOpen(storage_id)
local g = GImGui
local storage = g.CurrentWindow.DC.StateStorage
return (storage[storage_id]) and true or false
end
--- @param storage_id ImGuiID
--- @param is_open bool
function ImGui.TreeNodeSetOpen(storage_id, is_open)
local g = GImGui
local storage = g.CurrentWindow.DC.StateStorage
storage[storage_id] = is_open
end
--- @param storage_id ImGuiID
--- @param flags ImGuiTreeNodeFlags
function ImGui.TreeNodeUpdateNextOpen(storage_id, flags)
if bit32.band(flags, ImGuiTreeNodeFlags.Leaf) ~= 0 then
return true
end
local g = GImGui
local window = g.CurrentWindow
local storage = window.DC.StateStorage
local is_open
if bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasOpen) ~= 0 then
if bit32.band(g.NextItemData.OpenCond, ImGuiCond.Always) ~= 0 then
is_open = g.NextItemData.OpenVal
ImGui.TreeNodeSetOpen(storage_id, is_open)
else
local stored_value = storage[storage_id]
if stored_value == nil then
is_open = g.NextItemData.OpenVal
ImGui.TreeNodeSetOpen(storage_id, is_open)
else
is_open = stored_value and true or false
end
end
else
is_open = (storage[storage_id] == nil) and (bit32.band(flags, ImGuiTreeNodeFlags.DefaultOpen) ~= 0) or storage[storage_id]
end
if g.LogEnabled and bit32.band(flags, ImGuiTreeNodeFlags.NoAutoOpenOnLog) == 0 and (window.DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand then
is_open = true
end
return is_open
end
--- @param flags ImGuiTreeNodeFlags
--- @param x1 float
local function TreeNodeStoreStackData(flags, x1)
local g = GImGui
local window = g.CurrentWindow
g.TreeNodeStack:resize(g.TreeNodeStack.Size + 1)
local tree_node_data = g.TreeNodeStack.Data[g.TreeNodeStack.Size]
tree_node_data.ID = g.LastItemData.ID
tree_node_data.TreeFlags = flags
tree_node_data.ItemFlags = g.LastItemData.ItemFlags
ImRect_Copy(tree_node_data.NavRect, g.LastItemData.NavRect)
local draw_lines = bit32.band(flags, bit32.bor(ImGuiTreeNodeFlags.DrawLinesFull, ImGuiTreeNodeFlags.DrawLinesToNodes)) ~= 0
tree_node_data.DrawLinesX1 = draw_lines and (x1 + g.FontSize * 0.5 + g.Style.FramePadding.x) or FLT_MAX
tree_node_data.DrawLinesTableColumn = (draw_lines and g.CurrentTable) and g.CurrentTable.CurrentColumn or -1
tree_node_data.DrawLinesToNodesY2 = -FLT_MAX
window.DC.TreeHasStackDataDepthMask = bit32.bor(window.DC.TreeHasStackDataDepthMask, bit32.lshift(1, window.DC.TreeDepth))
if bit32.band(flags, 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
@native
function ImGui.TreeNodeBehavior(id, flags, label, label_end)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
local style = g.Style
local display_frame = bit32.band(flags, ImGuiTreeNodeFlags.Framed) ~= 0
local use_frame_padding = display_frame or (bit32.band(flags, ImGuiTreeNodeFlags.FramePadding) ~= 0)
local padding
if use_frame_padding then
padding = style.FramePadding
else
padding = ImVec2(style.FramePadding.x, ImMin(window.DC.CurrLineTextBaseOffset, style.FramePadding.y))
end
if label_end == nil then
label_end = ImGui.FindRenderedTextEnd(label)
end
local label_size = ImGui.CalcTextSize(label, label_end, false)
local text_offset_x = g.FontSize + (display_frame and (padding.x * 3) or (padding.x * 2))
local text_offset_y = use_frame_padding and ImMax(style.FramePadding.y, window.DC.CurrLineTextBaseOffset) or window.DC.CurrLineTextBaseOffset
local text_width = g.FontSize + label_size.x + padding.x * 2
local frame_height = label_size.y + padding.y * 2
local span_all_columns = bit32.band(flags, ImGuiTreeNodeFlags.SpanAllColumns) ~= 0 and (g.CurrentTable ~= nil)
local span_all_columns_label = bit32.band(flags, ImGuiTreeNodeFlags.LabelSpanAllColumns) ~= 0 and (g.CurrentTable ~= nil)
local frame_bb = ImRect()
frame_bb.Min.x = span_all_columns and window.ParentWorkRect.Min.x or (bit32.band(flags, ImGuiTreeNodeFlags.SpanFullWidth) ~= 0 and window.WorkRect.Min.x or window.DC.CursorPos.x)
frame_bb.Min.y = window.DC.CursorPos.y + (text_offset_y - padding.y)
frame_bb.Max.x = span_all_columns and window.ParentWorkRect.Max.x or (bit32.band(flags, ImGuiTreeNodeFlags.SpanLabelWidth) ~= 0 and window.DC.CursorPos.x + text_width + padding.x or window.WorkRect.Max.x)
frame_bb.Max.y = window.DC.CursorPos.y + (text_offset_y - padding.y) + frame_height
if display_frame then
local outer_extend = IM_TRUNC(window.WindowPadding.x * 0.5)
frame_bb.Min.x = frame_bb.Min.x - outer_extend
frame_bb.Max.x = frame_bb.Max.x + outer_extend
end
local text_pos = ImVec2(window.DC.CursorPos.x + text_offset_x, window.DC.CursorPos.y + text_offset_y)
ImGui.ItemSize(ImVec2(text_width, frame_height), padding.y)
local interact_bb = ImRect()
ImRect_Copy(interact_bb, frame_bb)
if bit32.band(flags, bit32.bor(ImGuiTreeNodeFlags.Framed, ImGuiTreeNodeFlags.SpanAvailWidth, ImGuiTreeNodeFlags.SpanFullWidth, ImGuiTreeNodeFlags.SpanLabelWidth, ImGuiTreeNodeFlags.SpanAllColumns)) == 0 then
interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0 and (style.ItemSpacing.x * 2.0) or 0.0)
end
local storage_id = (bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasStorageID) ~= 0) and g.NextItemData.StorageId or id
local is_open = ImGui.TreeNodeUpdateNextOpen(storage_id, flags)
local is_visible
if span_all_columns or span_all_columns_label then
local backup_clip_rect_min_x = window.ClipRect.Min.x
local backup_clip_rect_max_x = window.ClipRect.Max.x
window.ClipRect.Min.x = window.ParentWorkRect.Min.x
window.ClipRect.Max.x = window.ParentWorkRect.Max.x
is_visible = ImGui.ItemAdd(interact_bb, id)
window.ClipRect.Min.x = backup_clip_rect_min_x
window.ClipRect.Max.x = backup_clip_rect_max_x
else
is_visible = ImGui.ItemAdd(interact_bb, id)
end
g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasDisplayRect)
ImRect_Copy(g.LastItemData.DisplayRect, frame_bb)
local store_tree_node_stack_data = false
if bit32.band(flags, ImGuiTreeNodeFlags.DrawLinesMask_) == 0 then
flags = bit32.bor(flags, g.Style.TreeLinesFlags)
end
local draw_tree_lines = (bit32.band(flags, bit32.bor(ImGuiTreeNodeFlags.DrawLinesFull, ImGuiTreeNodeFlags.DrawLinesToNodes)) ~= 0) and (frame_bb.Min.y < window.ClipRect.Max.y) and (g.Style.TreeLinesSize > 0.0)
if bit32.band(flags, ImGuiTreeNodeFlags.NoTreePushOnOpen) == 0 then
store_tree_node_stack_data = draw_tree_lines
if bit32.band(flags, ImGuiTreeNodeFlags.NavLeftJumpsToParent) ~= 0 and not g.NavIdIsAlive then
