11974 lines
571 KiB
Lua
11974 lines
571 KiB
Lua
--- Dear ImGui WIP
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-- (widgets code)
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--
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-- Index of this file:
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--
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-- [SECTION] Widgets: Text, etc.
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-- [SECTION] Widgets: Value helpers
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-- [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.)
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-- [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.)
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-- [SECTION] Widgets: ComboBox
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-- [SECTION] Data Type and Data Formatting Helpers
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-- [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.
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-- [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
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-- [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
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-- [SECTION] Widgets: InputText, InputTextMultiline
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-- [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
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-- [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
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-- [SECTION] Widgets: Selectable
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-- [SECTION] Widgets: ListBox
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-- [SECTION] Widgets: PlotLines, PlotHistogram
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-- [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.
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-- [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
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-- [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
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--
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--- @type ImGuiContext?
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local GImGui
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-- Sets local `GImGui` in this file(imgui_widgets.lua).
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-- This is currently only used in main code `ImGui.SetCurrentContext()`
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--- @param ctx ImGuiContext?
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function ImGui._SetCurrentContext_Widgets(ctx)
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GImGui = ctx
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end
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-------------------------------------------------------------------------------
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-- Data
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-------------------------------------------------------------------------------
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-- Widgets
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local DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70 -- Time for drag-hold to activate items accepting the ImGuiButtonFlags.PressedOnDragDropHold button behavior.
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local DRAG_MOUSE_THRESHOLD_FACTOR = 0.50 -- Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags.
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local IM_S8_MIN = -128
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local IM_S8_MAX = 127
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local IM_U8_MIN = 0
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local IM_U8_MAX = 0xFF
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local IM_S16_MIN = -32768
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local IM_S16_MAX = 32767
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local IM_U16_MIN = 0
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local IM_U16_MAX = 0xFFFF
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local IM_S32_MIN = INT_MIN -- (-2147483647 - 1), (0x80000000);
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local IM_S32_MAX = INT_MAX -- (2147483647), (0x7FFFFFFF)
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local IM_U32_MIN = 0
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local IM_U32_MAX = UINT_MAX -- (0xFFFFFFFF)
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-------------------------------------------------------------------------------
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-- [SECTION] Widgets: Text, etc.
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-------------------------------------------------------------------------------
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-- - TextEx() [Internal]
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-- - TextUnformatted()
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-- - Text()
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-- - TextV()
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-- - TextColored()
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-- - TextDisabled()
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-- - TextWrapped()
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-- - TextAligned()
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-- - LabelText()
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-- - BulletText()
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-------------------------------------------------------------------------------
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--- @param text string
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--- @param text_end? int
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--- @param flags? ImGuiTextFlags
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local TextEx_bb = ImRect() -- [Luau] scratch, never escapes TextEx()
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local LAYOUT_ZERO_SIZE = ImVec2(0, 0) -- [Luau] shared read-only: ItemSize()/CalcItemSize() only read it
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@native
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function ImGui.TextEx(text, text_end, flags)
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if not flags then flags = 0 end
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local g = GImGui
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local window = g.CurrentWindow
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if window.SkipItems then
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return
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end
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-- Accept null ranges
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if not text or text == "" then
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text = ""
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text_end = 1
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end
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-- Calculate length
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if text_end == nil then
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text_end = #text + 1
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end
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local dc = window.DC
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local wrap_pos_x = dc.TextWrapPos
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local wrap_enabled = (wrap_pos_x >= 0.0)
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if (text_end - 1 <= 2000) or wrap_enabled then
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-- Common case
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-- [Luau] scalar text_pos, scratch bb (ItemAdd() copies it, RenderTextWrapped() only reads it)
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local text_pos_x, text_pos_y = dc.CursorPos.x, dc.CursorPos.y + dc.CurrLineTextBaseOffset
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local wrap_width = wrap_enabled and ImGui.CalcWrapWidthForPos(dc.CursorPos, wrap_pos_x) or 0.0
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local text_size = ImGui.CalcTextSizeEx(text, 1, text_end, false, wrap_width)
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local bb = TextEx_bb
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local bb_min, bb_max = bb.Min, bb.Max
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bb_min.x = text_pos_x; bb_min.y = text_pos_y
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bb_max.x = text_pos_x + text_size.x; bb_max.y = text_pos_y + text_size.y
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ImGui.ItemSize(text_size, 0.0)
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if not ImGui.ItemAdd(bb, 0) then
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return
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end
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-- Render (we don't hide text after ## in this end-user function)
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ImGui.RenderTextWrapped(bb_min, text, text_end, wrap_width)
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else
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local text_pos = ImVec2(dc.CursorPos.x, dc.CursorPos.y + dc.CurrLineTextBaseOffset)
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-- Long text!
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-- Perform manual coarse clipping to optimize for long multi-line text
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-- - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
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-- - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
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local line = 1
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local line_height = ImGui.GetTextLineHeight()
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local text_size = ImVec2(0, 0)
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-- Lines to skip (can't skip when logging text)
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local pos = ImVec2(text_pos.x, text_pos.y)
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if not g.LogEnabled then
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local lines_skippable = ImFloor((window.ClipRect.Min.y - text_pos.y) / line_height)
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if lines_skippable > 0 then
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local lines_skipped = 0
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while line < text_end and lines_skipped < lines_skippable do
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local line_end = ImMemchr(text, "\n", line)
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if not line_end then
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line_end = text_end
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end
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if bit32.band(flags, ImGuiTextFlags.NoWidthForLargeClippedText) == 0 then
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local line_size = ImGui.CalcTextSizeEx(text, line, line_end)
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text_size.x = ImMax(text_size.x, line_size.x)
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end
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line = line_end + 1
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lines_skipped = lines_skipped + 1
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end
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pos.y = pos.y + lines_skipped * line_height
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end
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end
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-- Lines to render
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if line < text_end then
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local line_rect = ImRect(pos, pos + ImVec2(FLT_MAX, line_height))
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while line < text_end do
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if ImGui.IsClippedEx(line_rect, 0) then
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break
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end
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local line_end = ImMemchr(text, "\n", line)
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if not line_end then
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line_end = text_end
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end
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local line_size = ImGui.CalcTextSizeEx(text, line, line_end)
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text_size.x = ImMax(text_size.x, line_size.x)
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ImGui.RenderText(pos, text, line, nil, false)
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line = line_end + 1
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line_rect.Min.y = line_rect.Min.y + line_height
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line_rect.Max.y = line_rect.Max.y + line_height
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pos.y = pos.y + line_height
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end
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-- Count remaining lines
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local lines_skipped = 0
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while line < text_end do
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local line_end = ImMemchr(text, "\n", line)
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if not line_end then
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line_end = text_end
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end
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if bit32.band(flags, ImGuiTextFlags.NoWidthForLargeClippedText) == 0 then
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local line_size = ImGui.CalcTextSizeEx(text, line, line_end)
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text_size.x = ImMax(text_size.x, line_size.x)
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end
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line = line_end + 1
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lines_skipped = lines_skipped + 1
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end
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pos.y = pos.y + lines_skipped * line_height
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end
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text_size.y = pos.y - text_pos.y
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local bb = ImRect(text_pos, text_pos + text_size)
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ImGui.ItemSize(text_size, 0.0)
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ImGui.ItemAdd(bb, 0)
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end
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end
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--- @param text string
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--- @param text_end? int
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function ImGui.TextUnformatted(text, text_end)
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ImGui.TextEx(text, text_end, ImGuiTextFlags.NoWidthForLargeClippedText)
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end
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--- @param fmt string
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--- @param ... any
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@native
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function ImGui.TextV(fmt, ...)
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local window = GImGui.CurrentWindow -- [Luau] inline GetCurrentWindow()
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window.WriteAccessed = true
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if window.SkipItems then
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return
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end
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local text = ImFormatString(fmt, ...)
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ImGui.TextEx(text, nil, ImGuiTextFlags.NoWidthForLargeClippedText)
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end
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--- @param fmt string
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--- @param ... any
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@native
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function ImGui.Text(fmt, ...)
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if select('#', ...) > 0 then
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ImGui.TextV(fmt, ...)
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else
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ImGui.TextEx(fmt)
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end
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end
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--- @param col ImVec4
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--- @param fmt string
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--- @param ... any
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function ImGui.TextColored(col, fmt, ...)
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ImGui.PushStyleColor(ImGuiCol.Text, col)
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ImGui.TextV(fmt, ...)
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ImGui.PopStyleColor()
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end
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--- @param fmt string
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--- @param ... any
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function ImGui.TextDisabled(fmt, ...)
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local g = GImGui
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ImGui.PushStyleColor(ImGuiCol.Text, g.Style.Colors[ImGuiCol.TextDisabled])
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ImGui.TextV(fmt, ...)
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ImGui.PopStyleColor()
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end
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--- @param fmt string
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--- @param ... any
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function ImGui.TextWrapped(fmt, ...)
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local g = GImGui
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local need_backup = (g.CurrentWindow.DC.TextWrapPos < 0.0) -- Keep existing wrap position if one is already set
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if need_backup then
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ImGui.PushTextWrapPos(0.0)
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end
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ImGui.TextV(fmt, ...)
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if need_backup then
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ImGui.PopTextWrapPos()
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end
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end
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-- align_x: 0.0f = left, 0.5f = center, 1.0f = right.
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-- size_x < 0.0f (e.g. -FLT_MIN): shortcut for GetContentRegionAvail().x
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-- FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024, #9455)
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--- @param align_x float
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--- @param size_x float
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--- @param fmt string
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--- @param ... any
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function ImGui.TextAligned(align_x, size_x, fmt, ...)
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local window = ImGui.GetCurrentWindow()
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if window.SkipItems then
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return
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end
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local text = ImFormatString(fmt, ...)
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local text_end = #text + 1
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local text_size = ImGui.CalcTextSize(text, text_end)
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size_x = ImGui._CalcItemSizeXY(size_x, 0.0, 0.0, text_size.y)
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local pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset)
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local pos_max = ImVec2(pos.x + size_x, window.ClipRect.Max.y)
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local size = ImVec2(ImMin(size_x, text_size.x), text_size.y)
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window.DC.CursorMaxPos.x = ImMax(window.DC.CursorMaxPos.x, pos.x + text_size.x)
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window.DC.IdealMaxPos.x = ImMax(window.DC.IdealMaxPos.x, pos.x + text_size.x)
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if align_x > 0.0 and text_size.x < size_x then
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pos.x = pos.x + ImTrunc((size_x - text_size.x) * align_x)
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end
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ImGui.RenderTextEllipsis(window.DrawList, pos, pos_max, pos_max.x, text, text_end, text_size)
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local backup_max_pos = ImVec2()
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ImVec2_Copy(backup_max_pos, window.DC.CursorMaxPos)
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ImGui.ItemSize(size)
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ImGui.ItemAdd(ImRect(pos, pos + size), 0)
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window.DC.CursorMaxPos.x = backup_max_pos.x -- Cancel out extending content to 'size' to use 'text_size' allowing auto-resize to function with align_x > 0.0f
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if size_x < text_size.x and ImGui.IsItemHovered(bit32.bor(ImGuiHoveredFlags.NoNavOverride, ImGuiHoveredFlags.AllowWhenDisabled, ImGuiHoveredFlags.ForTooltip)) then
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ImGui.SetTooltip("%.*s", text_end - 1, text)
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end
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end
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-- Add a label+text combo aligned to other label+value widgets
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--- @param label string
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--- @param fmt string
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--- @param ... any
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function ImGui.LabelText(label, fmt, ...)
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local window = ImGui.GetCurrentWindow()
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if window.SkipItems then
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return
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end
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local g = GImGui
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local style = g.Style
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local w = ImGui.CalcItemWidth()
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local value_text = ImFormatString(fmt, ...)
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local value_text_end = #value_text + 1
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local value_size = ImGui.CalcTextSize(value_text, value_text_end, false)
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local label_end = ImGui.FindRenderedTextEnd(label)
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local label_size = ImGui.CalcTextSize(label, label_end, false)
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local pos = ImVec2()
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ImVec2_Copy(pos, window.DC.CursorPos)
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local value_bb = ImRect(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2))
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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))
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ImGui.ItemSize(total_bb, style.FramePadding.y)
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if not ImGui.ItemAdd(total_bb, 0) then
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return
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end
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-- Render
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ImGui.RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text, value_text_end, value_size, ImVec2(0.0, 0.0))
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if label_size.x > 0.0 then
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ImGui.RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label, 1, label_end, false)
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end
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end
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-- Text with a little bullet aligned to the typical tree node.
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--- @param fmt string
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--- @param ... any
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function ImGui.BulletText(fmt, ...)
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local window = ImGui.GetCurrentWindow()
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if window.SkipItems then
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return
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end
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local g = GImGui
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local style = g.Style
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local text = ImFormatString(fmt, ...)
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local text_end = #text + 1
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local label_size = ImGui.CalcTextSize(text, text_end, false)
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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
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-- [Luau] scalar pos, no temporary ImVec2
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local pos_x, pos_y = window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset
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ImGui.ItemSize(total_size, 0.0)
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local bb = ImRect(pos_x, pos_y, pos_x + total_size.x, pos_y + total_size.y)
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if not ImGui.ItemAdd(bb, 0) then
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return
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end
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-- Render
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local text_col = ImGui.GetColorU32(ImGuiCol.Text)
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ImGui.RenderBullet(window.DrawList, ImVec2(bb.Min.x + (style.FramePadding.x + g.FontSize * 0.5), bb.Min.y + g.FontSize * 0.5), text_col)
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ImGui.RenderText(ImVec2(bb.Min.x + (g.FontSize + style.FramePadding.x * 2), bb.Min.y + 0.0), text, 1, text_end, false)
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end
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-- va_list variants: identical to the varargs versions in Lua
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ImGui.TextColoredV = ImGui.TextColored
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ImGui.TextDisabledV = ImGui.TextDisabled
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ImGui.TextWrappedV = ImGui.TextWrapped
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ImGui.TextAlignedV = ImGui.TextAligned
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ImGui.LabelTextV = ImGui.LabelText
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ImGui.BulletTextV = ImGui.BulletText
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-------------------------------------------------------------------------------
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-- [SECTION] Widgets: Value helpers
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-- Those is not very useful, legacy API.
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-------------------------------------------------------------------------------
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-- - Value()
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-------------------------------------------------------------------------------
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-- Value(prefix, b) / Value(prefix, int) / Value(prefix, float, float_format)
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-- Lua can't tell int from float: integers without float_format print as %d, otherwise %.3f
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function ImGui.Value(prefix, v, float_format)
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if type(v) == "boolean" then
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ImGui.Text("%s: %s", prefix, v and "true" or "false")
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elseif float_format then
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ImGui.Text("%s: " .. float_format, prefix, v)
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elseif math.floor(v) == v then
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ImGui.Text("%s: %d", prefix, v)
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else
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ImGui.Text("%s: %.3f", prefix, v)
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end
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end
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-------------------------------------------------------------------------------
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-- [SECTION] Widgets: Main
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-------------------------------------------------------------------------------
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-- - ButtonBehavior() [Internal]
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-- - Button()
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-- - SmallButton()
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-- - InvisibleButton()
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-- - ArrowButton()
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-- - CloseButton() [Internal]
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-- - CollapseButton() [Internal]
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-- - GetWindowScrollbarID() [Internal]
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-- - GetWindowScrollbarRect() [Internal]
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-- - Scrollbar() [Internal]
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-- - ScrollbarEx() [Internal]
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-- - Image()
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-- - ImageButton()
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-- - Checkbox()
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-- - CheckboxFlagsT() [Internal]
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-- - CheckboxFlags()
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-- - RadioButton()
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-- - ProgressBar()
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-- - Bullet()
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-- - Hyperlink()
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-------------------------------------------------------------------------------
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-- The ButtonBehavior() function is key to many interactions and used by many/most widgets.
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-- Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags),
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-- this code is a little complex.
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-- By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags.PressedOnClickRelease button behavior.
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-- See the series of events below and the corresponding state reported by dear imgui:
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-------------------------------------------------------------------------------
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-- with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
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-- Frame N+0 (mouse is outside bb) - - - - - -
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-- Frame N+1 (mouse moves inside bb) - true - - - -
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-- Frame N+2 (mouse button is down) - true true true - true
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-- Frame N+3 (mouse button is down) - true true - - -
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-- Frame N+4 (mouse moves outside bb) - - true - - -
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-- Frame N+5 (mouse moves inside bb) - true true - - -
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-- Frame N+6 (mouse button is released) true true - - true -
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-- Frame N+7 (mouse button is released) - true - - - -
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-- Frame N+8 (mouse moves outside bb) - - - - - -
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-------------------------------------------------------------------------------
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-- with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
|
|
-- Frame N+2 (mouse button is down) true true true true - true
|
|
-- Frame N+3 (mouse button is down) - true true - - -
|
|
-- Frame N+6 (mouse button is released) - true - - true -
|
|
-- Frame N+7 (mouse button is released) - true - - - -
|
|
-------------------------------------------------------------------------------
|
|
-- with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
|
|
-- Frame N+2 (mouse button is down) - true - - - true
|
|
-- Frame N+3 (mouse button is down) - true - - - -
|
|
-- Frame N+6 (mouse button is released) true true - - - -
|
|
-- Frame N+7 (mouse button is released) - true - - - -
|
|
-------------------------------------------------------------------------------
|
|
-- with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
|
|
-- Frame N+0 (mouse button is down) - true - - - true
|
|
-- Frame N+1 (mouse button is down) - true - - - -
|
|
-- Frame N+2 (mouse button is released) - true - - - -
|
|
-- Frame N+3 (mouse button is released) - true - - - -
|
|
-- Frame N+4 (mouse button is down) true true true true - true
|
|
-- Frame N+5 (mouse button is down) - true true - - -
|
|
-- Frame N+6 (mouse button is released) - true - - true -
|
|
-- Frame N+7 (mouse button is released) - true - - - -
|
|
-------------------------------------------------------------------------------
|
|
-- Note that some combinations are supported,
|
|
-- - PressedOnDragDropHold can generally be associated with any flag.
|
|
-- - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported.
|
|
-------------------------------------------------------------------------------
|
|
-- The behavior of the return-value changes when ImGuiItemFlags.ButtonRepeat is set:
|
|
-- Repeat+ Repeat+ Repeat+ Repeat+
|
|
-- PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick
|
|
-------------------------------------------------------------------------------
|
|
-- Frame N+0 (mouse button is down) - true - true
|
|
-- ... - - - -
|
|
-- Frame N + RepeatDelay true true - true
|
|
-- ... - - - -
|
|
-- Frame N + RepeatDelay + RepeatRate*N true true - true
|
|
-------------------------------------------------------------------------------
|
|
|
|
-- - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc.
|
|
-- And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);'
|
|
-- For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading.
|
|
-- - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature.
|
|
-- One idiom which was previously valid which will now emit a warning is when using multiple overlaid ButtonBehavior()
|
|
-- with same ID and different MouseButton (see #8030). You can fix it by:
|
|
-- (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags.
|
|
-- or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags.AllowDuplicateId, true); ... PopItemFlag()
|
|
-- Returns (pressed, hovered, held).
|
|
--- @param bb ImRect
|
|
--- @param id ImGuiID
|
|
--- @param flags? ImGuiButtonFlags
|
|
@native
|
|
function ImGui.ButtonBehavior(bb, id, flags)
|
|
if flags == nil then flags = 0 end
|
|
|
|
local g = GImGui
|
|
|
|
local window = g.CurrentWindow
|
|
|
|
-- Default behavior inherited from item flags
|
|
-- Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that.
|
|
local item_flags = (g.LastItemData.ID == id) and g.LastItemData.ItemFlags or g.CurrentItemFlags
|
|
if bit32.band(flags, 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)
|
|
|
|
-- Special mode for Drag and Drop used by openables (tree nodes, tabs etc.)
|
|
-- where holding the button pressed for a long time while drag a payload item triggers the button.
|
|
if g.DragDropActive then
|
|
if (bit32.band(flags, 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
|
|
|
|
-- Mouse handling
|
|
local test_owner_id = (bit32.band(flags, ImGuiButtonFlags.NoTestKeyOwner) ~= 0) and ImGuiKeyOwner_Any or id
|
|
if hovered then
|
|
IM_ASSERT(id ~= 0) -- Lazily check inside rare path.
|
|
|
|
-- Poll mouse buttons
|
|
-- - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId.
|
|
-- - Technically we only need some values in one code path, but since this is gated by hovered test this is fine.
|
|
local mouse_button_clicked = -1
|
|
local mouse_button_released = -1
|
|
for button = 0, 2 do
|
|
if bit32.band(flags, bit32.lshift(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
|
|
|
|
-- Process initial action
|
|
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) -- Still need to focus and bring to front, but try to avoid losing NavId when navigating a child
|
|
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) -- Hold on ID
|
|
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) -- Still need to focus and bring to front, but try to avoid losing NavId when navigating a child
|
|
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 -- Repeat mode trumps on release behavior
|
|
|
|
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
|
|
|
|
-- Process while held
|
|
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 -- Repeat mode trumps <on release>
|
|
|
|
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
|
|
|
|
-- Activation highlight (this may be a remote activation)
|
|
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
|
|
local ButtonEx_text_min, ButtonEx_text_max = ImVec2(), ImVec2()
|
|
|
|
@native
|
|
function ImGui.ButtonEx(label, size_arg, flags)
|
|
if size_arg == nil then size_arg = LAYOUT_ZERO_SIZE end -- [Luau] shared read-only: CalcItemSize() only reads it
|
|
if flags == nil then flags = 0 end
|
|
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return false
|
|
end
|
|
|
|
local g = GImGui
|
|
local style = g.Style
|
|
local id = window:GetID(label)
|
|
local label_end = ImGui.FindRenderedTextEnd(label)
|
|
local label_size = ImGui.CalcTextSize(label, label_end, false)
|
|
|
|
-- [Luau] scalar pos, no temporary ImVec2
|
|
local pos_x, pos_y = window.DC.CursorPos.x, window.DC.CursorPos.y -- Don't modify the cursor!
|
|
local frame_padding = style.FramePadding
|
|
if bit32.band(flags, ImGuiButtonFlags.AlignTextBaseLine) ~= 0 and frame_padding.y < window.DC.CurrLineTextBaseOffset then -- Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
|
|
pos_y = pos_y + window.DC.CurrLineTextBaseOffset - frame_padding.y
|
|
end
|
|
local size = ImGui.CalcItemSize(size_arg, label_size.x + frame_padding.x * 2.0, label_size.y + frame_padding.y * 2.0)
|
|
|
|
local bb = ImRect(pos_x, pos_y, pos_x + size.x, pos_y + size.y)
|
|
ImGui.ItemSize(size, frame_padding.y)
|
|
if not ImGui.ItemAdd(bb, id) then
|
|
return false
|
|
end
|
|
|
|
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags)
|
|
|
|
-- Render
|
|
local col
|
|
if held and hovered then
|
|
col = ImGui.GetColorU32(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("[", "]");
|
|
local text_min, text_max = ButtonEx_text_min, ButtonEx_text_max -- [Luau] scratch: RenderTextClipped() only reads them
|
|
text_min.x = bb.Min.x + frame_padding.x; text_min.y = bb.Min.y + frame_padding.y
|
|
text_max.x = bb.Max.x - frame_padding.x; text_max.y = bb.Max.y - frame_padding.y
|
|
ImGui.RenderTextClipped(text_min, text_max, label, label_end, label_size, style.ButtonTextAlign, bb)
|
|
|
|
-- Automatically close popups
|
|
--if (pressed && !(flags & ImGuiButtonFlags.DontClosePopups) && (window->Flags & ImGuiWindowFlags.Popup))
|
|
-- CloseCurrentPopup();
|
|
|
|
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
|
|
return pressed
|
|
end
|
|
|
|
--- @param label string
|
|
--- @param size_arg? ImVec2
|
|
--- @return bool
|
|
function ImGui.Button(label, size_arg)
|
|
return ImGui.ButtonEx(label, size_arg, ImGuiButtonFlags.None)
|
|
end
|
|
|
|
-- Small buttons fits within text without additional vertical spacing.
|
|
--- @param label string
|
|
--- @return bool
|
|
function ImGui.SmallButton(label)
|
|
local g = GImGui
|
|
local backup_padding_y = g.Style.FramePadding.y
|
|
g.Style.FramePadding.y = 0.0
|
|
local pressed = ImGui.ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags.AlignTextBaseLine)
|
|
g.Style.FramePadding.y = backup_padding_y
|
|
return pressed
|
|
end
|
|
|
|
-- Tip: use ImGui.PushID()/PopID() to push indices or pointers in the ID stack.
|
|
-- Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
|
|
--- @param str_id string
|
|
--- @param size_arg ImVec2
|
|
--- @param flags? ImGuiButtonFlags
|
|
function ImGui.InvisibleButton(str_id, size_arg, flags)
|
|
if flags == nil then flags = 0 end
|
|
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return false
|
|
end
|
|
|
|
-- Ensure zero-size fits to contents
|
|
local size = ImVec2(ImGui._CalcItemSizeXY(size_arg.x ~= 0.0 and size_arg.x or -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
|
|
|
|
-- Button to close a window
|
|
--- @param id ImGuiID
|
|
--- @param pos ImVec2
|
|
--- @return bool
|
|
function ImGui.CloseButton(id, pos)
|
|
local g = GImGui
|
|
|
|
local window = g.CurrentWindow
|
|
|
|
-- Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825)
|
|
-- This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible?
|
|
local bb = ImRect(pos, pos + ImVec2(g.FontSize, g.FontSize))
|
|
local bb_interact = ImRect()
|
|
ImRect_Copy(bb_interact, bb)
|
|
|
|
local area_to_visible_ratio = window.OuterRectClipped:GetArea() / bb:GetArea()
|
|
if area_to_visible_ratio < 1.5 then
|
|
bb_interact:Expand(ImTrunc(bb_interact:GetSize() * -0.25))
|
|
end
|
|
|
|
-- Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window.
|
|
-- (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer).
|
|
local is_clipped = not ImGui.ItemAdd(bb_interact, id)
|
|
|
|
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id)
|
|
if is_clipped then
|
|
return pressed
|
|
end
|
|
|
|
-- Render
|
|
local bg_col
|
|
if held then
|
|
bg_col = ImGui.GetColorU32(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()
|
|
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
|
|
|
|
--- @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
|
|
|
|
-- Return scrollbar rectangle, must only be called for corresponding axis if window.ScrollbarX/Y is set.
|
|
--- @param window ImGuiWindow
|
|
--- @param axis ImGuiAxis
|
|
--- @return ImRect
|
|
--- @nodiscard
|
|
function ImGui.GetWindowScrollbarRect(window, axis)
|
|
local g = GImGui
|
|
local outer_rect = window:Rect()
|
|
local inner_rect = window.InnerRect
|
|
|
|
-- (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar)
|
|
local scrollbar_size = window.ScrollbarSizes[axis == 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
|
|
|
|
-- Vertical/Horizontal scrollbar
|
|
-- The entire piece of code below is rather confusing because:
|
|
-- - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
|
|
-- - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
|
|
-- - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
|
|
-- Still, the code should probably be made simpler..
|
|
--- @param bb_frame ImRect
|
|
--- @param id ImGuiID
|
|
--- @param axis ImGuiAxis
|
|
--- @param p_scroll_v number
|
|
--- @param size_visible_v number
|
|
--- @param size_contents_v number
|
|
--- @param draw_rounding_flags ImDrawFlags
|
|
--- @return bool is_held
|
|
--- @return number scroll_v # Updated p_scroll_v
|
|
function ImGui.ScrollbarEx(bb_frame, id, axis, p_scroll_v, size_visible_v, size_contents_v, draw_rounding_flags)
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
if window.SkipItems then
|
|
return false, p_scroll_v
|
|
end
|
|
|
|
local bb_frame_width = bb_frame:GetWidth()
|
|
local bb_frame_height = bb_frame:GetHeight()
|
|
if bb_frame_width <= 0.0 or bb_frame_height <= 0.0 then
|
|
return false, p_scroll_v
|
|
end
|
|
|
|
-- When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab)
|
|
local alpha = 1.0
|
|
if axis == 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
|
|
|
|
-- Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
|
|
-- But we maintain a minimum size in pixel to allow for the user to still aim inside.