if g.NavMoveDir == ImGuiDir.Left and g.NavWindow == window and ImGui.NavMoveRequestButNoResultYet() then
store_tree_node_stack_data = true
end
end
end
local is_leaf = bit32.band(flags, ImGuiTreeNodeFlags.Leaf) ~= 0
if not is_visible then
if bit32.band(flags, ImGuiTreeNodeFlags.DrawLinesToNodes) ~= 0 and bit32.band(window.DC.TreeRecordsClippedNodesY2Mask, bit32.lshift(1, (window.DC.TreeDepth - 1))) ~= 0 then
local parent_data = g.TreeNodeStack.Data[g.TreeNodeStack.Size]
parent_data.DrawLinesToNodesY2 = ImMax(parent_data.DrawLinesToNodesY2, window.DC.CursorPos.y)
if frame_bb.Min.y >= window.ClipRect.Max.y then
window.DC.TreeRecordsClippedNodesY2Mask = bit32.band(window.DC.TreeRecordsClippedNodesY2Mask, bit32.bnot(bit32.lshift(1, (window.DC.TreeDepth - 1))))
end
end
if is_open and store_tree_node_stack_data then
TreeNodeStoreStackData(flags, text_pos.x - text_offset_x)
end
if is_open and bit32.band(flags, ImGuiTreeNodeFlags.NoTreePushOnOpen) == 0 then
ImGui.TreePushOverrideID(id)
end
-- IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0))
return is_open
end
if span_all_columns or span_all_columns_label then
ImGui.TablePushBackgroundChannel()
g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasClipRect)
ImRect_Copy(g.LastItemData.ClipRect, window.ClipRect)
end
local button_flags = ImGuiTreeNodeFlags.None
if bit32.band(flags, ImGuiTreeNodeFlags.AllowOverlap) ~= 0 or bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.AllowOverlap) ~= 0 then
button_flags = bit32.bor(button_flags, ImGuiButtonFlags.AllowOverlap)
end
if not is_leaf then
button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnDragDropHold)
end
local arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x
local arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0) + style.TouchExtraPadding.x
local is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 and g.IO.MousePos.x < arrow_hit_x2)
local is_multi_select = bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.IsMultiSelect) ~= 0
if is_multi_select then
flags = bit32.bor(flags, (bit32.band(flags, ImGuiTreeNodeFlags.OpenOnMask_) == 0) and bit32.bor(ImGuiTreeNodeFlags.OpenOnArrow, ImGuiTreeNodeFlags.OpenOnDoubleClick) or ImGuiTreeNodeFlags.OpenOnArrow)
end
if is_mouse_x_over_arrow then
button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClick)
elseif bit32.band(flags, ImGuiTreeNodeFlags.OpenOnDoubleClick) ~= 0 then
button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClickRelease, ImGuiButtonFlags.PressedOnDoubleClick)
else
button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClickRelease)
end
if bit32.band(flags, ImGuiTreeNodeFlags.NoNavFocus) ~= 0 then
button_flags = bit32.bor(button_flags, ImGuiButtonFlags.NoNavFocus)
end
local selected = bit32.band(flags, ImGuiTreeNodeFlags.Selected) ~= 0
local was_selected = selected
if is_multi_select then
selected, button_flags = ImGui.MultiSelectItemHeader(id, selected, button_flags)
if is_mouse_x_over_arrow then
button_flags = bit32.band(bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClick), bit32.bnot(ImGuiButtonFlags.PressedOnClickRelease))
end
else
if window ~= g.HoveredWindow or not is_mouse_x_over_arrow then
button_flags = bit32.bor(button_flags, ImGuiButtonFlags.NoKeyModsAllowed)
end
end
local pressed, hovered, held = ImGui.ButtonBehavior(interact_bb, id, button_flags)
local toggled = false
if not is_leaf then
if pressed and g.DragDropHoldJustPressedId ~= id then
if bit32.band(flags, ImGuiTreeNodeFlags.OpenOnMask_) == 0 or (g.NavActivateId == id and not is_multi_select) then
toggled = true
end
if bit32.band(flags, ImGuiTreeNodeFlags.OpenOnArrow) ~= 0 then
toggled = toggled or (is_mouse_x_over_arrow and not g.NavHighlightItemUnderNav)
end
if bit32.band(flags, ImGuiTreeNodeFlags.OpenOnDoubleClick) ~= 0 and g.IO.MouseClickedCount[0] == 2 then
toggled = true
end
elseif pressed and g.DragDropHoldJustPressedId == id then
IM_ASSERT(bit32.band(button_flags, ImGuiButtonFlags.PressedOnDragDropHold) ~= 0)
if not is_open then
toggled = true
else
pressed = false
end
end
if g.NavId == id and g.NavMoveDir == ImGuiDir.Left and is_open then
toggled = true
ImGui.NavClearPreferredPosForAxis(ImGuiAxis.X)
ImGui.NavMoveRequestCancel()
end
if g.NavId == id and g.NavMoveDir == ImGuiDir.Right and not is_open then
toggled = true
ImGui.NavClearPreferredPosForAxis(ImGuiAxis.X)
ImGui.NavMoveRequestCancel()
end
if toggled then
is_open = not is_open
window.DC.StateStorage[storage_id] = is_open
g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledOpen)
end
end
if is_multi_select then
local pressed_copy = pressed and not toggled
selected, pressed_copy = ImGui.MultiSelectItemFooter(id, selected, pressed_copy)
if pressed then
ImGui.SetNavID(id, window.DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb)
end
end
if selected ~= was_selected then
g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledSelection)
end
-- Render
do
local text_col = ImGui.GetColorU32(ImGuiCol.Text)
local nav_render_cursor_flags = ImGuiNavRenderCursorFlags.Compact
if is_multi_select then
nav_render_cursor_flags = bit32.bor(nav_render_cursor_flags, ImGuiNavRenderCursorFlags.AlwaysDraw)
end
if display_frame then
local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.HeaderActive or (hovered and ImGuiCol.HeaderHovered or ImGuiCol.Header))
ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding)
ImGui.RenderNavCursor(frame_bb, id, nav_render_cursor_flags)
if span_all_columns and not span_all_columns_label then
ImGui.TablePopBackgroundChannel()
end
if bit32.band(flags, ImGuiTreeNodeFlags.Bullet) ~= 0 then
ImGui.RenderBullet(window.DrawList, ImVec2(text_pos.x - text_offset_x * 0.60, text_pos.y + g.FontSize * 0.5), text_col)
elseif not is_leaf then
ImGui.RenderArrow(window.DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open and ((bit32.band(flags, ImGuiTreeNodeFlags.UpsideDownArrow) ~= 0) and ImGuiDir.Up or ImGuiDir.Down) or ImGuiDir.Right, 1.0)
else
text_pos.x = text_pos.x - (text_offset_x - padding.x)
end
if bit32.band(flags, ImGuiTreeNodeFlags.ClipLabelForTrailingButton) ~= 0 then
frame_bb.Max.x = frame_bb.Max.x - (g.FontSize + style.FramePadding.x)
end
-- if g.LogEnabled then
-- ImGui.LogSetNextTextDecoration("###", "###")
-- end