|
|
IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0) -- Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
|
|
local win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), 1)
|
|
local grab_h_minsize = ImMin(bb:GetSize()[axis], style.GrabMinSize)
|
|
local grab_h_pixels = ImTrunc(ImClamp(scrollbar_size_v * (size_visible_v / win_size_v), grab_h_minsize, scrollbar_size_v))
|
|
local grab_h_norm = grab_h_pixels / scrollbar_size_v
|
|
|
|
-- As a special thing, we allow scrollbar near the edge of a screen/viewport to be reachable with mouse at the extreme edge (#9276)
|
|
local bb_hit = ImRect()
|
|
ImRect_Copy(bb_hit, bb_frame)
|
|
ImGui.ExtendHitBoxWhenNearViewportEdge(window, bb_hit, g.Style.WindowBorderSize, ImGuiAxis.X + ImGuiAxis.Y - axis) -- swap axis here
|
|
|
|
-- Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
|
|
ImGui.ItemAdd(bb_frame, id, nil, 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 -- Grab position in normalized space
|
|
if held and allow_interaction and grab_h_norm < 1.0 then
|
|
local scrollbar_pos_v = bb.Min[axis]
|
|
local mouse_pos_v = g.IO.MousePos[axis]
|
|
|
|
-- Click position in scrollbar normalized space (0.0f->1.0f)
|
|
local clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v)
|
|
|
|
local held_dir
|
|
if clicked_v_norm < grab_v_norm then
|
|
held_dir = -1
|
|
elseif clicked_v_norm > grab_v_norm + grab_h_norm then
|
|
held_dir = 1
|
|
else
|
|
held_dir = 0
|
|
end
|
|
if g.ActiveIdIsJustActivated then
|
|
-- On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the center of the grab
|
|
local scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false) or g.IO.KeyShift or held_dir == 0
|
|
|
|
if scroll_to_clicked_location then
|
|
g.ScrollbarSeekMode = 0
|
|
else
|
|
g.ScrollbarSeekMode = held_dir
|
|
end
|
|
|
|
if held_dir == 0 and not g.IO.KeyShift then
|
|
g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5
|
|
else
|
|
g.ScrollbarClickDeltaToGrabCenter = 0.0
|
|
end
|
|
end
|
|
|
|
-- Apply scroll (p_scroll_v will generally point on one member of window.Scroll)
|
|
-- It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position
|
|
if g.ScrollbarSeekMode == 0 then
|
|
-- Absolute seeking
|
|
scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5) / (1.0 - grab_h_norm))
|
|
p_scroll_v = scroll_v_norm * scroll_max
|
|
else
|
|
-- Page by page
|
|
if ImGui.IsMouseClickedEx(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
|
|
|
|
-- Update values for rendering
|
|
scroll_ratio = ImSaturate(p_scroll_v / scroll_max)
|
|
grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v
|
|
|
|
-- Update distance to grab now that we have seek'ed and saturated
|
|
--if (seek_absolute)
|
|
-- g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
|
|
end
|
|
|
|
-- Render
|
|
local bg_col = ImGui.GetColorU32(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 k = (axis == ImGuiAxis.X) and "x" or "y" -- [Luau] named key: ImVec2[axis] goes through IM_VEC2.__index
|
|
local size_visible = window.InnerRect.Max[k] - window.InnerRect.Min[k]
|
|
local size_contents = window.ContentSize[k] + window.WindowPadding[k] * 2.0
|
|
local scroll = window.Scroll[k]
|
|
local held
|
|
held, scroll = ImGui.ScrollbarEx(bb, id, axis, scroll, size_visible, size_contents, rounding_corners)
|
|
window.Scroll[k] = scroll
|
|
end
|
|
|
|
-- - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
|
|
-- - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
|
|
--- @param tex_ref ImTextureRef
|
|
--- @param image_size ImVec2
|
|
--- @param uv0? ImVec2
|
|
--- @param uv1? ImVec2
|
|
--- @param bg_col? ImVec4
|
|
--- @param tint_col? ImVec4
|
|
function ImGui.ImageWithBg(tex_ref, image_size, uv0, uv1, bg_col, tint_col)
|
|
if uv0 == nil then uv0 = ImVec2(0, 0) end
|
|
if uv1 == nil then uv1 = ImVec2(1, 1) end
|
|
if bg_col == nil then bg_col = ImVec4(0, 0, 0, 0) end
|
|
if tint_col == nil then tint_col = ImVec4(1, 1, 1, 1) end
|
|
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return
|
|
end
|
|
|
|
local g = GImGui
|
|
local padding = ImVec2(g.Style.ImageBorderSize, g.Style.ImageBorderSize)
|
|
local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + image_size + padding * 2.0)
|
|
ImGui.ItemSize(bb)
|
|
if not ImGui.ItemAdd(bb, 0) then
|
|
return
|
|
end
|
|
|
|
-- Render
|
|
local rounding = g.Style.ImageRounding
|
|
if bg_col.w > 0.0 then
|
|
window.DrawList:AddRectFilled(bb.Min + padding, bb.Max - padding, ImGui.GetColorU32(bg_col), rounding)
|
|
end
|
|
if rounding > 0.0 then
|
|
window.DrawList:AddImageRounded(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, ImGui.GetColorU32(tint_col), rounding)
|
|
else
|
|
window.DrawList:AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, ImGui.GetColorU32(tint_col))
|
|
end
|
|
if g.Style.ImageBorderSize > 0.0 then
|
|
window.DrawList:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(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*2.0f to provided size. This is in order to facilitate fitting an image in a button.
|
|
-- - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) -- FIXME: Maybe that's not the best design?
|
|
--- @param str_id string
|
|
--- @param tex_ref ImTextureRef
|
|
--- @param image_size ImVec2
|
|
--- @param uv0 ImVec2
|
|
--- @param uv1 ImVec2
|
|
--- @param bg_col ImVec4
|
|
--- @param tint_col ImVec4
|
|
function ImGui.ImageButton(str_id, tex_ref, image_size, uv0, uv1, bg_col, tint_col)
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
if window.SkipItems then
|
|
return false
|
|
end
|
|
|
|
return ImGui.ImageButtonEx(window:GetID(str_id), tex_ref, image_size, uv0, uv1, bg_col, tint_col)
|
|
end
|
|
|
|
--- @param label string
|
|
--- @param v bool
|
|
--- @return bool is_pressed
|
|
--- @return bool is_checked # The updated `v` passed in
|
|
@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 = g.FontSize + style.FramePadding.y * 2.0 -- [Luau] inline GetFrameHeight()
|
|
local pos_x, pos_y = window.DC.CursorPos.x, window.DC.CursorPos.y -- [Luau] scalar pos, no temporary ImVec2
|
|
|
|
local total_width
|
|
if label_size.x > 0.0 then
|
|
total_width = square_sz + style.ItemInnerSpacing.x + label_size.x
|
|
else
|
|
total_width = square_sz
|
|
end
|
|
local total_bb = ImRect(pos_x, pos_y, pos_x + total_width, pos_y + (label_size.y + style.FramePadding.y * 2.0))
|
|
ImGui.ItemSize(total_bb, style.FramePadding.y)
|
|
local is_visible = ImGui.ItemAdd(total_bb, id)
|
|
local is_multi_select = (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.IsMultiSelect) ~= 0)
|
|
if not is_visible then
|
|
if not is_multi_select or not g.BoxSelectState.UnclipMode or not g.BoxSelectState.UnclipRect:Overlaps(total_bb) then -- Extra layer of "no logic clip" for box-select support
|
|
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0))
|
|
return false, v
|
|
end
|
|
end
|
|
|
|
-- Range-Selection/Multi-selection support (header)
|
|
local checked = v
|
|
if is_multi_select then
|
|
checked = ImGui.MultiSelectItemHeader(id, checked, nil)
|
|
end
|
|
|
|
local pressed, hovered, held = ImGui.ButtonBehavior(total_bb, id)
|
|
|
|
-- Range-Selection/Multi-selection support (footer)
|
|
if is_multi_select then
|
|
checked, pressed = ImGui.MultiSelectItemFooter(id, checked, pressed, ImGuiMultiSelectFlags.CheckboxMode_)
|
|
elseif pressed then
|
|
checked = not checked
|
|
end
|
|
|
|
if v ~= checked then
|
|
v = checked
|
|
pressed = true -- return value
|
|
ImGui.MarkItemEdited(id)
|
|
end
|
|
|
|
local check_bb = ImRect(pos_x, pos_y, pos_x + square_sz, pos_y + square_sz)
|
|
local mixed_value = (bit32.band(g.LastItemData.ItemFlags, 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
|
|
|
|
if g.LogEnabled then
|
|
-- ImGui.LogRenderedText(label_pos, mixed_value and "[~]" or (v and "[x]" or "[ ]"))
|
|
end
|
|
|
|
if is_visible and label_size.x > 0.0 then
|
|
local label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y) -- [Luau] only built when used
|
|
ImGui.RenderText(label_pos, label, 1, label_end, false)
|
|
end
|
|
|
|
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0))
|
|
return pressed, v
|
|
end
|
|
|
|
--- @param label string
|
|
--- @param flags int
|
|
--- @param flags_value int
|
|
--- @return bool is_pressed
|
|
--- @return int flags_new # Updated `flags`
|
|
function ImGui.CheckboxFlags(label, flags, flags_value)
|
|
local all_on = bit32.band(flags, flags_value) == flags_value
|
|
local any_on = bit32.band(flags, flags_value) ~= 0
|
|
local pressed
|
|
if not all_on and any_on then
|
|
local g = GImGui
|
|
g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.MixedValue)
|
|
pressed, all_on = ImGui.Checkbox(label, all_on)
|
|
else
|
|
pressed, all_on = ImGui.Checkbox(label, all_on)
|
|
end
|
|
if pressed then
|
|
if all_on then
|
|
flags = bit32.bor(flags, flags_value)
|
|
else
|
|
flags = bit32.band(flags, bit32.bnot(flags_value))
|
|
end
|
|
end
|
|
|
|
return pressed, flags
|
|
end
|
|
ImGui.CheckboxFlagsT = ImGui.CheckboxFlags
|
|
|
|
--- @param label string
|
|
--- @param active bool
|
|
--- @return bool is_pressed
|
|
function ImGui.RadioButtonEx(label, active)
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return false
|
|
end
|
|
|
|
local g = GImGui
|
|
local style = g.Style
|
|
local id = window:GetID(label)
|
|
local label_end = ImGui.FindRenderedTextEnd(label)
|
|
local label_size = ImGui.CalcTextSize(label, label_end, false)
|
|
|
|
local square_sz = g.FontSize + style.FramePadding.y * 2.0 -- [Luau] inline GetFrameHeight()
|
|
local pos_x, pos_y = window.DC.CursorPos.x, window.DC.CursorPos.y -- [Luau] scalar pos, no temporary ImVec2
|
|
local check_bb = ImRect(pos_x, pos_y, pos_x + square_sz, pos_y + square_sz)
|
|
local total_bb = ImRect(pos_x, pos_y, pos_x + (square_sz + (label_size.x > 0.0 and style.ItemInnerSpacing.x + label_size.x or 0.0)), pos_y + (label_size.y + style.FramePadding.y * 2.0))
|
|
ImGui.ItemSize(total_bb, style.FramePadding.y)
|
|
if not ImGui.ItemAdd(total_bb, id) then
|
|
return false
|
|
end
|
|
|
|
local center = check_bb:GetCenter()
|
|
center.x = IM_ROUND(center.x)
|
|
center.y = IM_ROUND(center.y)
|
|
local radius = (square_sz - 1.0) * 0.5
|
|
|
|
local pressed, hovered, held = ImGui.ButtonBehavior(total_bb, id)
|
|
if (pressed) then
|
|
ImGui.MarkItemEdited(id)
|
|
end
|
|
|
|
ImGui.RenderNavCursor(total_bb, id)
|
|
local num_segment = window.DrawList:_CalcCircleAutoSegmentCount(radius)
|
|
local col
|
|
if held and hovered then
|
|
col = ImGui.GetColorU32(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 < 0.0f will display an indeterminate progress bar animation
|
|
-- The value must be animated along with time, so e.g. passing '-1.0f * ImGui.GetTime()' as fraction works.
|
|
local is_indeterminate = (fraction < 0.0)
|
|
if not is_indeterminate then
|
|
fraction = ImSaturate(fraction)
|
|
end
|
|
|
|
-- Out of courtesy we accept a NaN fraction without crashing
|
|
local fill_n0 = 0.0
|
|
local fill_n1 = (fraction == fraction) and fraction or 0.0
|
|
|
|
if is_indeterminate then
|
|
local fill_width_n = 0.2
|
|
fill_n0 = ImFmod(-fraction, 1.0) * (1.0 + fill_width_n) - fill_width_n
|
|
fill_n1 = ImSaturate(fill_n0 + fill_width_n)
|
|
fill_n0 = ImSaturate(fill_n0)
|
|
end
|
|
|
|
-- Render
|
|
ImGui.RenderFrame(bb.Min, bb.Max, ImGui.GetColorU32(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
|
|
|
|
-- This is provided as a convenience for being an often requested feature.
|
|
-- FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system.
|
|
-- Because of this we currently don't provide many styling options for this widget
|
|
-- (e.g. hovered/active colors are automatically inferred from a single color).
|
|
--- @param label string
|
|
function ImGui.TextLink(label)
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return false
|
|
end
|
|
|
|
local g = GImGui
|
|
local id = window:GetID(label)
|
|
local label_end = ImGui.FindRenderedTextEnd(label)
|
|
|
|
local pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset)
|
|
local size = ImGui.CalcTextSize(label, label_end, false)
|
|
local bb = ImRect(pos, pos + size)
|
|
ImGui.ItemSize(size, 0.0)
|
|
if not ImGui.ItemAdd(bb, id) then
|
|
return false
|
|
end
|
|
|
|
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id)
|
|
ImGui.RenderNavCursor(bb, id)
|
|
|
|
if hovered then
|
|
ImGui.SetMouseCursor(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-TEXT: Underline mode -- 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) -- It is more reassuring for user to _always_ display URL when it is the same as the label.
|
|
|
|
if ImGui.BeginPopupContextItem() then
|
|
if ImGui.MenuItem(ImGui.LocalizeGetMsg(ImGuiLocKey.CopyLink)) then
|
|
ImGui.SetClipboardText(url)
|
|
end
|
|
ImGui.EndPopup()
|
|
end
|
|
|
|
return pressed
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- [SECTION] Widgets: Low-level Layout helpers
|
|
-------------------------------------------------------------------------------
|
|
-- - Spacing()
|
|
-- - Dummy()
|
|
-- - NewLine()
|
|
-- - AlignTextToFramePadding()
|
|
-- - SeparatorEx() [Internal]
|
|
-- - Separator()
|
|
-------------------------------------------------------------------------------
|
|
|
|
local LayoutHelpers_size = ImVec2() -- [Luau] scratch for ItemSize() arguments
|
|
|
|
function ImGui.Spacing()
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return
|
|
end
|
|
ImGui.ItemSize(LAYOUT_ZERO_SIZE)
|
|
end
|
|
|
|
--- @param size ImVec2
|
|
function ImGui.Dummy(size)
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return
|
|
end
|
|
|
|
local cursor = window.DC.CursorPos
|
|
local bb = ImRect(cursor.x, cursor.y, cursor.x + size.x, cursor.y + size.y) -- [Luau] no temporary ImVec2
|
|
ImGui.ItemSize(size)
|
|
ImGui.ItemAdd(bb, 0)
|
|
end
|
|
|
|
function ImGui.NewLine()
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return
|
|
end
|
|
|
|
local g = GImGui
|
|
local backup_layout_type = window.DC.LayoutType
|
|
window.DC.LayoutType = ImGuiLayoutType.Vertical
|
|
window.DC.IsSameLine = false
|
|
|
|
if window.DC.CurrLineSize.y > 0.0 then -- In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
|
|
ImGui.ItemSize(ImVec2(0, 0))
|
|
else
|
|
ImGui.ItemSize(ImVec2(0.0, g.FontSize))
|
|
end
|
|
|
|
window.DC.LayoutType = backup_layout_type
|
|
end
|
|
|
|
function ImGui.AlignTextToFramePadding()
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return
|
|
end
|
|
|
|
local g = GImGui
|
|
window.DC.CurrLineSize.y = ImMax(window.DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2)
|
|
window.DC.CurrLineTextBaseOffset = ImMax(window.DC.CurrLineTextBaseOffset, g.Style.FramePadding.y)
|
|
end
|
|
|
|
-- Horizontal/vertical separating line
|
|
-- FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues.
|
|
-- Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are.
|
|
--- @param flags ImGuiSeparatorFlags
|
|
--- @param thickness float
|
|
function ImGui.SeparatorEx(flags, thickness)
|
|
if thickness == nil then thickness = 1.0 end
|
|
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return
|
|
end
|
|
|
|
local g = GImGui
|
|
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(window.DC.CursorPos.x, y1, window.DC.CursorPos.x + thickness, y2) -- [Luau] no temporary ImVec2
|
|
local item_size = LayoutHelpers_size; item_size.x = thickness; item_size.y = 0.0
|
|
ImGui.ItemSize(item_size)
|
|
if not ImGui.ItemAdd(bb, 0) then
|
|
return
|
|
end
|
|
|
|
-- Draw
|
|
window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(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)
|
|
|
|
-- Between 1.71 and 1.92.7, we maintained a hack where a 1.0f thin Separator() would not impact layout.
|
|
-- This was mostly chosen to allow backward compatibility with user's code assuming zero-height when calculating height for layout (e.g. bottom alignment of a status bar).
|
|
-- In order to handle scaling we need to scale separator thickness and it would not makes sense to have a disparity depending on height.
|
|
----float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change.
|
|
local bb = ImRect(x1, window.DC.CursorPos.y, x2, window.DC.CursorPos.y + thickness) -- [Luau] no temporary ImVec2
|
|
local item_size = LayoutHelpers_size; item_size.x = 0.0; item_size.y = thickness
|
|
ImGui.ItemSize(item_size)
|
|
|
|
if ImGui.ItemAdd(bb, 0) then
|
|
-- Draw
|
|
window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(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) + 1.0
|
|
|
|
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, ImDrawFlags.StrokeCenterBiased)
|
|
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, ImDrawFlags.StrokeCenterBiased)
|
|
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, ImDrawFlags.StrokeCenterBiased)
|
|
end
|
|
end
|
|
end
|
|
|
|
--- @param label string
|
|
function ImGui.SeparatorText(label)
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return
|
|
end
|
|
|
|
-- The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want:
|
|
-- - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight)
|
|
-- - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string)
|
|
-- - because of this we probably can't turn 'string label' into 'string fmt, ...'
|
|
-- Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item,
|
|
-- and then we can turn this into a format function.
|
|
ImGui.SeparatorTextEx(0, label, ImGui.FindRenderedTextEnd(label), 0.0)
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- [SECTION] Widgets: ComboBox
|
|
-------------------------------------------------------------------------------
|
|
-- - CalcMaxPopupHeightFromItemCount() [Internal]
|
|
-- - BeginCombo()
|
|
-- - BeginComboPopup() [Internal]
|
|
-- - EndCombo()
|
|
-- - BeginComboPreview() [Internal]
|
|
-- - EndComboPreview() [Internal]
|
|
-- - Combo()
|
|
-------------------------------------------------------------------------------
|
|
|
|
--- @param items_count float
|
|
--- @return float
|
|
local function CalcMaxPopupHeightFromItemCount(items_count)
|
|
local g = GImGui
|
|
if items_count <= 0 then
|
|
return FLT_MAX
|
|
end
|
|
return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2)
|
|
end
|
|
|
|
--- @param label string
|
|
--- @param preview_value? string
|
|
--- @param flags? ImGuiComboFlags
|
|
function ImGui.BeginCombo(label, preview_value, flags)
|
|
if flags == nil then flags = 0 end
|
|
|
|
local g = GImGui
|
|
local window = ImGui.GetCurrentWindow()
|
|
|
|
local backup_next_window_data_flags = g.NextWindowData.HasFlags
|
|
g.NextWindowData:ClearFlags() -- We behave like Begin() and need to consume those values
|
|
if window.SkipItems then
|
|
return false
|
|
end
|
|
|
|
local style = g.Style
|
|
local id = window:GetID(label)
|
|
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
|
|
|
|
-- Open on click
|
|
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id)
|
|
local popup_id = ImHashStr("##ComboPopup", nil, id)
|
|
local popup_open = ImGui.IsPopupOpen(popup_id, 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.RoundAll or ImDrawFlags.RoundLeft)
|
|
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.RoundAll or ImDrawFlags.RoundRight)
|
|
|
|
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
|
|
|
|
-- Set popup size
|
|
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_))) -- Only one
|
|
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 -- Don't apply constraints if user specified a size
|
|
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) -- Recycle windows based on depth
|
|
|
|
-- Set position given a custom constraint (peak into expected window size so we can position it)
|
|
-- FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?
|
|
-- FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()?
|
|
local popup_window = ImGui.FindWindowByName(name)
|
|
if popup_window then
|
|
if popup_window.WasActive then
|
|
-- Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.
|
|
local size_expected = ImGui.CalcWindowNextAutoFitSize(popup_window)
|
|
popup_window.AutoPosLastDirection = (bit32.band(flags, ImGuiComboFlags.PopupAlignLeft) ~= 0) and ImGuiDir.Left or ImGuiDir.Down -- Left = "Below, Toward Left", Down = "Below, Toward Right (default)"
|
|
local r_outer = ImGui.GetPopupAllowedExtentRect(popup_window)
|
|
local pos
|
|
pos, popup_window.AutoPosLastDirection = ImGui.FindBestWindowPosForPopupEx(bb:GetBL(), size_expected, popup_window.AutoPosLastDirection, r_outer, bb, 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
|
|
|
|
-- Submit preview contents for BeginCombo()/EndCombo(), to display contents that's more than just a text label.
|
|
-- - [BETA] See GitHub issues: #1658, #4168.
|
|
-- - Call directly after the BeginCombo/EndCombo block (requires ImGuiComboFlags.CustomPreview).
|
|
-- - The preview is designed to only host non-interactive elements.
|
|
-- - Not compatible with ImGuiComboFlags.WidthFitPreview.
|
|
function ImGui.BeginComboPreview()
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
local preview_data = g.ComboPreviewData
|
|
|
|
if window.SkipItems or not (bit32.band(g.LastItemData.StatusFlags, 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
|
|
|
|
-- FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future
|
|
local draw_list = window.DrawList
|
|
if window.DC.CursorMaxPos.x < preview_data.PreviewRect.Max.x and window.DC.CursorMaxPos.y < preview_data.PreviewRect.Max.y then
|
|
if draw_list.CmdBuffer.Size > 1 then -- Unlikely case that the PushClipRect() didn't create a command
|
|
ImVec4_Copy(draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].ClipRect, draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size - 1].ClipRect)
|
|
ImVec4_Copy(draw_list._CmdHeader.ClipRect, draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size].ClipRect)
|
|
draw_list:_TryMergeDrawCmds()
|
|
end
|
|
end
|
|
|
|
ImGui.PopClipRect()
|
|
|
|
ImVec2_Copy(window.DC.CursorPos, preview_data.BackupCursorPos)
|
|
ImVec2_Copy(window.DC.CursorMaxPos, ImMax(window.DC.CursorMaxPos, preview_data.BackupCursorMaxPos)) -- No need to do the same with IdealMaxPos
|
|
ImVec2_Copy(window.DC.CursorPosPrevLine, preview_data.BackupCursorPosPrevLine)
|
|
window.DC.PrevLineTextBaseOffset = preview_data.BackupPrevLineTextBaseOffset
|
|
window.DC.LayoutType = preview_data.BackupLayout
|
|
window.DC.IsSameLine = false
|
|
|
|
preview_data.PreviewRect = ImRect()
|
|
end
|
|
|
|
-- Getter for the old Combo() API: Lua array of strings (1-based), `idx` is 0-based
|
|
local function Items_ArrayGetter(data, idx)
|
|
return data[idx + 1]
|
|
end
|
|
|
|
-- Getter for the old Combo() API: "item1\0item2\0item3\0"
|
|
local function Items_SingleStringGetter(data, idx)
|
|
local items_count = 0
|
|
local p = 1
|
|
while p <= #data and string.byte(data, p) ~= 0 do
|
|
local e = string.find(data, "\0", p, true) or (#data + 1)
|
|
if idx == items_count then
|
|
return string.sub(data, p, e - 1)
|
|
end
|
|
p = e + 1
|
|
items_count = items_count + 1
|
|
end
|
|
return nil
|
|
end
|
|
|
|
local function Items_SingleStringCount(data)
|
|
local items_count = 0
|
|
local p = 1
|
|
while p <= #data and string.byte(data, p) ~= 0 do
|
|
p = (string.find(data, "\0", p, true) or #data) + 1
|
|
items_count = items_count + 1
|
|
end
|
|
return items_count
|
|
end
|
|
|
|
-- Normalizes the 3 upstream overloads to (getter, user_data, items_count, height)
|
|
-- - (items: string[], items_count?, height?)
|
|
-- - (items_separated_by_zeros: string, height?)
|
|
-- - (getter: fun(user_data, idx): string?, user_data, items_count, height?)
|
|
local function Items_ResolveArgs(a, b, c, d)
|
|
if type(a) == "function" then
|
|
return a, b, c, d
|
|
elseif type(a) == "string" then
|
|
return Items_SingleStringGetter, a, Items_SingleStringCount(a), b
|
|
else
|
|
return Items_ArrayGetter, a, b or #a, c
|
|
end
|
|
end
|
|
|
|
-- Old API, prefer using BeginCombo() nowadays if you can.
|
|
--- @param label string
|
|
--- @param current_item int # 0-based
|
|
--- @return int current_item
|
|
--- @return bool value_changed
|
|
function ImGui.Combo(label, current_item, a, b, c, d)
|
|
local g = GImGui
|
|
local getter, user_data, items_count, popup_max_height_in_items = Items_ResolveArgs(a, b, c, d)
|
|
if popup_max_height_in_items == nil then popup_max_height_in_items = -1 end
|
|
|
|
-- Call the getter to obtain the preview string which is a parameter to BeginCombo()
|
|
local preview_value = nil
|
|
if bit32.band(bit32.bor(g.NextItemData.ItemFlagsSet, g.CurrentItemFlags), ImGuiItemFlags.MixedValue) ~= 0 then
|
|
preview_value = ""
|
|
elseif current_item >= 0 and current_item < items_count then
|
|
preview_value = getter(user_data, current_item)
|
|
end
|
|
|
|
-- The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.
|
|
if popup_max_height_in_items ~= -1 and bit32.band(g.NextWindowData.HasFlags, 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
|
|
|
|
-- Display items
|
|
local value_changed = false
|
|
local clipper = ImGuiListClipper()
|
|
clipper:Begin(items_count)
|
|
clipper:IncludeItemByIndex(current_item)
|
|
while clipper:Step() do
|
|
for i = clipper.DisplayStart, clipper.DisplayEnd - 1 do
|
|
local item_text = getter(user_data, i)
|
|
if item_text == nil then
|
|
item_text = "*Unknown item*"
|
|
end
|
|
|
|
ImGui.PushID(i)
|
|
local item_selected = (i == current_item)
|
|
if ImGui.Selectable(item_text, item_selected) and current_item ~= i then
|
|
value_changed = true
|
|
current_item = i
|
|
end
|
|
if item_selected then
|
|
ImGui.SetItemDefaultFocus()
|
|
end
|
|
ImGui.PopID()
|
|
end
|
|
end
|
|
|
|
ImGui.EndCombo()
|
|
if value_changed then
|
|
ImGui.MarkItemEdited(g.LastItemData.ID)
|
|
end
|
|
|
|
return current_item, value_changed
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- [SECTION] Data Type and Data Formatting Helpers [Internal]
|
|
-------------------------------------------------------------------------------
|
|
-- - DataTypeGetInfo()
|
|
-- - DataTypeFormatString()
|
|
-- - DataTypeApplyOp()
|
|
-- - DataTypeApplyFromText()
|
|
-- - DataTypeCompare()
|
|
-- - DataTypeClamp()
|
|
-- - GetMinimumStepAtDecimalPrecision
|
|
-- - RoundScalarWithFormat<>()
|
|
-------------------------------------------------------------------------------
|
|
|
|
local function float(val) return val end
|
|
local function double(val) return val end
|
|
|
|
local GDefaultRgbaColorMarkers = {
|
|
IM_COL32(240, 20, 20, 255), IM_COL32(20, 240, 20, 255), IM_COL32(20, 20, 240, 255), IM_COL32(140, 140, 140, 255)
|
|
}
|
|
|
|
--- @param size size_t
|
|
--- @param name string
|
|
--- @param print_fmt string
|
|
--- @param scan_fmt string
|
|
--- @return ImGuiDataTypeInfo
|
|
--- @nodiscard
|
|
--- @package
|
|
local function ImGuiDataTypeInfo(size, name, print_fmt, scan_fmt)
|
|
return { Size = size, Name = name, PrintFmt = print_fmt, ScanFmt = scan_fmt }
|
|
end
|
|
|
|
local GDataTypeInfo = {
|
|
ImGuiDataTypeInfo(1, "S8", "%d", "%d"), -- ImGuiDataType.S8
|
|
ImGuiDataTypeInfo(1, "U8", "%u", "%u"),
|
|
ImGuiDataTypeInfo(2, "S16", "%d", "%d"), -- ImGuiDataType.S16
|
|
ImGuiDataTypeInfo(2, "U16", "%u", "%u"),
|
|
ImGuiDataTypeInfo(4, "S32", "%d", "%d"), -- ImGuiDataType.S32
|
|
ImGuiDataTypeInfo(4, "U32", "%u", "%u"),
|
|
ImGuiDataTypeInfo(4, "float", "%.3f", "%f"), -- ImGuiDataType.Float
|
|
ImGuiDataTypeInfo(8, "double", "%f", "%lf"), -- ImGuiDataType.Double
|
|
ImGuiDataTypeInfo(1, "bool", "%d", "%d"), -- ImGuiDataType.Bool
|
|
ImGuiDataTypeInfo(0, "string", "%s", "%s") -- ImGuiDataType.String
|
|
}
|
|
|
|
--- @param data_type ImGuiDataType
|
|
function ImGui.DataTypeGetInfo(data_type)
|
|
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
|
|
|
|
-- User can input math operators (e.g. +100) to edit a numerical values.
|
|
-- NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess..
|
|
--- @param buf char[]
|
|
--- @param data_type ImGuiDataType
|
|
--- @param data number
|
|
--- @param format string
|
|
--- @param data_when_empty? number
|
|
function ImGui.DataTypeApplyFromText(buf, data_type, data, format, data_when_empty)
|
|
-- Copy the value so we can compare at the end of the function if it changed at all.