else
if hovered or selected then
local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.HeaderActive or (hovered and ImGuiCol.HeaderHovered or ImGuiCol.Header))
ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false, 0.0)
end
ImGui.RenderNavCursor(frame_bb, id, nav_render_cursor_flags, 0.0)
if span_all_columns and not span_all_columns_label then
ImGui.TablePopBackgroundChannel()
end
if bit32.band(flags, ImGuiTreeNodeFlags.Bullet) ~= 0 then
ImGui.RenderBullet(window.DrawList, ImVec2(text_pos.x - text_offset_x * 0.5, text_pos.y + g.FontSize * 0.5), text_col)
elseif not is_leaf then
ImGui.RenderArrow(window.DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15), text_col, is_open and ((bit32.band(flags, ImGuiTreeNodeFlags.UpsideDownArrow) ~= 0) and ImGuiDir.Up or ImGuiDir.Down) or ImGuiDir.Right, 0.70)
end
-- if g.LogEnabled then
-- ImGui.LogSetNextTextDecoration(">", nil)
-- end
end
if draw_tree_lines then
ImGui.TreeNodeDrawLineToChildNode(ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.5))
end
if display_frame then
ImGui.RenderTextClipped(text_pos, frame_bb.Max, label, label_end, label_size)
else
ImGui.RenderText(text_pos, label, 1, label_end, false)
end
if span_all_columns_label then
ImGui.TablePopBackgroundChannel()
end
end
if is_open and store_tree_node_stack_data then
TreeNodeStoreStackData(flags, text_pos.x - text_offset_x)
end
if is_open and bit32.band(flags, ImGuiTreeNodeFlags.NoTreePushOnOpen) == 0 then
ImGui.TreePushOverrideID(id)
end
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
return is_open
end
--- @param target_pos ImVec2
function ImGui.TreeNodeDrawLineToChildNode(target_pos)
local g = GImGui
local window = g.CurrentWindow
if window.DC.TreeDepth == 0 or bit32.band(window.DC.TreeHasStackDataDepthMask, bit32.lshift(1, window.DC.TreeDepth - 1)) == 0 then
return
end
local parent_data = g.TreeNodeStack.Data[g.TreeNodeStack.Size]
local x1 = ImTrunc(parent_data.DrawLinesX1)
local x2 = ImTrunc(target_pos.x - g.Style.ItemInnerSpacing.x)
local y = ImTrunc(target_pos.y)
local rounding = (g.Style.TreeLinesRounding > 0.0) and ImMin(x2 - x1, g.Style.TreeLinesRounding) or 0.0
parent_data.DrawLinesToNodesY2 = ImMax(parent_data.DrawLinesToNodesY2, y - rounding)
if x1 >= x2 then
return
end
if rounding > 0.0 then
x1 = x1 + 0.5 + rounding
window.DrawList:PathArcToFast(ImVec2(x1, y - rounding), rounding, 6, 3)
if x1 < x2 then
window.DrawList:PathLineTo(ImVec2(x2, y))
end
window.DrawList:PathStroke(ImGui.GetColorU32(ImGuiCol.TreeLines), g.Style.TreeLinesSize)
else
window.DrawList:AddLineH(x1, x2, y, ImGui.GetColorU32(ImGuiCol.TreeLines), g.Style.TreeLinesSize)
end
end
--- @param 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, 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
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
if data.DrawLinesTableColumn ~= -1 then
ImGui.TablePushColumnChannel(data.DrawLinesTableColumn)
end
window.DrawList:AddLine(ImVec2(x, y1), ImVec2(x, y2), ImGui.GetColorU32(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]
IM_ASSERT(data.ID == window.IDStack:back())
if bit32.band(data.TreeFlags, ImGuiTreeNodeFlags.NavLeftJumpsToParent) ~= 0 then
if g.NavIdIsAlive and g.NavMoveDir == ImGuiDir.Left and g.NavWindow == window and ImGui.NavMoveRequestButNoResultYet() then
ImGui.NavMoveRequestResolveWithPastTreeNode(g.NavMoveResultLocal, data)
end
end
if data.DrawLinesX1 ~= FLT_MAX and window.DC.CursorPos.y >= window.ClipRect.Min.y then
ImGui.TreeNodeDrawLineToTreePop(data)
end
g.TreeNodeStack:pop_back()
window.DC.TreeHasStackDataDepthMask = bit32.band(window.DC.TreeHasStackDataDepthMask, bit32.bnot(tree_depth_mask))
window.DC.TreeRecordsClippedNodesY2Mask = bit32.band(window.DC.TreeRecordsClippedNodesY2Mask, bit32.bnot(tree_depth_mask))
end
IM_ASSERT(window.IDStack.Size > 1)
ImGui.PopID()
end
--- @param is_open bool
--- @param cond? ImGuiCond
function ImGui.SetNextItemOpen(is_open, cond)
if cond == nil then cond = 0 end
local g = GImGui
if g.CurrentWindow.SkipItems then
return
end
g.NextItemData.HasFlags = bit32.bor(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasOpen)
g.NextItemData.OpenVal = is_open
g.NextItemData.OpenCond = (cond ~= 0) and cond or 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
--- @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, ImGuiNextItemDataFlags.HasStorageID)
g.NextItemData.StorageId = storage_id
end
-- Overloads: CollapsingHeader(label, flags?) -> is_open
-- CollapsingHeader(label, p_visible: bool, flags?) -> is_open, p_visible
--- @param label string
@native
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, ImGuiTreeNodeFlags.CollapsingHeader)
if p_visible ~= nil then
flags = bit32.bor(flags, ImGuiTreeNodeFlags.AllowOverlap, ImGuiTreeNodeFlags.ClipLabelForTrailingButton)
end
local is_open = ImGui.TreeNodeBehavior(id, flags, label)
if p_visible ~= nil then
-- Create a small overlapping close button
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] 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`
@native
function ImGui.Selectable(label, selected, flags, size_arg)
if selected == nil then selected = false end
if flags == nil then flags = 0 end
if size_arg == nil then size_arg = ImVec2(0, 0) end
local window = ImGui.GetCurrentWindow()
if (window.SkipItems) then
return false, selected
end
local g = GImGui
local style = g.Style
local id = window:GetID(label)
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local size = ImVec2((size_arg.x ~= 0.0) and size_arg.x or label_size.x, (size_arg.y ~= 0.0) and size_arg.y or label_size.y)
local pos = ImVec2()
ImVec2_Copy(pos, window.DC.CursorPos)
pos.y = pos.y + window.DC.CurrLineTextBaseOffset
ImGui.ItemSize(size, 0.0)
-- Fill horizontal space
-- We don't support (size < 0.0) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets.
local span_all_columns = bit32.band(flags, ImGuiSelectableFlags.SpanAllColumns) ~= 0
local min_x = span_all_columns and window.ParentWorkRect.Min.x or pos.x
local max_x = span_all_columns and window.ParentWorkRect.Max.x or window.WorkRect.Max.x
if size_arg.x == 0.0 or bit32.band(flags, ImGuiSelectableFlags.SpanAvailWidth) ~= 0 then
size.x = ImMax(label_size.x, max_x - min_x)
end
-- Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable.
-- FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos.
local bb = ImRect(min_x, pos.y, min_x + size.x, pos.y + size.y)
if bit32.band(flags, ImGuiSelectableFlags.NoPadWithHalfSpacing) == 0 then
local spacing_x = span_all_columns and 0.0 or style.ItemSpacing.x
local spacing_y = style.ItemSpacing.y
local spacing_L = IM_TRUNC(spacing_x * 0.50)
local spacing_U = IM_TRUNC(spacing_y * 0.50)
bb.Min.x = bb.Min.x - spacing_L
bb.Min.y = bb.Min.y - spacing_U
bb.Max.x = bb.Max.x + (spacing_x - spacing_L)
bb.Max.y = bb.Max.y + (spacing_y - spacing_U)
end
local disabled_item = bit32.band(flags, ImGuiSelectableFlags.Disabled) ~= 0
local extra_item_flags = disabled_item and ImGuiItemFlags.Disabled or ImGuiItemFlags.None
local is_visible
if span_all_columns then
-- Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
local backup_clip_rect_min_x = window.ClipRect.Min.x
local backup_clip_rect_max_x = window.ClipRect.Max.x
window.ClipRect.Min.x = window.ParentWorkRect.Min.x
window.ClipRect.Max.x = window.ParentWorkRect.Max.x
is_visible = ImGui.ItemAdd(bb, id, nil, extra_item_flags)
window.ClipRect.Min.x = backup_clip_rect_min_x
window.ClipRect.Max.x = backup_clip_rect_max_x
else
is_visible = ImGui.ItemAdd(bb, id, nil, extra_item_flags)
end
local is_multi_select = bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.IsMultiSelect) ~= 0
if not is_visible then
if not is_multi_select or not g.BoxSelectState.UnclipMode or not g.BoxSelectState.UnclipRect:Overlaps(bb) then
-- Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd)
return false, selected
end
end
local disabled_global = bit32.band(g.CurrentItemFlags, ImGuiItemFlags.Disabled) ~= 0
if disabled_item and not disabled_global then
-- Only testing this as an optimization
ImGui.BeginDisabled()
end
-- FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,
-- which would be advantageous since most selectable are not selected.
if span_all_columns then
if g.CurrentTable then
ImGui.TablePushBackgroundChannel()
elseif window.DC.CurrentColumns then
ImGui.PushColumnsBackground()
end
g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasClipRect)
ImRect_Copy(g.LastItemData.ClipRect, window.ClipRect)
end
-- We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
local button_flags = 0
if bit32.band(flags, ImGuiSelectableFlags.NoHoldingActiveID) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.NoHoldingActiveId) end
if bit32.band(flags, ImGuiSelectableFlags.NoSetKeyOwner) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.NoSetKeyOwner) end
if bit32.band(flags, ImGuiSelectableFlags.SelectOnClick) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClick) end
if bit32.band(flags, ImGuiSelectableFlags.SelectOnRelease) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnRelease) end
if bit32.band(flags, ImGuiSelectableFlags.AllowDoubleClick) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClickRelease, ImGuiButtonFlags.PressedOnDoubleClick) end
if bit32.band(flags, ImGuiSelectableFlags.AllowOverlap) ~= 0 or bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.AllowOverlap) ~= 0 then button_flags = bit32.bor(button_flags, ImGuiButtonFlags.AllowOverlap) end
-- Multi-selection support (header)
local was_selected = selected
if is_multi_select then
-- Handle multi-select + alter button flags for it
-- TODO: selected, button_flags = ImGui.MultiSelectItemHeader(id, selected, button_flags)
end
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, button_flags)
local auto_selected = false
-- Multi-selection support (footer)
if is_multi_select then
-- TODO: selected, pressed = ImGui.MultiSelectItemFooter(id, selected, pressed)
else
-- Auto-select when moved into
-- - This will be more fully fleshed in the range-select branch
-- - This is not exposed as it won't nicely work with some user side handling of shift/control
-- - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons
-- - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())
-- - (2) usage will fail with clipped items
-- The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.
if bit32.band(flags, ImGuiSelectableFlags.SelectOnNav) ~= 0 and g.NavJustMovedToId ~= 0 and g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId then
if g.NavJustMovedToId == id and bit32.band(g.NavJustMovedToKeyMods, ImGuiMod_Ctrl) == 0 then
selected = true
pressed = true
auto_selected = true
end
end
end
-- Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad
if pressed or (hovered and bit32.band(flags, ImGuiSelectableFlags.SetNavIdOnHover) ~= 0) then
if not g.NavHighlightItemUnderNav and g.NavWindow == window and g.NavLayer == window.DC.NavLayerCurrent then
ImGui.SetNavID(id, window.DC.NavLayerCurrent, g.CurrentFocusScopeId, ImGui.WindowRectAbsToRel(window, bb)) -- (bb == NavRect)
if g.IO.ConfigNavCursorVisibleAuto then
g.NavCursorVisible = false
end
end
end
if pressed then
ImGui.MarkItemEdited(id)
end
if selected ~= was_selected then
g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledSelection)
end
if g.ActiveId == id and g.ActiveIdIsJustActivated then
g.ActiveIdWasSelected = was_selected
g.ActiveIdWasSoleSelected = was_selected and (not is_multi_select or g.CurrentMultiSelect.IsSoleOrUnknownSelectionSize)
end
-- Render
if is_visible then
local highlighted = hovered or (bit32.band(flags, ImGuiSelectableFlags.Highlight) ~= 0)
if highlighted or selected then
-- Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106)
local col
if held and highlighted then
col = ImGui.GetColorU32(ImGuiCol.HeaderActive)
elseif highlighted then
col = ImGui.GetColorU32(ImGuiCol.HeaderHovered)
else
col = ImGui.GetColorU32(ImGuiCol.Header)
end
ImGui.RenderFrame(bb.Min, bb.Max, col, false, style.SelectableRounding)
end
if g.NavId == id then
local nav_render_cursor_flags = ImGuiNavRenderCursorFlags.Compact
if is_multi_select then
nav_render_cursor_flags = bit32.bor(nav_render_cursor_flags, ImGuiNavRenderCursorFlags.AlwaysDraw) -- Always show the nav rectangle
end
ImGui.RenderNavCursor(bb, id, nav_render_cursor_flags, style.SelectableRounding)
end
end
if span_all_columns then
if g.CurrentTable then
ImGui.TablePopBackgroundChannel()
elseif window.DC.CurrentColumns then
ImGui.PopColumnsBackground()
end
end
-- Text stays at the submission position. Alignment/clipping extents ignore SpanAllColumns.
if is_visible then
ImGui.RenderTextClipped(pos, ImVec2(ImMin(pos.x + size.x, window.WorkRect.Max.x), pos.y + size.y), label, label_end, label_size, style.SelectableTextAlign, bb)
end
-- Automatically close popups
if pressed and not auto_selected and bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 and bit32.band(flags, ImGuiSelectableFlags.NoAutoClosePopups) == 0 and bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.AutoClosePopups) ~= 0 then
ImGui.CloseCurrentPopup()
end
if disabled_item and not disabled_global then
ImGui.EndDisabled()
end
-- Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve
-- selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect().
return pressed, selected
end
----------------------------------------------------------------
-- [SECTION] LISTBOX
----------------------------------------------------------------
--- @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)
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()
return false
end
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(), ImGuiChildFlags.FrameStyle)
return true
end
function ImGui.EndListBox()
local g = GImGui
local window = g.CurrentWindow
IM_ASSERT(bit32.band(window.Flags, ImGuiWindowFlags.ChildWindow) ~= 0, "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?")