|
|
local type_info = ImGui.DataTypeGetInfo(data_type)
|
|
local data_backup = data
|
|
|
|
local p = 1
|
|
while ImCharIsBlankA(buf[p]) do
|
|
p = p + 1
|
|
end
|
|
if buf[p] == 0 then
|
|
if data_when_empty ~= nil then
|
|
data = data_when_empty
|
|
return data, data_backup ~= data
|
|
end
|
|
return data, false
|
|
end
|
|
|
|
-- Sanitize format
|
|
-- - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf
|
|
local format_sanitized, format_sanitized_size = {}, 32
|
|
if (data_type == 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 -- Format doesn't want us to show the number currently, but we still need to parse the resulting input
|
|
end
|
|
end
|
|
|
|
-- Small types need a 32-bit buffer to receive the result from scanf()
|
|
local v32 = 0
|
|
local res = {}
|
|
if ImStd.sscanf(buf, 1, format, res) < 1 then
|
|
return data, false
|
|
end
|
|
if type_info.Size >= 4 then
|
|
data = res[1]
|
|
else
|
|
v32 = res[1]
|
|
end
|
|
|
|
if type_info.Size < 4 then
|
|
if data_type == 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)
|
|
-- Clamp, both sides are optional, return true if modified
|
|
if v_min and v < v_min then return v_min, true end
|
|
if v_max and v > v_max then return v_max, true end
|
|
return v, false
|
|
end
|
|
|
|
--- @param data_type ImGuiDataType
|
|
--- @param data number
|
|
--- @param min? number
|
|
--- @param max? number
|
|
function ImGui.DataTypeClamp(data_type, data, min, max)
|
|
if data_type == 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
|
|
|
|
-- Format value with our rounding, and read back
|
|
local str = ImFormatString(format, v)
|
|
|
|
v = ImAtof(str) or v
|
|
return v
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
|
|
-------------------------------------------------------------------------------
|
|
-- - ImParseFormatFindStart() [Internal]
|
|
-- - ImParseFormatFindEnd() [Internal]
|
|
-- - ImParseFormatTrimDecorations() [Internal]
|
|
-- - ImParseFormatSanitizeForScanning() [Internal]
|
|
-- - ImParseFormatPrecision() [Internal]
|
|
-- - TempInputText() [Internal]
|
|
-- - TempInputScalar() [Internal]
|
|
-- - InputScalar()
|
|
-- - InputScalarN()
|
|
-- - InputFloat()
|
|
-- - InputFloat2()
|
|
-- - InputFloat3()
|
|
-- - InputFloat4()
|
|
-- - InputInt()
|
|
-- - InputInt2()
|
|
-- - InputInt3()
|
|
-- - InputInt4()
|
|
-- - InputDouble()
|
|
-------------------------------------------------------------------------------
|
|
|
|
-- We don't use strchr() because our strings are usually very short and often start with '%'
|
|
--- @param fmt string
|
|
function ImParseFormatFindStart(fmt)
|
|
local len = #fmt
|
|
local i = 1
|
|
local c
|
|
while i < len do
|
|
c = string.byte(fmt, i)
|
|
if c == 37 and string.byte(fmt, i + 1) ~= 37 then -- '%'
|
|
return i
|
|
elseif c == 37 then
|
|
i = i + 1
|
|
end
|
|
i = i + 1
|
|
end
|
|
return nil
|
|
end
|
|
|
|
--- @param fmt string
|
|
--- @param pos int
|
|
local function ImParseFormatFindEnd(fmt, pos)
|
|
-- Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format.
|
|
if string.byte(fmt, pos) ~= 37 then -- '%'
|
|
return pos
|
|
end
|
|
local ignored_uppercase_mask = bit32.bor(bit32.lshift(1, 73 - 65), bit32.lshift(1, 76 - 65))
|
|
local ignored_lowercase_mask = bit32.bor(bit32.lshift(1, 104 - 97), bit32.lshift(1, 106 - 97), bit32.lshift(1, 108 - 97), bit32.lshift(1, 116 - 97), bit32.lshift(1, 119 - 97), bit32.lshift(1, 122 - 97))
|
|
local len = #fmt
|
|
local c
|
|
for i = pos, len do
|
|
c = string.byte(fmt, i)
|
|
if c >= 65 and c <= 90 and (bit32.band(bit32.lshift(1, c - 65), ignored_uppercase_mask) == 0) then
|
|
return i + 1
|
|
end
|
|
if c >= 97 and c <= 122 and (bit32.band(bit32.lshift(1, c - 97), ignored_lowercase_mask) == 0) then
|
|
return i + 1
|
|
end
|
|
end
|
|
return len + 1
|
|
end
|
|
|
|
-- Extract the format out of a format string with leading or trailing decorations
|
|
-- fmt = "blah blah" -> return ""
|
|
-- fmt = "%.3f" -> return "%.3f"
|
|
-- fmt = "hello %.3f" -> return "%.3f"
|
|
-- fmt = "%.3f hello" -> return "%.3f"
|
|
--- @param fmt string
|
|
local function ImParseFormatTrimDecorations(fmt)
|
|
local fmt_start = ImParseFormatFindStart(fmt)
|
|
if fmt_start == nil or string.byte(fmt, fmt_start) ~= 37 then -- '%'
|
|
return ""
|
|
end
|
|
local fmt_end = ImParseFormatFindEnd(fmt, fmt_start)
|
|
if fmt_end > #fmt then -- If we only have leading decoration, we don't need to copy the data.
|
|
return string.sub(fmt, fmt_start)
|
|
end
|
|
return string.sub(fmt, fmt_start, fmt_end - 1)
|
|
end
|
|
|
|
-- - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d"
|
|
--- @param fmt_in string
|
|
--- @param fmt_out char[]
|
|
--- @param fmt_out_size size_t
|
|
function ImParseFormatSanitizeForScanning(fmt_in, fmt_out, fmt_out_size)
|
|
local fmt_end = ImParseFormatFindEnd(fmt_in, 1)
|
|
-- IM_UNUSED(fmt_out_size)
|
|
IM_ASSERT(fmt_end < fmt_out_size) -- Format is too long, let us know if this happens to you!
|
|
local has_type = false
|
|
local fmt_in_begin = 1
|
|
local fmt_out_begin = 1
|
|
while fmt_in_begin < fmt_end do
|
|
repeat
|
|
local c = string.byte(fmt_in, fmt_in_begin, fmt_in_begin)
|
|
fmt_in_begin = fmt_in_begin + 1
|
|
|
|
if (not has_type and ((c >= 48 and c <= 57) or c == 46 or c == 43 or c == 35)) then
|
|
break
|
|
end
|
|
|
|
has_type = has_type or ((c >= 97 and c <= 122) or (c >= 65 and c <= 90)) -- Stop skipping digits
|
|
if c ~= 39 and c ~= 36 and c ~= 95 then -- Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
|
|
fmt_out[fmt_out_begin] = c
|
|
fmt_out_begin = fmt_out_begin + 1
|
|
end
|
|
|
|
until true
|
|
end
|
|
-- fmt_out[fmt_out_begin] = 0 -- Zero-terminate
|
|
return string.char(unpack(fmt_out)) -- FIXME: not ideal
|
|
end
|
|
|
|
--- @param str string
|
|
--- @param pos int
|
|
local function ImAtoi(str, pos)
|
|
local negative = false
|
|
if string.byte(str, pos) == 45 then -- '-'
|
|
negative = true
|
|
pos = pos + 1
|
|
end
|
|
if string.byte(str, pos) == 43 then -- '+'
|
|
pos = pos + 1
|
|
end
|
|
local len = #str
|
|
local v = 0
|
|
local c = string.byte(str, pos)
|
|
while c >= 48 and c <= 57 do
|
|
v = v * 10 + c - 48
|
|
pos = pos + 1
|
|
c = string.byte(str, pos)
|
|
if pos > len then break end
|
|
end
|
|
return negative and -v or v, pos
|
|
end
|
|
|
|
-- Parse display precision back from the display format string
|
|
-- FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed.
|
|
--- @param fmt string
|
|
--- @param default_precision int
|
|
local function ImParseFormatPrecision(fmt, default_precision)
|
|
local pos = ImParseFormatFindStart(fmt)
|
|
if not pos then
|
|
return default_precision
|
|
end
|
|
pos = pos + 1
|
|
local len = #fmt
|
|
local c = string.byte(fmt, pos)
|
|
while c >= 48 and c <= 57 do
|
|
pos = pos + 1
|
|
c = string.byte(fmt, pos)
|
|
if pos > len then break end
|
|
end
|
|
local precision = 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
|
|
|
|
-- Create text input in place of another active widget (e.g. used when doing a Ctrl+Click on drag/slider widgets)
|
|
-- - This must be submitted right after the item it is overlaying.
|
|
-- FIXME: Facilitate using this in variety of other situations.
|
|
--- @param bb ImRect
|
|
--- @param id ImGuiID
|
|
--- @param label string
|
|
--- @param buf char[]
|
|
--- @param buf_size int
|
|
--- @param flags? ImGuiInputTextFlags
|
|
--- @param callback? ImGuiInputTextCallback
|
|
--- @param user_data any
|
|
function ImGui.TempInputText(bb, id, label, buf, buf_size, flags, callback, user_data)
|
|
if flags == nil then flags = 0 end
|
|
|
|
-- On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id.
|
|
-- We clear ActiveID on the first frame to allow the InputText() taking it back.
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
|
|
local is_deactivated = (g.InputTextDeactivatedState.ID == id)
|
|
local is_active = (g.TempInputId == id)
|
|
if (not is_active and not is_deactivated) then
|
|
ImGui.ClearActiveID()
|
|
end
|
|
|
|
local backup_pos = ImVec2()
|
|
ImVec2_Copy(backup_pos, window.DC.CursorPos)
|
|
ImVec2_Copy(window.DC.CursorPos, bb.Min)
|
|
g.LastItemData.ItemFlags = bit32.bor(g.LastItemData.ItemFlags, ImGuiItemFlags.AllowDuplicateId) -- Using ImGuiInputTextFlags.MergedItem above will skip ItemAdd() so we poke here.
|
|
local value_changed = ImGui.InputTextEx(label, nil, buf, buf_size, bb:GetSize(), bit32.bor(flags, ImGuiInputTextFlags.TempInput, ImGuiInputTextFlags.AutoSelectAll), callback, user_data)
|
|
ImGui.KeepAliveID(id) -- Not done because of ImGuiInputTextFlags.TempInput
|
|
if (not is_active and not is_deactivated) then
|
|
-- First frame we started displaying the InputText widget, we expect it to take the active id.
|
|
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
|
|
|
|
-- Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags.AlwaysClamp flag is set!
|
|
-- This is intended: this way we allow Ctrl+Click manual input to set a value out of bounds, for maximum flexibility.
|
|
-- However this may not be ideal for all uses, as some user code may break on out of bound values.
|
|
--- @param bb ImRect
|
|
--- @param id ImGuiID
|
|
--- @param label string
|
|
--- @param data_type ImGuiDataType
|
|
--- @param data number
|
|
--- @param format string
|
|
--- @param clamp_min? number
|
|
--- @param clamp_max? number
|
|
function ImGui.TempInputScalar(bb, id, label, data_type, data, format, clamp_min, clamp_max)
|
|
-- FIXME: May need to clarify display behavior if format doesn't contain %.
|
|
-- "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405
|
|
local g = GImGui
|
|
local type_info = ImGui.DataTypeGetInfo(data_type)
|
|
local data_buf, data_buf_size = {}, 32
|
|
format = ImParseFormatTrimDecorations(format)
|
|
if format == "" then
|
|
format = type_info.PrintFmt
|
|
end
|
|
ImGui.DataTypeFormatString(data_buf, data_buf_size, data_type, data, format)
|
|
ImStd.ImStrTrimBlanks(data_buf)
|
|
|
|
local flags = bit32.bor(ImGuiInputTextFlags.AutoSelectAll, ImGuiInputTextFlags.LocalizeDecimalPoint)
|
|
g.LastItemData.ItemFlags = bit32.bor(g.LastItemData.ItemFlags, ImGuiItemFlags.NoMarkEdited) -- Because TempInputText() uses ImGuiInputTextFlags.MergedItem it doesn't submit a new item, so we poke LastItemData.
|
|
g.LastItemData.ItemFlags = (bit32.band(g.LastItemData.ItemFlags, 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
|
|
|
|
-- Backup old value
|
|
local data_backup = data
|
|
|
|
-- Apply new value (or operations) then clamp
|
|
data = ImGui.DataTypeApplyFromText(data_buf, data_type, data, format, nil)
|
|
if clamp_min or clamp_max then
|
|
if clamp_min and clamp_max and ImGui.DataTypeCompare(data_type, clamp_min, clamp_max) > 0 then
|
|
clamp_min, clamp_max = clamp_max, clamp_min
|
|
end
|
|
data = ImGui.DataTypeClamp(data_type, data, clamp_min, clamp_max)
|
|
end
|
|
|
|
-- Only mark as edited if new value is different
|
|
g.LastItemData.ItemFlags = bit32.band(g.LastItemData.ItemFlags, bit32.bnot(ImGuiItemFlags.NoMarkEdited))
|
|
local value_changed = data_backup ~= data
|
|
if value_changed then
|
|
ImGui.MarkItemEdited(id)
|
|
end
|
|
|
|
return data, value_changed
|
|
end
|
|
|
|
-- Note: data is passed by value and the new value is returned: Returns (data, value_changed). For an Input widget, step and step_fast are optional.
|
|
-- Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.
|
|
--- @param label string
|
|
--- @param data_type ImGuiDataType
|
|
--- @param data number
|
|
--- @param step? number
|
|
--- @param step_fast? number
|
|
--- @param format? string
|
|
--- @param flags? ImGuiInputTextFlags
|
|
function ImGui.InputScalar(label, data_type, data, step, step_fast, format, flags)
|
|
if flags == nil then flags = 0 end
|
|
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return data, false
|
|
end
|
|
|
|
local g = GImGui
|
|
local style = g.Style
|
|
-- IM_ASSERT((flags & ImGuiInputTextFlags.EnterReturnsTrue) == 0) -- Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()!
|
|
|
|
if format == nil then
|
|
format = ImGui.DataTypeGetInfo(data_type).PrintFmt
|
|
end
|
|
|
|
local data_default = (bit32.band(g.NextItemData.HasFlags, 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
|
|
|
|
-- Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags.Edited.
|
|
-- We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
|
|
g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, 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
|
|
-- With Step Buttons
|
|
ImGui.BeginGroup() -- The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()
|
|
ImGui.PushID(label)
|
|
ImGui.SetNextItemWidth(ImMax(1.0, ImGui.CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2))
|
|
ret = ImGui.InputText("", buf, buf_size, flags) -- PushID(label) + "" gives us the expected ID from outside point of view
|
|
-- IMGUI_TEST_ENGINE_ITEM_INFO()
|
|
else
|
|
-- Without Step Buttons
|
|
ret = ImGui.InputText(label, buf, buf_size, flags)
|
|
end
|
|
|
|
-- Apply
|
|
local value_changed = false
|
|
if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.LiveEditOnInputScalar) ~= 0 then
|
|
local input_edited = bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.EditedInternal) ~= 0 -- We would be using 'ret' if ImGuiInputTextFlags.EnterReturnsTrue was not involved.
|
|
if input_edited then
|
|
data, value_changed = ImGui.DataTypeApplyFromText(buf, data_type, data, format, bit32.band(flags, 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
|
|
|
|
-- Step buttons
|
|
if has_step_buttons then
|
|
local backup_frame_padding = ImVec2()
|
|
ImVec2_Copy(backup_frame_padding, style.FramePadding)
|
|
style.FramePadding.x = style.FramePadding.y
|
|
if bit32.band(flags, 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
|
|
|
|
-- Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.
|
|
local format = (bit32.band(flags, 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] Widgets: DragScalar, DragFloat, DragInt, etc.
|
|
-------------------------------------------------------------------------------
|
|
-- - DragBehaviorT<>() [Internal]
|
|
-- - DragBehavior() [Internal]
|
|
-- - DragScalar()
|
|
-- - DragScalarN()
|
|
-- - DragFloat()
|
|
-- - DragFloat2()
|
|
-- - DragFloat3()
|
|
-- - DragFloat4()
|
|
-- - DragFloatRange2()
|
|
-- - DragInt()
|
|
-- - DragInt2()
|
|
-- - DragInt3()
|
|
-- - DragInt4()
|
|
-- - DragIntRange2()
|
|
-------------------------------------------------------------------------------
|
|
|
|
-- This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls)
|
|
--- @generic T : number
|
|
--- @param TYPE fun(val: number): T
|
|
--- @param SIGNEDTYPE fun(val: number): T
|
|
--- @param data_type ImGuiDataType
|
|
--- @param v T
|
|
--- @param v_speed float
|
|
--- @param v_min T
|
|
--- @param v_max T
|
|
--- @param format string
|
|
--- @param flags ImGuiSliderFlags
|
|
--- @return T new_v # Updated `v`
|
|
--- @return bool changed
|
|
function ImGui.DragBehaviorT(TYPE, SIGNEDTYPE, data_type, v, v_speed, v_min, v_max, format, flags)
|
|
local g = GImGui
|
|
local axis = (bit32.band(flags, 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
|
|
|
|
-- Lose zero sign for float/double
|
|
if v_cur == (TYPE)(-0) then
|
|
v_cur = (TYPE)(0)
|
|
end
|
|
|
|
if v ~= v_cur and is_bounded then
|
|
if is_wrapped then
|
|
-- Wrap values
|
|
if v_cur < v_min then
|
|
v_cur = (TYPE)(v_cur + (TYPE)((TYPE)(v_max - v_min) + (is_floating_point and 0 or 1)))
|
|
end
|
|
if v_cur > v_max then
|
|
v_cur = (TYPE)(v_cur - (TYPE)((TYPE)(v_max - v_min) - (is_floating_point and 0 or 1)))
|
|
end
|
|
else
|
|
-- Clamp values + handle overflow/wrap-around for integer types.
|
|
if v_cur < v_min or (v_cur > v and adjust_delta < 0.0 and not is_floating_point) then
|
|
v_cur = (TYPE)(v_min)
|
|
end
|
|
if v_cur > v_max or (v_cur < v and adjust_delta > 0.0 and not is_floating_point) then
|
|
v_cur = (TYPE)(v_max)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Apply result
|
|
if v == v_cur then
|
|
return v, false
|
|
end
|
|
v = v_cur
|
|
return v, true
|
|
end
|
|
|
|
--- @param id ImGuiID
|
|
--- @param data_type ImGuiDataType
|
|
--- @param v number
|
|
--- @param v_speed float
|
|
--- @param min number
|
|
--- @param max number
|
|
--- @param format string
|
|
--- @param flags ImGuiSliderFlags
|
|
@native
|
|
function ImGui.DragBehavior(id, data_type, v, v_speed, min, max, format, flags)
|
|
-- Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.
|
|
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.")
|
|
|
|
-- Things we can do easily outside the DragBehaviorT<> template, saves code generation.
|
|
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
|
|
|
|
-- Only clamp Ctrl+Click input when ImGuiSliderFlags.ClampOnInput is set (generally via ImGuiSliderFlags.AlwaysClamp)
|
|
--- @param flags ImGuiSliderFlags
|
|
--- @param data_type ImGuiDataType
|
|
--- @param min number
|
|
--- @param max number
|
|
local function TempInputIsClampEnabled(flags, data_type, min, max)
|
|
if bit32.band(flags, ImGuiSliderFlags.ClampOnInput) ~= 0 and (min ~= nil or max ~= nil) then
|
|
local clamp_range_dir = 0
|
|
if min ~= nil and max ~= nil then
|
|
clamp_range_dir = ImGui.DataTypeCompare(data_type, min, max) -- -1 when min < max, == 0 when min == max
|
|
end
|
|
if min == nil or max == nil or clamp_range_dir < 0 then
|
|
return true
|
|
end
|
|
if clamp_range_dir == 0 then
|
|
return ImGui.DataTypeIsZero(data_type, min) and (bit32.band(flags, ImGuiSliderFlags.ClampZeroRange) ~= 0) or true
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
--- @param label string
|
|
--- @param data_type ImGuiDataType
|
|
--- @param data number
|
|
--- @param v_speed float
|
|
--- @param min number
|
|
--- @param max number
|
|
--- @param format string
|
|
--- @param flags ImGuiSliderFlags
|
|
-- [Luau] memo of string.format(format, value) for drag/slider value text (same values are redrawn every frame).
|
|
-- ponytail: whole-memo reset at 4096 entries, LRU if values churn
|
|
local fmt_memo, fmt_memo_n = {}, 0
|
|
local SliderScalar_total_bb, SliderScalar_grab_bb = ImRect(), ImRect() -- [Luau] scratch for SliderScalar()/DragScalar(), never escape
|
|
local DRAG_TEXT_ALIGN = ImVec2(0.5, 0.5)
|
|
function FormatCached(format, v)
|
|
local m = fmt_memo[format]
|
|
if m == nil then m = {}; fmt_memo[format] = m end
|
|
local r = m[v]
|
|
if r == nil then
|
|
if fmt_memo_n >= 4096 then table.clear(fmt_memo); m = {}; fmt_memo[format] = m; fmt_memo_n = 0 end
|
|
r = ImFormatString(format, v); m[v] = r; fmt_memo_n = fmt_memo_n + 1
|
|
end
|
|
return r
|
|
end
|
|
|
|
-- Note: data is passed by value and the new value is returned: Returns (data, value_changed). For a Drag widget, min and max are optional.
|
|
-- Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.
|
|
@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 cursor = window.DC.CursorPos
|
|
local frame_bb = ImRect(cursor.x, cursor.y, cursor.x + w, cursor.y + (label_size.y + style.FramePadding.y * 2.0)) -- [Luau] no temporary ImVec2
|
|
local total_bb = SliderScalar_total_bb -- [Luau] scratch: ItemSize()/ItemAdd() only read it
|
|
total_bb.Min.x = frame_bb.Min.x; total_bb.Min.y = frame_bb.Min.y
|
|
total_bb.Max.x = frame_bb.Max.x + ((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0); total_bb.Max.y = frame_bb.Max.y + 0.0
|
|
|
|
local temp_input_allowed = (bit32.band(flags, 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
|
|
-- Tabbing or Ctrl+Click on Drag turns it into an InputText
|
|
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
|
|
|
|
-- NB: v_speed is float to allow adjusting the drag speed with more precision
|
|
--- @param label string
|
|
--- @param v int
|
|
--- @param v_speed? float
|
|
--- @param v_min? int
|
|
--- @param v_max? int
|
|
--- @param format? string
|
|
--- @param flags? ImGuiSliderFlags
|
|
@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] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
|
|
-------------------------------------------------------------------------------
|
|
-- - ScaleRatioFromValueT<> [Internal]
|
|
-- - ScaleValueFromRatioT<> [Internal]
|
|
-- - SliderBehaviorT<>() [Internal]
|
|
-- - SliderBehavior() [Internal]
|
|
-- - SliderScalar()
|
|
-- - SliderScalarN()
|
|
-- - SliderFloat()
|
|
-- - SliderFloat2()
|
|
-- - SliderFloat3()
|
|
-- - SliderFloat4()
|
|
-- - SliderAngle()
|
|
-- - SliderInt()
|
|
-- - SliderInt2()
|
|
-- - SliderInt3()
|
|
-- - SliderInt4()
|
|
-- - VSliderScalar()
|
|
-- - VSliderFloat()
|
|
-- - VSliderInt()
|
|
-------------------------------------------------------------------------------
|
|
|
|
-- Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT)
|
|
--- @param data_type ImGuiDataType
|
|
--- @param v number
|
|
--- @param v_min number
|
|
--- @param v_max number
|
|
--- @param logarithmic_zero_epsilon float
|
|
--- @param zero_deadzone_halfsize float
|
|
function ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
|
|
if v_min == v_max then
|
|
return 0.0
|
|
end
|
|
-- IM_UNUSED(data_type)
|
|
|
|
local v_clamped
|
|
if v_min < v_max then
|
|
v_clamped = ImClamp(v, v_min, v_max)
|
|
else
|
|
v_clamped = ImClamp(v, v_max, v_min)
|
|
end
|
|
if logarithmic_zero_epsilon > 0.0 then -- == is_logarithmic from caller
|
|
local flipped = v_max < v_min
|
|
if flipped then -- Handle the case where the range is backwards
|
|
v_min, v_max = v_max, v_min
|
|
end
|
|
|
|
-- Fudge min/max to avoid getting close to log(0)
|
|
local v_min_fudged
|
|
if ImAbs(v_min) < logarithmic_zero_epsilon then
|
|
v_min_fudged = (v_min < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon
|
|
else
|
|
v_min_fudged = v_min
|
|
end
|
|
local v_max_fudged
|
|
if ImAbs(v_max) < logarithmic_zero_epsilon then
|
|
v_max_fudged = (v_max < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon
|
|
else
|
|
v_max_fudged = v_max
|
|
end
|
|
|
|
-- Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)
|
|
if v_min == 0.0 and v_max < 0.0 then
|
|
v_min_fudged = -logarithmic_zero_epsilon
|
|
elseif v_max == 0.0 and v_min < 0.0 then
|
|
v_max_fudged = -logarithmic_zero_epsilon
|
|
end
|
|
|
|
local result
|
|
if v_clamped <= v_min_fudged then
|
|
result = 0.0 -- Workaround for values that are in-range but below our fudge
|
|
elseif v_clamped >= v_max_fudged then
|
|
result = 1.0 -- Workaround for values that are in-range but above our fudge
|
|
elseif v_min * v_max < 0.0 then -- Range crosses zero, so split into two portions
|
|
local zero_point_center = (-v_min) / (v_max - v_min) -- The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine)
|
|
local zero_point_snap_L = zero_point_center - zero_deadzone_halfsize
|
|
local zero_point_snap_R = zero_point_center + zero_deadzone_halfsize
|
|
if v == 0.0 then
|
|
result = zero_point_center -- Special case for exactly zero
|
|
elseif v < 0.0 then
|
|
result = (1.0 - (ImLog(-v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L
|
|
else
|
|
result = zero_point_snap_R + ((ImLog(v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0 - zero_point_snap_R))
|
|
end
|
|
elseif v_min < 0.0 or v_max < 0.0 then -- Entirely negative slider
|
|
result = 1.0 - (ImLog(-v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged))
|
|
else
|
|
result = ImLog(v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)
|
|
end
|
|
|
|
return flipped and (1.0 - result) or result
|
|
else
|
|
-- Linear slider
|
|
return (v_clamped - v_min) / (v_max - v_min)
|
|
end
|
|
end
|
|
|
|
-- Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT)
|
|
--- @param TYPE fun(val: number): number
|
|
--- @param SIGNEDTYPE fun(val: number): number
|
|
--- @param data_type ImGuiDataType
|
|
--- @param t float
|
|
--- @param v_min number
|
|
--- @param v_max number
|
|
--- @param logarithmic_zero_epsilon float
|
|
--- @param zero_deadzone_halfsize float
|
|
function ImGui.ScaleValueFromRatioT(TYPE, SIGNEDTYPE, data_type, t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
|
|
-- We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct"
|
|
-- but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler.
|
|
if t <= 0.0 or v_min == v_max then
|
|
return v_min
|
|
end
|
|
if t >= 1.0 then
|
|
return v_max
|
|
end
|
|
|
|
local result = 0
|
|
if logarithmic_zero_epsilon > 0.0 then -- == is_logarithmic from caller
|
|
-- Fudge min/max to avoid getting silly results close to zero
|
|
local v_min_fudged
|
|
if ImAbs(v_min) < logarithmic_zero_epsilon then
|
|
v_min_fudged = (v_min < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon
|
|
else
|
|
v_min_fudged = v_min
|
|
end
|
|
local v_max_fudged
|
|
if ImAbs(v_max) < logarithmic_zero_epsilon then
|
|
v_max_fudged = (v_max < 0.0) and -logarithmic_zero_epsilon or logarithmic_zero_epsilon
|
|
else
|
|
v_max_fudged = v_max
|
|
end
|
|
|
|
local flipped = v_max < v_min -- Check if range is "backwards"
|
|
if flipped then
|
|
v_min_fudged, v_max_fudged = v_max_fudged, v_min_fudged
|
|
end
|
|
|
|
-- Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)
|
|
if v_max == 0.0 and v_min < 0.0 then
|
|
v_max_fudged = -logarithmic_zero_epsilon
|
|
end
|
|
|
|
local t_with_flip = flipped and (1.0 - t) or t -- t, but flipped if necessary to account for us flipping the range
|
|
|
|
if v_min * v_max < 0.0 then -- Range crosses zero, so we have to do this in two parts
|
|
local zero_point_center = (-ImMin(v_min, v_max)) / ImAbs(v_max - v_min) -- The zero point in parametric space
|
|
local zero_point_snap_L = zero_point_center - zero_deadzone_halfsize
|
|
local zero_point_snap_R = zero_point_center + zero_deadzone_halfsize
|
|
|
|
if t_with_flip >= zero_point_snap_L and t_with_flip <= zero_point_snap_R then
|
|
result = (TYPE)(0.0) -- Special case to make getting exactly zero possible (the epsilon prevents it otherwise)
|
|
elseif t_with_flip < zero_point_center then
|
|
result = (TYPE)(-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, 1.0 - (t_with_flip / zero_point_snap_L))))
|
|
else
|
|
result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (t_with_flip - zero_point_snap_R) / (1.0 - zero_point_snap_R)))
|
|
end
|
|
elseif v_min < 0.0 or v_max < 0.0 then -- Entirely negative slider
|
|
result = (TYPE)(-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, 1.0 - t_with_flip)))
|
|
else
|
|
result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, t_with_flip))
|
|
end
|
|
else
|
|
-- Linear slider
|
|
local is_floating_point = (data_type == ImGuiDataType.Float) or (data_type == ImGuiDataType.Double)
|
|
if is_floating_point then
|
|
result = ImLerp(v_min, v_max, t)
|
|
elseif t < 1.0 then -- t is already < 1.0 here
|
|
-- - For integer values we want the clicking position to match the grab box so we round above
|
|
-- This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property..
|
|
-- - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64
|
|
-- range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits.
|
|
local v_new_off_f = (SIGNEDTYPE)((v_max - v_min)) * t
|
|
result = (TYPE)((SIGNEDTYPE)(v_min) + (SIGNEDTYPE)(v_new_off_f + 0)) -- LUA: + 0 instead of + ((v_min > v_max) and -0.5 or 0.5)
|
|
end
|
|
end
|
|
|
|
return result
|
|
end
|
|
|
|
-- FIXME: Try to move more of the code into shared SliderBehavior()
|
|
--- @generic T : number
|
|
--- @param TYPE fun(val: number): T
|
|
--- @param SIGNEDTYPE fun(val: number): T
|
|
--- @param bb ImRect
|
|
--- @param id ImGuiID
|
|
--- @param data_type ImGuiDataType
|
|
--- @param v T
|
|
--- @param v_min T
|
|
--- @param v_max T
|
|
--- @param format string
|
|
--- @param flags ImGuiSliderFlags
|
|
--- @param out_grab_bb ImRect
|
|
--- @return T v # updated `v` passed in
|
|
--- @return bool value_changed
|
|
function ImGui.SliderBehaviorT(TYPE, SIGNEDTYPE, bb, id, data_type, v, v_min, v_max, format, flags, out_grab_bb)
|
|
local g = GImGui
|
|
local style = g.Style
|
|
|
|
local axis = (bit32.band(flags, ImGuiSliderFlags.Vertical) ~= 0) and ImGuiAxis.Y or ImGuiAxis.X
|
|
local axis_k = (axis == ImGuiAxis.X) and "x" or "y" -- [Luau] named key: ImVec2[axis] goes through IM_VEC2.__index
|
|
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) -- We don't need high precision for what we do with it.