ImGui.EndChild()
ImGui.EndGroup()
end
-- 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
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
local value_changed = false
local clipper = ImGuiListClipper()
clipper:Begin(items_count, ImGui.GetTextLineHeightWithSpacing())
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] BASIC PLOTTING
----------------------------------------------------------------
--- @param plot_type ImGuiPlotType
--- @param label string
--- @param values_getter fun(data?: table, idx: int): float
--- @param data? table # 1-based table
--- @param values_count int
--- @param values_offset int
--- @param overlay_text? string
--- @param scale_min float
--- @param scale_max float
--- @param size_arg ImVec2
--- @return int
function ImGui.PlotEx(plot_type, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, size_arg)
local g = GImGui
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return -1
end
local style = g.Style
local id = window:GetID(label)
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local frame_size = ImGui.CalcItemSize(size_arg, ImGui.CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0)
local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + frame_size)
local inner_bb = ImRect(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding)
local total_bb = ImRect(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0 and style.ItemInnerSpacing.x + label_size.x or 0.0, 0))
ImGui.ItemSize(total_bb, style.FramePadding.y)
if not ImGui.ItemAdd(total_bb, id, frame_bb, ImGuiItemFlags.NoNav) then
return -1
end
local _, hovered, _ = ImGui.ButtonBehavior(frame_bb, id)
if scale_min == FLT_MAX or scale_max == FLT_MAX then
local v_min = FLT_MAX
local v_max = -FLT_MAX
for i = 1, values_count do
local v = values_getter(data, i) -- NaN isn't checked here
v_min = ImMin(v_min, v)
v_max = ImMax(v_max, v)
end
if scale_min == FLT_MAX then
scale_min = v_min
end
if scale_max == FLT_MAX then
scale_max = v_max
end
end
ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), true, style.FrameRounding)
local values_count_min = (plot_type == ImGuiPlotType.Lines) and 2 or 1
local idx_hovered = -1
if values_count >= values_count_min then
local res_w = ImMin(math.floor(frame_size.x), values_count) + ((plot_type == ImGuiPlotType.Lines) and -1 or 0)
local item_count = values_count + ((plot_type == ImGuiPlotType.Lines) and -1 or 0)
if hovered and inner_bb:Contains(g.IO.MousePos) then
local t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0, 0.999)
local v_idx = math.floor(t * item_count) + 1
IM_ASSERT(v_idx >= 1 and v_idx <= values_count)
local v0 = values_getter(data, (v_idx - 1 + values_offset) % values_count + 1)
local v1 = values_getter(data, (v_idx - 1 + 1 + values_offset) % values_count + 1)
if plot_type == ImGuiPlotType.Lines then
ImGui.SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1)
elseif plot_type == ImGuiPlotType.Histogram then
ImGui.SetTooltip("%d: %8.4g", v_idx, v0)
end
idx_hovered = v_idx
end
local t_step = 1.0 / res_w
local inv_scale = (scale_min == scale_max) and 0.0 or (1.0 / (scale_max - scale_min))
local v0 = values_getter(data, (0 + values_offset) % values_count + 1)
local t0 = 0.0
local tp0 = ImVec2(t0, 1.0 - ImSaturate((v0 - scale_min) * inv_scale))
local histogram_zero_line_t = (scale_min * scale_max < 0.0) and (1 + scale_min * inv_scale) or (scale_min < 0.0 and 0.0 or 1.0)
local col_base = ImGui.GetColorU32((plot_type == ImGuiPlotType.Lines) and ImGuiCol.PlotLines or ImGuiCol.PlotHistogram)
local col_hovered = ImGui.GetColorU32((plot_type == ImGuiPlotType.Lines) and ImGuiCol.PlotLinesHovered or ImGuiCol.PlotHistogramHovered)
for _ = 0, res_w - 1 do
local t1 = t0 + t_step
local v1_idx = math.floor(t0 * item_count + 0.5) + 1
IM_ASSERT(v1_idx >= 1 and v1_idx <= values_count)
local v1 = values_getter(data, (v1_idx - 1 + values_offset + 1) % values_count + 1)
local tp1 = ImVec2(t1, 1.0 - ImSaturate((v1 - scale_min) * inv_scale))
local pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0)
local pos1
if plot_type == ImGuiPlotType.Lines then
pos1 = ImLerp(inner_bb.Min, inner_bb.Max, tp1)
else
pos1 = ImLerp(inner_bb.Min, inner_bb.Max, ImVec2(tp1.x, histogram_zero_line_t))
end
if plot_type == ImGuiPlotType.Lines then
window.DrawList:AddLine(pos0, pos1, idx_hovered == v1_idx and col_hovered or col_base)
elseif plot_type == ImGuiPlotType.Histogram then
if pos1.x >= pos0.x + 2.0 then
pos1.x = pos1.x - 1.0
end
window.DrawList:AddRectFilled(pos0, pos1, idx_hovered == v1_idx and col_hovered or col_base)
end
t0 = t1
tp0 = tp1
end
end
if overlay_text then
ImGui.RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, nil, nil, ImVec2(0.5, 0.0))
end
if label_size.x > 0.0 then
ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label, 1, label_end, false)
end
return idx_hovered
end
--- @class ImGuiPlotArrayGetterData
--- @field Values float[]
--- @field Stride int
--- @param values float[]
--- @param stride int
--- @return ImGuiPlotArrayGetterData
--- @nodiscard
function ImGuiPlotArrayGetterData(values, stride)
return {
Values = values,
Stride = stride
}
end
--- @param data ImGuiPlotArrayGetterData
--- @param idx int
--- @return float
--- @package
local function Plot_ArrayGetter(data, idx)
return data.Values[idx * data.Stride]
end
--- @param label string
--- @param values_or_getter table|fun(data:table, i:int) # 1-based table or a function
--- @param data? table # 1-based table
--- @param values_count int
--- @param values_offset? int # Defaults to 0
--- @param overlay_text? string
--- @param scale_min? float # Defaults to FLT_MAX
--- @param scale_max? float # Defaults to FLT_MAX
--- @param graph_size? ImVec2 # Defaults to ImVec2(0, 0)
--- @param stride? int # Defaults to 1
function ImGui.PlotLines(label, values_or_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size, stride)
if values_offset == nil then values_offset = 0 end
if scale_min == nil then scale_min = FLT_MAX end
if scale_max == nil then scale_max = FLT_MAX end
if graph_size == nil then graph_size = ImVec2(0, 0) end
if stride == nil then stride = 1 end
if type(values_or_getter) == "function" then
ImGui.PlotEx(ImGuiPlotType.Lines, label, values_or_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size)
else
data = ImGuiPlotArrayGetterData(values_or_getter, stride)
ImGui.PlotEx(ImGuiPlotType.Lines, label, Plot_ArrayGetter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size)
end
end
--- @param label string
--- @param values_or_getter table|fun(data:table, i:int) # 1-based table or a function
--- @param data? table # 1-based table
--- @param values_count int
--- @param values_offset? int # Defaults to 0
--- @param overlay_text? string
--- @param scale_min? float # Defaults to FLT_MAX
--- @param scale_max? float # Defaults to FLT_MAX
--- @param graph_size? ImVec2 # Defaults to ImVec2(0, 0)
--- @param stride? int # Defaults to 1
function ImGui.PlotHistogram(label, values_or_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size, stride)
if values_offset == nil then values_offset = 0 end
if scale_min == nil then scale_min = FLT_MAX end
if scale_max == nil then scale_max = FLT_MAX end
if graph_size == nil then graph_size = ImVec2(0, 0) end
if stride == nil then stride = 1 end
if type(values_or_getter) == "function" then
ImGui.PlotEx(ImGuiPlotType.Histogram, label, values_or_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size)
else
data = ImGuiPlotArrayGetterData(values_or_getter, stride)
ImGui.PlotEx(ImGuiPlotType.Histogram, label, Plot_ArrayGetter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size)
end
end
----------------------------------------------------------------
-- [SECTION] MENU RELATED
----------------------------------------------------------------
--- @param spacing float
--- @param window_reappearing bool
function MT.ImGuiMenuColumns:Update(spacing, window_reappearing)
if window_reappearing then
for i = 1, #self.Widths do self.Widths[i] = 0 end
end
self.Spacing = spacing
self:CalcNextTotalWidth(true)
for i = 1, #self.Widths do self.Widths[i] = 0 end
self.TotalWidth = self.NextTotalWidth
self.NextTotalWidth = 0
end
--- @param update_offsets bool
function MT.ImGuiMenuColumns:CalcNextTotalWidth(update_offsets)
local offset = 0
local want_spacing = false
for i = 1, #self.Widths do
local width = self.Widths[i]
if want_spacing and width > 0 then
offset = offset + self.Spacing
end
want_spacing = want_spacing or (width > 0)
if update_offsets then
if i == 2 then self.OffsetLabel = offset end
if i == 3 then self.OffsetShortcut = offset end
if i == 4 then self.OffsetMark = offset end
end
offset = offset + width
end
self.NextTotalWidth = offset
end
--- @param w_icon float
--- @param w_label float
--- @param w_shortcut float
--- @param w_mark float
function MT.ImGuiMenuColumns:DeclColumns(w_icon, w_label, w_shortcut, w_mark)
self.Widths[1] = ImMax(self.Widths[1], (ImU16)(w_icon))
self.Widths[2] = ImMax(self.Widths[2], (ImU16)(w_label))
self.Widths[3] = ImMax(self.Widths[3], (ImU16)(w_shortcut))
self.Widths[4] = ImMax(self.Widths[4], (ImU16)(w_mark))
self:CalcNextTotalWidth(false)
return ImMax(self.TotalWidth, self.NextTotalWidth)
end
-- FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..
-- Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer.
-- Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags.MenuBar will become unnecessary.
-- Then later the same system could be used for multiple menu-bars, scrollbars, side-bars.
function ImGui.BeginMenuBar()
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
if bit32.band(window.Flags, ImGuiWindowFlags.MenuBar) == 0 then
return false
end
IM_ASSERT(not window.DC.MenuBarAppending)
ImGui.BeginGroup() -- FIXME: Misleading to use a group for that backup/restore
ImGui.PushID("##MenuBar")
-- We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
-- We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
local border_top = ImMax(IM_ROUND(window.WindowBorderSize * 0.5 - window.TitleBarHeight), 0.0)
local border_half = IM_ROUND(window.WindowBorderSize * 0.5)
local bar_rect = window:MenuBarRect()
local clip_rect = ImRect(ImFloor(bar_rect.Min.x + border_half), ImFloor(bar_rect.Min.y + border_top), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window.WindowRounding, border_half))), ImFloor(bar_rect.Max.y))
clip_rect:ClipWith(window.OuterRectClipped)
ImGui.PushClipRect(clip_rect.Min, clip_rect.Max, false)
-- We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags)
ImVec2_Copy(window.DC.CursorPos, ImVec2(bar_rect.Min.x + window.DC.MenuBarOffset.x, bar_rect.Min.y + window.DC.MenuBarOffset.y))
ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorPos)
window.DC.LayoutType = ImGuiLayoutType.Horizontal
window.DC.IsSameLine = false
window.DC.NavLayerCurrent = ImGuiNavLayer.Menu
window.DC.MenuBarAppending = true
ImGui.AlignTextToFramePadding()
return true
end
function ImGui.EndMenuBar()
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
IM_ASSERT(bit32.band(window.Flags, ImGuiWindowFlags.MenuBar) ~= 0)
IM_ASSERT(window.DC.MenuBarAppending)
-- Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings
if ImGui.NavMoveRequestButNoResultYet() and (g.NavMoveDir == ImGuiDir.Left or g.NavMoveDir == ImGuiDir.Right) and bit32.band(g.NavWindow.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then
local nav_earliest_child = g.NavWindow
while nav_earliest_child.ParentWindow and bit32.band(nav_earliest_child.ParentWindow.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 do
nav_earliest_child = nav_earliest_child.ParentWindow
end
if nav_earliest_child.ParentWindow == window and nav_earliest_child.DC.ParentLayoutType == ImGuiLayoutType.Horizontal and bit32.band(g.NavMoveFlags, ImGuiNavMoveFlags.Forwarded) == 0 then
local layer = ImGuiNavLayer.Menu
IM_ASSERT(bit32.band(window.DC.NavLayersActiveMaskNext, bit32.lshift(1, layer)) ~= 0)
ImGui.FocusWindow(window)
ImGui.SetNavID(window.NavLastIds[layer], layer, 0, window.NavRectRel[layer])
if g.NavCursorVisible then
g.NavCursorVisible = false
g.NavCursorHideFrames = 2
end
g.NavHighlightItemUnderNav = true
g.NavMousePosDirty = true
ImGui.NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags)
end
else
ImGui.NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags.WrapX)
end
ImGui.PopClipRect()
ImGui.PopID()
window.DC.MenuBarOffset.x = window.DC.CursorPos.x - window.Pos.x -- Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos
-- FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here
local group_data = g.GroupStack:back()
group_data.EmitItem = false
local restore_cursor_max_pos = ImVec2()
ImVec2_Copy(restore_cursor_max_pos, group_data.BackupCursorMaxPos)
window.DC.IdealMaxPos.x = ImMax(window.DC.IdealMaxPos.x, window.DC.CursorMaxPos.x - window.Scroll.x) -- Convert ideal extents for scrolling layer equivalent
ImGui.EndGroup() -- Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore
window.DC.LayoutType = ImGuiLayoutType.Vertical
window.DC.IsSameLine = false
window.DC.NavLayerCurrent = ImGuiNavLayer.Main
window.DC.MenuBarAppending = false
ImVec2_Copy(window.DC.CursorMaxPos, restore_cursor_max_pos)
end
-- Important: calling order matters!
--- @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)
IM_ASSERT(dir ~= 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
local avail_rect = viewport:GetBuildWorkRect()
local axis = (dir == ImGuiDir.Up or dir == ImGuiDir.Down) and ImGuiAxis.Y or ImGuiAxis.X
local pos = ImVec2(avail_rect.Min.x, avail_rect.Min.y)
if dir == ImGuiDir.Right or dir == 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)
if dir == ImGuiDir.Up or dir == ImGuiDir.Left then
viewport.BuildWorkInsetMin[axis] = viewport.BuildWorkInsetMin[axis] + axis_size
elseif dir == ImGuiDir.Down or dir == ImGuiDir.Right then
viewport.BuildWorkInsetMax[axis] = viewport.BuildWorkInsetMax[axis] + axis_size
end
end
window_flags = bit32.bor(window_flags or 0, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoResize, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoDocking)
ImGui.SetNextWindowViewport(viewport.ID)
ImGui.PushStyleVar(ImGuiStyleVar.WindowRounding, 0.0)
ImGui.PushStyleVar(ImGuiStyleVar.WindowMinSize, ImVec2(0, 0))
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()
ImGui.SetCurrentViewport(nil, viewport)
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0))
local window_flags = bit32.bor(ImGuiWindowFlags.NoScrollbar, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.MenuBar)
local height = ImGui.GetFrameHeight()
local is_open = ImGui.BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir.Up, height, window_flags)
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0, 0.0)
if not is_open then
ImGui.End()
return false
end
g.CurrentWindow.Flags = bit32.band(g.CurrentWindow.Flags, bit32.bnot(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!")