|
|
|
|
-- Calculate bounds
|
|
local grab_padding = 2.0 -- FIXME: Should be part of style.
|
|
local slider_sz = (bb.Max[axis_k] - bb.Min[axis_k]) - grab_padding * 2.0
|
|
local grab_sz = style.GrabMinSize
|
|
if not is_floating_point and v_range_f >= 0.0 then -- v_range_f < 0 may happen on integer overflows
|
|
grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize) -- For integer sliders: if possible have the grab size represent 1 unit
|
|
end
|
|
grab_sz = ImMin(grab_sz, slider_sz)
|
|
local slider_usable_sz = slider_sz - grab_sz
|
|
local slider_usable_pos_min = bb.Min[axis_k] + grab_padding + grab_sz * 0.5
|
|
local slider_usable_pos_max = bb.Max[axis_k] - grab_padding - grab_sz * 0.5
|
|
|
|
local logarithmic_zero_epsilon = 0.0 -- Only valid when is_logarithmic is true
|
|
local zero_deadzone_halfsize = 0.0 -- Only valid when is_logarithmic is true
|
|
if is_logarithmic then
|
|
-- When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
|
|
local decimal_precision = is_floating_point and ImParseFormatPrecision(format, 3) or 1
|
|
logarithmic_zero_epsilon = ImPow(0.1, decimal_precision)
|
|
zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5) / ImMax(slider_usable_sz, 1.0)
|
|
end
|
|
|
|
-- Process interacting with the slider
|
|
local value_changed = false
|
|
if g.ActiveId == id then
|
|
local set_new_value = false
|
|
local clicked_t = 0.0
|
|
if g.ActiveIdSource == ImGuiInputSource.Mouse then
|
|
if not g.IO.MouseDown[0] then
|
|
ImGui.ClearActiveID()
|
|
else
|
|
local mouse_abs_pos = g.IO.MousePos[axis_k]
|
|
if g.ActiveIdIsJustActivated then
|
|
local grab_t = ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
|
|
if axis == ImGuiAxis.Y then
|
|
grab_t = 1.0 - grab_t
|
|
end
|
|
local grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t)
|
|
local clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5 - 1.0) and (mouse_abs_pos <= grab_pos + grab_sz * 0.5 + 1.0) -- No harm being extra generous here.
|
|
g.SliderGrabClickOffset = (clicked_around_grab and is_floating_point) and (mouse_abs_pos - grab_pos) or 0.0
|
|
end
|
|
if slider_usable_sz > 0.0 then
|
|
clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz)
|
|
end
|
|
if axis == 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 -- Reset any stored nav delta upon activation
|
|
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 -- Keyboard/Gamepad tweak speeds in % of slider bounds
|
|
if tweak_slow then
|
|
input_delta = input_delta / 10.0
|
|
end
|
|
else
|
|
if (v_range_f >= -100.0 and v_range_f <= 100.0 and v_range_f ~= 0.0) or tweak_slow then
|
|
input_delta = ((input_delta < 0.0) and -1.0 or 1.0) / v_range_f -- Keyboard/Gamepad tweak speeds in integer steps
|
|
else
|
|
input_delta = input_delta / 100.0
|
|
end
|
|
end
|
|
if tweak_fast then
|
|
input_delta = input_delta * 10.0
|
|
end
|
|
|
|
g.SliderCurrentAccum = g.SliderCurrentAccum + input_delta
|
|
g.SliderCurrentAccumDirty = true
|
|
end
|
|
|
|
local delta = g.SliderCurrentAccum
|
|
if g.NavActivatePressedId == id and not g.ActiveIdIsJustActivated then
|
|
ImGui.ClearActiveID()
|
|
elseif g.SliderCurrentAccumDirty then
|
|
clicked_t = ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
|
|
|
|
if (clicked_t >= 1.0 and delta > 0.0) or (clicked_t <= 0.0 and delta < 0.0) then -- This is to avoid applying the saturation when already past the limits
|
|
set_new_value = false
|
|
g.SliderCurrentAccum = 0.0 -- If pushing up against the limits, don't continue to accumulate
|
|
else
|
|
set_new_value = true
|
|
local old_clicked_t = clicked_t
|
|
clicked_t = ImSaturate(clicked_t + delta)
|
|
|
|
-- Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator
|
|
local v_new = ImGui.ScaleValueFromRatioT(TYPE, SIGNEDTYPE, data_type, clicked_t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
|
|
if is_floating_point and bit32.band(flags, 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)
|
|
|
|
-- Round to user desired precision based on format string
|
|
if is_floating_point and bit32.band(flags, ImGuiSliderFlags.NoRoundToFormat) == 0 then
|
|
v_new = ImGui.RoundScalarWithFormatT(format, data_type, v_new)
|
|
end
|
|
|
|
-- Apply result
|
|
if v ~= v_new then
|
|
v = v_new
|
|
value_changed = true
|
|
end
|
|
end
|
|
end
|
|
|
|
-- [Luau] write out_grab_bb fields directly, no temporary ImRect
|
|
local og_min, og_max = out_grab_bb.Min, out_grab_bb.Max
|
|
if slider_sz < 1.0 then
|
|
og_min.x = bb.Min.x; og_min.y = bb.Min.y; og_max.x = bb.Min.x; og_max.y = bb.Min.y
|
|
else
|
|
-- Output grab position so it can be displayed by the caller
|
|
local grab_t = ImGui.ScaleRatioFromValueT(data_type, v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize)
|
|
if axis == 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
|
|
og_min.x = grab_pos - grab_sz * 0.5; og_min.y = bb.Min.y + grab_padding; og_max.x = grab_pos + grab_sz * 0.5; og_max.y = bb.Max.y - grab_padding
|
|
else
|
|
og_min.x = bb.Min.x + grab_padding; og_min.y = grab_pos - grab_sz * 0.5; og_max.x = bb.Max.x - grab_padding; og_max.y = grab_pos + grab_sz * 0.5
|
|
end
|
|
end
|
|
|
|
return v, value_changed
|
|
end
|
|
|
|
-- For 32-bit and larger types, slider bounds are limited to half the natural type range.
|
|
-- So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok.
|
|
-- It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders.
|
|
--- @generic T : number
|
|
--- @param bb ImRect
|
|
--- @param id ImGuiID
|
|
--- @param data_type ImGuiDataType
|
|
--- @param v T
|
|
--- @param min T
|
|
--- @param max T
|
|
--- @param format string
|
|
--- @param flags ImGuiSliderFlags
|
|
--- @param out_grab_bb ImRect
|
|
--- @return T v
|
|
--- @return bool value_changed
|
|
function ImGui.SliderBehavior(bb, id, data_type, v, min, max, format, flags, out_grab_bb)
|
|
-- Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.
|
|
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) -- Not supported by SliderXXX(), only by DragXXX()
|
|
|
|
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
|
|
|
|
-- Note: data is passed by value and the new value is returned: Returns (data, value_changed). For a slider, min and max are required.
|
|
-- Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.
|
|
--- @generic T : number
|
|
--- @param label string
|
|
--- @param data_type ImGuiDataType
|
|
--- @param data T
|
|
--- @param min T
|
|
--- @param max T
|
|
--- @param format? string
|
|
--- @param flags? ImGuiSliderFlags
|
|
function ImGui.SliderScalar(label, data_type, data, min, max, format, flags)
|
|
if flags == nil then flags = 0 end
|
|
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return data, false
|
|
end
|
|
|
|
local g = GImGui
|
|
local style = g.Style
|
|
local id = window:GetID(label)
|
|
local w = ImGui.CalcItemWidth()
|
|
local color_marker = (bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasColorMarker) ~= 0) and g.NextItemData.ColorMarker or 0
|
|
|
|
local label_end = ImGui.FindRenderedTextEnd(label)
|
|
local label_size = ImGui.CalcTextSize(label, label_end, false)
|
|
local cursor = window.DC.CursorPos
|
|
local frame_bb = ImRect(cursor.x, cursor.y, cursor.x + w, cursor.y + (label_size.y + style.FramePadding.y * 2.0)) -- [Luau] no temporary ImVec2
|
|
local total_bb_x = frame_bb.Max.x + ((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0)
|
|
local total_bb = SliderScalar_total_bb -- [Luau] scratch: ItemSize()/ItemAdd() only read it
|
|
total_bb.Min.x = frame_bb.Min.x; total_bb.Min.y = frame_bb.Min.y; total_bb.Max.x = total_bb_x; total_bb.Max.y = frame_bb.Max.y
|
|
|
|
local temp_input_allowed = bit32.band(flags, 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
|
|
|
|
-- Default format string when passing NULL
|
|
if format == nil then
|
|
format = ImGui.DataTypeGetInfo(data_type).PrintFmt
|
|
end
|
|
|
|
local hovered = ImGui.ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags)
|
|
local temp_input_is_active = temp_input_allowed and ImGui.TempInputIsActive(id)
|
|
if not temp_input_is_active then
|
|
-- Tabbing or Ctrl+Click on Slider turns it into an input box
|
|
local clicked = hovered and ImGui.IsMouseClickedEx(0, 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
|
|
|
|
-- Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert)
|
|
if make_active then
|
|
g.ActiveIdValueOnActivation = data
|
|
end
|
|
|
|
if make_active and not temp_input_is_active then
|
|
ImGui.SetActiveID(id, window)
|
|
ImGui.SetFocusID(id, window)
|
|
ImGui.FocusWindow(window)
|
|
g.ActiveIdUsingNavDirMask = bit32.bor(g.ActiveIdUsingNavDirMask, bit32.lshift(1, ImGuiDir.Left), bit32.lshift(1, ImGuiDir.Right))
|
|
end
|
|
end
|
|
|
|
if temp_input_is_active then
|
|
-- Only clamp Ctrl+Click input when ImGuiSliderFlags.ClampOnInput is set (generally via ImGuiSliderFlags.AlwaysClamp)
|
|
local clamp_enabled = bit32.band(flags, ImGuiSliderFlags.ClampOnInput) ~= 0 -- Don't use TempInputIsClampEnabled()
|
|
return ImGui.TempInputScalar(frame_bb, id, label, data_type, data, format, clamp_enabled and min or nil, clamp_enabled and max or nil)
|
|
end
|
|
|
|
-- Draw frame
|
|
local frame_col = ImGui.GetColorU32((g.ActiveId == id) and 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)
|
|
|
|
-- Slider behavior
|
|
local grab_bb = SliderScalar_grab_bb -- [Luau] scratch: fully written by SliderBehavior(), only read below
|
|
local value_changed
|
|
data, value_changed = ImGui.SliderBehavior(frame_bb, id, data_type, data, min, max, format, flags, grab_bb)
|
|
if value_changed then
|
|
ImGui.MarkItemEdited(id)
|
|
end
|
|
|
|
-- Render grab
|
|
if grab_bb.Max.x > grab_bb.Min.x then
|
|
window.DrawList:AddRectFilled(grab_bb.Min, grab_bb.Max, ImGui.GetColorU32((g.ActiveId == id) and ImGuiCol.SliderGrabActive or ImGuiCol.SliderGrab), style.GrabRounding)
|
|
end
|
|
|
|
-- TODO: ImGui.DataTypeFormatString() should be used here instead of ImFormatString()
|
|
|
|
-- Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
|
|
-- if g.LogEnabled then
|
|
-- ImGui.LogSetNextTextDecoration("{", "}")
|
|
-- end
|
|
ImGui.RenderTextClipped(frame_bb.Min, frame_bb.Max, FormatCached(format, data), nil, nil, DRAG_TEXT_ALIGN)
|
|
|
|
if label_size.x > 0.0 then
|
|
ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, 1, label_end, false)
|
|
end
|
|
|
|
-- IMGUI_TEST_ENGINE_ITEM_INFO()
|
|
return data, value_changed
|
|
end
|
|
|
|
-- Add multiple sliders on 1 line for compact edition of multiple components
|
|
--- @param label string
|
|
--- @param data_type ImGuiDataType
|
|
--- @param v table
|
|
--- @param components int
|
|
--- @param v_min number
|
|
--- @param v_max number
|
|
--- @param format? string
|
|
--- @param flags? ImGuiSliderFlags
|
|
function ImGui.SliderScalarN(label, data_type, v, components, v_min, v_max, format, flags)
|
|
if flags == nil then flags = 0 end
|
|
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return false
|
|
end
|
|
|
|
local g = GImGui
|
|
local value_changed = false
|
|
ImGui.BeginGroup()
|
|
ImGui.PushID(label)
|
|
ImGui.PushMultiItemsWidths(components, ImGui.CalcItemWidth())
|
|
|
|
for i = 1, components do
|
|
ImGui.PushID(i - 1)
|
|
if i > 1 then
|
|
ImGui.SameLine(0, g.Style.ItemInnerSpacing.x)
|
|
end
|
|
if bit32.band(flags, 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
|
|
|
|
-- Default format string when passing NULL
|
|
if format == nil then
|
|
format = ImGui.DataTypeGetInfo(data_type).PrintFmt
|
|
end
|
|
|
|
local hovered = ImGui.ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags)
|
|
local clicked = hovered and ImGui.IsMouseClickedEx(0, 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
|
|
|
|
-- 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, true, g.Style.FrameRounding)
|
|
|
|
-- Slider behavior
|
|
local grab_bb = ImRect()
|
|
local value_changed
|
|
data, value_changed = ImGui.SliderBehavior(frame_bb, id, data_type, data, min, max, format, bit32.bor(flags or 0, ImGuiSliderFlags.Vertical), grab_bb)
|
|
if value_changed then
|
|
ImGui.MarkItemEdited(id)
|
|
end
|
|
|
|
-- Render grab
|
|
if grab_bb.Max.y > grab_bb.Min.y then
|
|
window.DrawList:AddRectFilled(grab_bb.Min, grab_bb.Max, ImGui.GetColorU32((g.ActiveId == id) and ImGuiCol.SliderGrabActive or ImGuiCol.SliderGrab), style.GrabRounding)
|
|
end
|
|
|
|
-- Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
|
|
-- For the vertical slider we allow centered text to overlap the frame padding
|
|
-- local value_buf, value_buf_size = {}, 64
|
|
-- TODO: ImGui.DataTypeFormatString()
|
|
ImGui.RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, ImFormatString(format, data), nil, nil, ImVec2(0.5, 0.0))
|
|
if label_size.x > 0.0 then
|
|
ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label, 1, label_end, false)
|
|
end
|
|
|
|
-- IMGUI_TEST_ENGINE_ITEM_INFO()
|
|
return data, value_changed
|
|
end
|
|
|
|
--- @param label string
|
|
--- @param size ImVec2
|
|
--- @param v float
|
|
--- @param v_min float
|
|
--- @param v_max float
|
|
--- @param format? string
|
|
--- @param flags? ImGuiSliderFlags
|
|
function ImGui.VSliderFloat(label, size, v, v_min, v_max, format, flags)
|
|
if format == nil then format = "%.3f" end
|
|
|
|
return ImGui.VSliderScalar(label, size, 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] Widgets: InputText, InputTextMultiline, InputTextWithHint
|
|
-------------------------------------------------------------------------------
|
|
-- - imstb_textedit.h include
|
|
-- - InputText()
|
|
-- - InputTextWithHint()
|
|
-- - InputTextMultiline()
|
|
-- - InputTextEx() [Internal]
|
|
-- - DebugNodeInputTextState() [Internal]
|
|
-------------------------------------------------------------------------------
|
|
|
|
--- @param label string
|
|
--- @param buf char[]
|
|
--- @param buf_size int
|
|
--- @param flags? ImGuiInputTextFlags
|
|
--- @param callback? ImGuiInputTextCallback
|
|
--- @param user_data any
|
|
function ImGui.InputText(label, buf, buf_size, flags, callback, user_data)
|
|
if flags == nil then flags = 0 end
|
|
|
|
IM_ASSERT(bit32.band(flags, ImGuiInputTextFlags.Multiline) == 0) -- call InputTextMultiline()
|
|
return ImGui.InputTextEx(label, nil, buf, buf_size, ImVec2(0, 0), flags, callback, user_data)
|
|
end
|
|
|
|
-- [Luau] InputText edits a byte table in place (C++ char buf[N]). Helpers to make/read one:
|
|
-- local buf = ImGui.NewTextBuffer("Hello", 256); ImGui.InputText("label", buf, 256); print(ImGui.TextBufferToString(buf))
|
|
function ImGui.NewTextBuffer(str, size)
|
|
local t = {}
|
|
for i = 1, #str do t[i] = string.byte(str, i) end
|
|
for i = #str + 1, math.max(size or 0, #str + 1) do t[i] = 0 end
|
|
return t
|
|
end
|
|
function ImGui.TextBufferToString(buf)
|
|
local n = 0
|
|
while buf[n + 1] ~= nil and buf[n + 1] ~= 0 do n = n + 1 end
|
|
return n == 0 and "" or ImGui._ByteArrayToString(buf, 1, n + 1)
|
|
end
|
|
|
|
--- @param size? ImVec2
|
|
function ImGui.InputTextMultiline(label, buf, buf_size, size, flags, callback, user_data)
|
|
return ImGui.InputTextEx(label, nil, buf, buf_size, size or ImVec2(0, 0), bit32.bor(flags or 0, 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
|
|
|
|
-- Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
|
|
-- With our UTF-8 use of stb_textedit:
|
|
-- - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine.