ImGui.EndMenuBar()
g.CurrentWindow.Flags = bit32.bor(g.CurrentWindow.Flags, ImGuiWindowFlags.NoSavedSettings)
if g.CurrentWindow == g.NavWindow and g.NavLayer == ImGuiNavLayer.Main and not g.NavAnyRequest and g.ActiveId == 0 then
ImGui.FocusTopMostWindowUnderOne(g.NavWindow, nil, nil, bit32.bor(ImGuiFocusRequestFlags.UnlessBelowModal, 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, ImGuiWindowFlags.ChildMenu) ~= 0) then
return false
end
local upper_popup = g.OpenPopupStack.Data[g.BeginPopupStack.Size + 1]
if window.DC.NavLayerCurrent ~= upper_popup.ParentNavLayer then
return false
end
return upper_popup.Window and (bit32.band(upper_popup.Window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0) and ImGui.IsWindowChildOf(upper_popup.Window, window, true, false)
end
--- @param label string
--- @param icon? string
--- @param enabled bool
function ImGui.BeginMenuEx(label, icon, enabled)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
local style = g.Style
local id = window:GetID(label)
local menu_is_open = ImGui.IsPopupOpen(id, ImGuiPopupFlags.None)
local window_flags = bit32.bor(ImGuiWindowFlags.ChildMenu, ImGuiWindowFlags.AlwaysAutoResize, ImGuiWindowFlags.NoMove, ImGuiWindowFlags.NoTitleBar, ImGuiWindowFlags.NoSavedSettings, ImGuiWindowFlags.NoNavFocus)
if bit32.band(window.Flags, ImGuiWindowFlags.ChildMenu) ~= 0 then
window_flags = bit32.bor(window_flags, ImGuiWindowFlags.ChildWindow)
end
if g.MenusIdSubmittedThisFrame:contains(id) then
if menu_is_open then
menu_is_open = ImGui.BeginPopupMenuEx(id, label, window_flags)
else
g.NextWindowData:ClearFlags()
end
return menu_is_open
end
g.MenusIdSubmittedThisFrame:push_back(id)
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local menuset_is_open = IsRootOfOpenMenuSet()
if menuset_is_open then
g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.NoWindowHoverableCheck)
end
local popup_pos
local pos = ImVec2()
ImVec2_Copy(pos, window.DC.CursorPos)
ImGui.PushID(label)
if not enabled then
ImGui.BeginDisabled()
end
local pressed
local backup_rounding = style.SelectableRounding
style.SelectableRounding = style.MenuItemRounding
local selectable_flags = bit32.bor(ImGuiSelectableFlags.SelectOnClick, ImGuiSelectableFlags.NoAutoClosePopups)
local offsets = window.DC.MenuColumns
if window.DC.LayoutType == ImGuiLayoutType.Horizontal then
window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * 0.5)
ImGui.PushStyleVarX(ImGuiStyleVar.ItemSpacing, style.ItemSpacing.x * 2.0)
local text_pos = ImVec2(window.DC.CursorPos.x + offsets.OffsetLabel, pos.y + window.DC.CurrLineTextBaseOffset)
pressed = ImGui.Selectable("", menu_is_open, selectable_flags, label_size)
-- TODO: ImGui.LogSetNextTextDecoration("[", "]")
ImGui.RenderText(text_pos, label, 1, label_end, false)
ImGui.PopStyleVar()
window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * (-1.0 + 0.5))
popup_pos = ImVec2(pos.x - 1.0 - IM_TRUNC(style.ItemSpacing.x * 0.5), text_pos.y - style.FramePadding.y + window.MenuBarHeight)
else
local icon_w
if (icon and icon ~= "") then icon_w = ImGui.CalcTextSize(icon, nil).x else icon_w = 0.0 end
local checkmark_w = IM_TRUNC(g.FontSize * 1.20)
local min_w = offsets:DeclColumns(icon_w, label_size.x, 0.0, checkmark_w)
local extra_w = ImMax(0.0, ImGui.GetContentRegionAvail().x - min_w)
local text_pos = ImVec2(window.DC.CursorPos.x, pos.y + window.DC.CurrLineTextBaseOffset)
pressed = ImGui.Selectable("", menu_is_open, bit32.bor(selectable_flags, ImGuiSelectableFlags.SpanAvailWidth), ImVec2(min_w, label_size.y))
-- ImGui.LogSetNextTextDecoration("", ">")
ImGui.RenderText(ImVec2(text_pos.x + offsets.OffsetLabel, text_pos.y), label, 1, label_end, false)
if icon_w > 0.0 then
--- @cast icon string
ImGui.RenderText(ImVec2(text_pos.x + offsets.OffsetIcon, text_pos.y), icon)
end
ImGui.RenderArrow(window.DrawList, ImVec2(text_pos.x + offsets.OffsetMark + extra_w + g.FontSize * 0.30, text_pos.y), ImGui.GetColorU32(ImGuiCol.Text), ImGuiDir.Right)
popup_pos = ImVec2(pos.x, text_pos.y - style.WindowPadding.y)
end
style.SelectableRounding = backup_rounding
if not enabled then
ImGui.EndDisabled()
end
if g.ActiveId == id and g.HoveredId ~= id and g.ActiveIdSource == ImGuiInputSource.Mouse and ImGui.IsMouseDragging(0) then
ImGui.ClearActiveID()
ImGui.SetKeyOwner(ImGuiKey.MouseLeft, ImGuiKeyOwner_NoOwner)
end
local hovered = g.HoveredId == id and enabled and not g.NavHighlightItemUnderNav
local want_open = false
local want_open_nav_init = false
local want_close = false
if window.DC.LayoutType == ImGuiLayoutType.Vertical then
local moving_toward_child_menu = false
local child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) and g.OpenPopupStack[g.BeginPopupStack.Size + 1] or nil
local child_menu_window = (child_popup and child_popup.Window and child_popup.Window.ParentWindow == window) and child_popup.Window or nil
if g.HoveredWindow == window and child_menu_window ~= nil then
local ref_unit = g.FontSize
local child_dir = (window.Pos.x < child_menu_window.Pos.x) and 1.0 or -1.0
local next_window_rect = child_menu_window:Rect()
local ta = (g.IO.MousePos - g.IO.MouseDelta)
local tb
local tc
if child_dir > 0.0 then
tb = next_window_rect:GetTL()
tc = next_window_rect:GetBL()
else
tb = next_window_rect:GetTR()
tc = next_window_rect:GetBR()
end
local pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30, ref_unit * 0.5, ref_unit * 2.5)
ta.x = ta.x + child_dir * -0.5
tb.x = tb.x + child_dir * ref_unit
tc.x = tc.x + child_dir * ref_unit
tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0)
tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, ref_unit * 8.0)
moving_toward_child_menu = ImStd.ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos)
end
if menu_is_open and not hovered and g.HoveredWindow == window and not moving_toward_child_menu and not g.NavHighlightItemUnderNav and g.ActiveId == 0 then
want_close = true
end
if not menu_is_open and pressed then
want_open = true
elseif not menu_is_open and hovered and not moving_toward_child_menu then
want_open = true
elseif not menu_is_open and hovered and g.HoveredIdTimer >= 0.30 and g.MouseStationaryTimer >= 0.30 then
want_open = true
end
if g.NavId == id and g.NavMoveDir == ImGuiDir.Right then
want_open = true
want_open_nav_init = true
ImGui.NavMoveRequestCancel()
ImGui.SetNavCursorVisibleAfterMove()
end
else
if menu_is_open and pressed and menuset_is_open then
want_close = true
want_open = false
menu_is_open = false
elseif pressed or (hovered and menuset_is_open and not menu_is_open) then
want_open = true
elseif g.NavId == id and g.NavMoveDir == ImGuiDir.Down then
want_open = true
ImGui.NavMoveRequestCancel()
end
end
if not enabled then
want_close = true
end
if want_close and ImGui.IsPopupOpen(id, ImGuiPopupFlags.None) then
ImGui.ClosePopupToLevel(g.BeginPopupStack.Size, true)
end
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0))
ImGui.PopID()
if g.ActiveId == id and want_open then
g.ActiveIdNoClearOnFocusLoss = true
end
if want_open and not menu_is_open and g.OpenPopupStack.Size > g.BeginPopupStack.Size then
ImGui.OpenPopup(label)
elseif want_open then
menu_is_open = true
ImGui.OpenPopup(label, ImGuiPopupFlags.NoReopen)
end
if menu_is_open then
local last_item_in_parent = ImGuiLastItemData()
ImGuiLastItemData_Copy(last_item_in_parent, g.LastItemData)
ImGui.SetNextWindowPos(popup_pos, ImGuiCond.Always)
ImGui.PushStyleVar(ImGuiStyleVar.ChildRounding, style.PopupRounding)
menu_is_open = ImGui.BeginPopupMenuEx(id, label, window_flags)
ImGui.PopStyleVar()
if menu_is_open then
if want_open and want_open_nav_init and not g.NavInitRequest then
ImGui.FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags.UnlessBelowModal)
ImGui.NavInitWindow(g.CurrentWindow, false)
end
ImGuiLastItemData_Copy(g.LastItemData, last_item_in_parent)
if g.HoveredWindow == window then
g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow)
end
end
else
g.NextWindowData:ClearFlags()
end
return menu_is_open
end
--- @param label string
--- @param enabled? bool
function ImGui.BeginMenu(label, enabled)
if enabled == nil then enabled = true end
return ImGui.BeginMenuEx(label, nil, enabled)
end
function ImGui.EndMenu()
local g = GImGui
local window = g.CurrentWindow
IM_ASSERT_USER_ERROR_RET(bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.ChildMenu)) == bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.ChildMenu), "Calling EndMenu() in wrong window!")
local parent_window = window.ParentWindow
if window.BeginCount == window.BeginCountPreviousFrame then
if g.NavMoveDir == ImGuiDir.Left and ImGui.NavMoveRequestButNoResultYet() then
if g.NavWindow and g.NavWindow.RootWindowForNav == window and parent_window.DC.LayoutType == ImGuiLayoutType.Vertical then
ImGui.ClosePopupToLevel(g.BeginPopupStack.Size - 1, true)
ImGui.NavMoveRequestCancel()
end
end
end
ImGui.EndPopup()
end
--- @param label string
--- @param icon? string
--- @param shortcut? string
--- @param selected? bool
--- @param enabled? bool
function ImGui.MenuItemEx(label, icon, shortcut, selected, enabled)
if selected == nil then selected = false end
if enabled == nil then enabled = true end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
local style = g.Style
local pos = ImVec2()
ImVec2_Copy(pos, window.DC.CursorPos)
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local menuset_is_open = IsRootOfOpenMenuSet()
if menuset_is_open then
g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.NoWindowHoverableCheck)
end
ImGui.PushID(label)
if not enabled then
ImGui.BeginDisabled()
end
local pressed
local backup_rounding = style.SelectableRounding
style.SelectableRounding = style.MenuItemRounding
local selectable_flags = bit32.bor(ImGuiSelectableFlags.SelectOnRelease, ImGuiSelectableFlags.SetNavIdOnHover)
local offsets = window.DC.MenuColumns
if window.DC.LayoutType == ImGuiLayoutType.Horizontal then
window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * 0.5)
local text_pos = ImVec2(window.DC.CursorPos.x + offsets.OffsetLabel, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset)
ImGui.PushStyleVarX(ImGuiStyleVar.ItemSpacing, style.ItemSpacing.x * 2.0)
pressed = ImGui.Selectable("", selected, selectable_flags, ImVec2(label_size.x, 0.0))
ImGui.PopStyleVar()
if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0 then
ImGui.RenderText(text_pos, label, 1, label_end, false)
end
window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * (-1.0 + 0.5))
else
local icon_w = 0.0
if icon and icon ~= "" then
icon_w = ImGui.CalcTextSize(icon, nil).x
end
local shortcut_w = 0.0
if shortcut and shortcut ~= "" then
shortcut_w = ImGui.CalcTextSize(shortcut, nil).x
end
local checkmark_w = IM_TRUNC(g.FontSize * 1.20)
local min_w = offsets:DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w)
local stretch_w = ImMax(0.0, ImGui.GetContentRegionAvail().x - min_w)
local text_pos = ImVec2(pos.x, pos.y + window.DC.CurrLineTextBaseOffset)
pressed = ImGui.Selectable("", false, bit32.bor(selectable_flags, ImGuiSelectableFlags.SpanAvailWidth), ImVec2(min_w, label_size.y))
if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0 then
ImGui.RenderText(text_pos + ImVec2(offsets.OffsetLabel, 0.0), label, 1, label_end, false)
if icon_w > 0.0 then
--- @cast icon string
ImGui.RenderText(text_pos + ImVec2(offsets.OffsetIcon, 0.0), icon)
end
if shortcut_w > 0.0 then
ImGui.PushStyleColor(ImGuiCol.Text, style.Colors[ImGuiCol.TextDisabled])
-- ImGui.LogSetNextTextDecoration("(", ")")
--- @cast shortcut string
ImGui.RenderText(text_pos + ImVec2(offsets.OffsetShortcut + stretch_w, 0.0), shortcut, nil, nil, false)
ImGui.PopStyleColor()
end
if selected then
ImGui.RenderCheckMark(window.DrawList, text_pos + ImVec2(offsets.OffsetMark + stretch_w + g.FontSize * 0.40, g.FontSize * 0.134 * 0.5), ImGui.GetColorU32(ImGuiCol.Text), g.FontSize * 0.866)
end
end
end
style.SelectableRounding = backup_rounding
local id = g.LastItemData.ID
if g.ActiveId == id and g.HoveredId ~= id and g.ActiveIdSource == ImGuiInputSource.Mouse and ImGui.IsMouseDragging(0) then
ImGui.ClearActiveID()
ImGui.SetKeyOwner(ImGuiKey.MouseLeft, ImGuiKeyOwner_NoOwner)
end
-- IMGUI_TEST_ENGINE_ITEM_INFO()
if not enabled then
ImGui.EndDisabled()
end
ImGui.PopID()
return pressed
end
--- @param label string
--- @param shortcut? string
--- @param selected? bool
--- @param enabled? bool
function ImGui.MenuItem(label, shortcut, selected, enabled)
if ImGui.MenuItemEx(label, nil, shortcut, selected, enabled) then
if selected ~= nil then
selected = not selected
end
return true, selected
end
return false, selected
end
return true -- [Roblox] ModuleScripts must return exactly one value