|
|
-- - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW).
|
|
-- - ...but we don't use that feature.
|
|
--- @param obj ImGuiInputTextState
|
|
--- @return int
|
|
function ImStb.TEXTEDIT_STRINGLEN(obj) return obj.TextLen end
|
|
|
|
--- @param obj ImGuiInputTextState
|
|
--- @param idx int # 1-based
|
|
function ImStb.TEXTEDIT_GETCHAR(obj, idx) 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)
|
|
-- Offset remaining text (+ copy zero terminator)
|
|
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.h)
|
|
local avail = obj.BufCapacity - 1 - obj.TextLen
|
|
if not is_resizable and new_text_len > avail then
|
|
new_text_len = math.floor(ImStd.ImTextFindValidUtf8CodepointEnd(new_text, new_text_pos, new_text_len + 1, avail) - new_text_pos) -- Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion.
|
|
end
|
|
if new_text_len == 0 then
|
|
return 0
|
|
end
|
|
|
|
-- Grow internal buffer if needed
|
|
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"
|
|
|
|
-- stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling
|
|
-- the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)
|
|
--- @param str ImGuiInputTextState
|
|
--- @param state STB_TexteditState
|
|
--- @param text IMSTB_TEXTEDIT_CHARTYPE[]
|
|
--- @param text_len int
|
|
function ImStb.stb_textedit_replace(str, state, text, text_len)
|
|
stbte.makeundo_replace(str, state, 1, str.TextLen, text_len)
|
|
ImStb.TEXTEDIT_DELETECHARS(str, 1, str.TextLen)
|
|
state.cursor = 1
|
|
state.select_start = 1
|
|
state.select_end = 1
|
|
if text_len <= 0 then
|
|
return
|
|
end
|
|
|
|
local text_len_inserted = ImStb.TEXTEDIT_INSERTCHARS(str, 1, text, 1, text_len)
|
|
if text_len_inserted > 0 then
|
|
state.cursor = text_len + 1
|
|
state.select_start = text_len + 1
|
|
state.select_end = text_len + 1
|
|
state.has_preferred_x = false
|
|
|
|
return
|
|
end
|
|
|
|
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
|
|
|
|
-- Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header.
|
|
function MT.ImGuiInputTextState:CursorAnimReset() self.CursorAnim = -0.30 end -- After a user-input the cursor stays on for a while without blinking
|
|
|
|
function MT.ImGuiInputTextState:CursorClamp()
|
|
self.Stb.cursor = ImMin(self.Stb.cursor, self.TextLen + 1)
|
|
self.Stb.select_start = ImMin(self.Stb.select_start, self.TextLen + 1)
|
|
self.Stb.select_end = ImMin(self.Stb.select_end, self.TextLen + 1)
|
|
end
|
|
|
|
function MT.ImGuiInputTextState:HasSelection() return self.Stb.select_start ~= self.Stb.select_end end
|
|
|
|
function MT.ImGuiInputTextState:SelectAll()
|
|
self.Stb.select_start = 1
|
|
self.Stb.cursor = self.TextLen + 1
|
|
self.Stb.select_end = self.TextLen + 1
|
|
self.Stb.has_preferred_x = false
|
|
end
|
|
|
|
end
|
|
|
|
function ImGui.PushPasswordFont()
|
|
local g = GImGui
|
|
local backup = g.InputTextPasswordFontBackupBaked
|
|
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
|
|
|
|
-- Return false to discard a character. Returns (char, ok).
|
|
--- @param ctx ImGuiContext
|
|
--- @param state ImGuiInputTextState
|
|
--- @param char unsigned_int
|
|
--- @param callback? ImGuiInputTextCallback
|
|
--- @param user_data any
|
|
--- @param input_source_is_clipboard? bool
|
|
--- @return unsigned_int out_char
|
|
--- @return bool
|
|
local function InputTextFilterCharacter(ctx, state, char, callback, user_data, input_source_is_clipboard)
|
|
if input_source_is_clipboard == nil then input_source_is_clipboard = false end
|
|
|
|
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
|
|
|
|
-- As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables)
|
|
-- we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714)
|
|
-- It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick,
|
|
-- but that more likely be attractive when we do have _NoLiveEdit flag available.
|
|
--- @param id ImGuiID
|
|
function ImGui.InputTextDeactivateHook(id)
|
|
local g = GImGui
|
|
local state = g.InputTextState
|
|
if id == 0 or state.ID ~= id or g.ActiveId ~= id then
|
|
return
|
|
end
|
|
if not state.EditedBefore then
|
|
return
|
|
end
|
|
-- IMGUI_DEBUG_LOG_ACTIVEID("InputTextDeactivateHook() id = 0x%08X\n", id);
|
|
|
|
g.InputTextDeactivatedState.ID = state.ID
|
|
g.InputTextDeactivatedState.ElapseFrame = g.FrameCount + 1
|
|
if bit32.band(state.Flags, 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
|
|
|
|
-- FIXME-WORDWRAP: Bundle some of this into ImGuiTextIndex and/or extract as a different tool?
|
|
-- 'max_output_buffer_size' happens to be a meaningful optimization to avoid writing the full line_index when not necessarily needed (e.g. very large buffer, scrolled up, inactive)
|
|
--- @param flags ImGuiInputTextFlags
|
|
--- @param line_index ImGuiTextIndex
|
|
--- @param buf char[]
|
|
--- @param buf_end? int # nil: inactive multi-line path, end found with strchr()
|
|
--- @param wrap_width float
|
|
--- @param max_output_buffer_size int
|
|
--- @param want_out_buf_end boolean
|
|
--- @return int size
|
|
--- @return int? out_buf_end # [Port] 'const char** out_buf_end' output parameter becomes a 2nd return value (nil when not requested)
|
|
local function InputTextLineIndexBuild(flags, line_index, buf, buf_end, wrap_width, max_output_buffer_size, want_out_buf_end)
|
|
local g = GImGui
|
|
local size = 0
|
|
local s
|
|
local trailing_line_already_counted = false
|
|
-- [Port] 's' is a 1-based position in 'buf' (C++ s == buf + (s - 1)), Offsets store 0-based offsets like upstream.
|
|
if bit32.band(flags, ImGuiInputTextFlags.WordWrap) ~= 0 then
|
|
s = 1
|
|
while s < buf_end do
|
|
if size <= max_output_buffer_size then
|
|
line_index.Offsets:push_back(s - 1)
|
|
end
|
|
size = size + 1
|
|
s = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, buf, s, buf_end, wrap_width, ImDrawTextFlags.WrapKeepBlanks)
|
|
if buf[s] == 10 then s = s + 1 end
|
|
end
|
|
elseif buf_end ~= nil then
|
|
s = 1
|
|
while s < buf_end do
|
|
if size <= max_output_buffer_size then
|
|
line_index.Offsets:push_back(s - 1)
|
|
end
|
|
size = size + 1
|
|
s = ImMemchr(buf, 10, s)
|
|
if s ~= nil and s >= buf_end then s = nil end -- [Port] ImMemchr() stops at the zero-terminator, not at buf_end
|
|
if s then s = s + 1 else s = buf_end end
|
|
end
|
|
else
|
|
-- Inactive path: we don't know buf_end ahead of time.
|
|
local s_eol
|
|
s = 1
|
|
while true do
|
|
if size <= max_output_buffer_size then
|
|
line_index.Offsets:push_back(s - 1)
|
|
end
|
|
size = size + 1
|
|
s_eol = ImMemchr(buf, 10, s)
|
|
if s_eol == nil then
|
|
s = s + ImStd.ImStrlen(buf, s)
|
|
trailing_line_already_counted = true
|
|
break
|
|
end
|
|
s = s_eol + 1
|
|
end
|
|
end
|
|
local out_buf_end = nil
|
|
if want_out_buf_end then
|
|
out_buf_end = s
|
|
buf_end = s
|
|
end
|
|
if size == 0 then
|
|
line_index.Offsets:push_back(0)
|
|
size = size + 1
|
|
end
|
|
if buf_end > 1 and buf[buf_end - 1] == 10 and not trailing_line_already_counted then
|
|
local old_size = size
|
|
size = size + 1
|
|
if old_size <= max_output_buffer_size then
|
|
line_index.Offsets:push_back(buf_end - 1)
|
|
end
|
|
end
|
|
return size, out_buf_end
|
|
end
|
|
|
|
--- @param t table
|
|
--- @param in_begin int
|
|
--- @param in_end int
|
|
--- @param v int
|
|
local function ImLowerBound(t, in_begin, in_end, v)
|
|
local in_p = in_begin
|
|
local count = in_end - in_begin
|
|
|
|
local floor = math.floor
|
|
local rshift = bit32.rshift
|
|
while count > 0 do
|
|
local count2 = floor(rshift(count, 1))
|
|
local mid = in_p + count2
|
|
|
|
if t[mid] < v then
|
|
in_p = mid + 1
|
|
count = count - count2 - 1
|
|
else
|
|
count = count2
|
|
end
|
|
end
|
|
|
|
return in_p
|
|
end
|
|
|
|
--- @param g ImGuiContext
|
|
--- @param state ImGuiInputTextState
|
|
--- @param line_index ImGuiTextIndex
|
|
--- @param buf char[]
|
|
--- @param buf_end int
|
|
--- @param cursor_n int
|
|
--- @return ImVec2
|
|
local function InputTextLineIndexGetPosOffset(g, state, line_index, buf, buf_end, cursor_n)
|
|
-- [Port] 'cursor_n' is a 1-based position (Stb.cursor) == C++ cursor_ptr; Offsets hold 0-based offsets, compare with cursor_n - 1.
|
|
local cursor_ptr = cursor_n
|
|
local cursor_off = cursor_n - 1
|
|
local offsets = line_index.Offsets
|
|
local it_begin = 1
|
|
local it_end = offsets.Size + 1
|
|
local it = ImLowerBound(offsets.Data, it_begin, it_end, cursor_off)
|
|
if it > it_begin then
|
|
if it == it_end or offsets.Data[it] ~= cursor_off or (state ~= nil and state.WrapWidth > 0.0 and state.LastMoveDirectionLR == ImGuiDir.Right and buf[cursor_ptr - 1] ~= 10 and buf[cursor_ptr - 1] ~= 0) then
|
|
it = it - 1
|
|
end
|
|
end
|
|
|
|
local line_no = (it == it_begin) and 0 or (it - 1) -- 0-based (index_from_ptr)
|
|
local line_start = line_index:get_line_begin(1, line_no)
|
|
local offset = ImVec2()
|
|
offset.x = InputTextCalcTextSize(g, buf, line_start, cursor_ptr, buf_end, nil, ImDrawTextFlags.WrapKeepBlanks).x
|
|
offset.y = (line_no + 1) * g.FontSize
|
|
return offset
|
|
end
|
|
|
|
-- Edit a string of text
|
|
-- - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
|
|
-- - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
|
|
--- @param label string
|
|
--- @param hint? char[]
|
|
--- @param buf char[]
|
|
--- @param buf_size int
|
|
--- @param size_arg ImVec2
|
|
--- @param flags ImGuiInputTextFlags
|
|
--- @param callback? ImGuiInputTextCallback
|
|
--- @param callback_user_data any
|
|
local HintBufCache = setmetatable({}, { __mode = "k" })
|
|
local function HintToBuf(hint)
|
|
local t = HintBufCache[hint]
|
|
if t == nil then
|
|
t = {}
|
|
for i = 1, #hint do t[i] = string.byte(hint, i) end
|
|
t[#hint + 1] = 0
|
|
HintBufCache[hint] = t
|
|
end
|
|
return t
|
|
end
|
|
|
|
function ImGui.InputTextEx(label, hint, buf, buf_size, size_arg, flags, callback, callback_user_data)
|
|
if type(hint) == "string" then hint = HintToBuf(hint) end
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return false
|
|
end
|
|
|
|
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 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
|
|
-- Support for internal ImGuiInputTextFlags.MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd)
|
|
ImGui.ItemSize(total_bb, style.FramePadding.y)
|
|
|
|
if bit32.band(flags, 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))) -- state ~= nil means its our state.
|
|
local init_changed_specs_readonly = (state ~= nil and (bit32.band(bit32.bxor(state.Flags, flags), ImGuiInputTextFlags.ReadOnly) ~= 0)) -- state ~= nil means its our state.
|
|
local init_make_active = (input_requested_by_user or input_requested_by_nav or input_requested_by_reactivate or user_scroll_finish)
|
|
if init_reload_from_user_buf then
|
|
local new_len = ImStd.ImStrlen(buf)
|
|
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) -- we use +1 to make sure that .Data is always pointing to at least an empty string.
|
|
state.TextLen = new_len
|
|
ImStd.memmove(state.TextA.Data, 1, buf, 1, state.TextLen + 1)
|
|
state.Stb.select_start = state.ReloadSelectionStart
|
|
state.Stb.cursor = state.ReloadSelectionEnd
|
|
state.Stb.select_end = state.ReloadSelectionEnd -- will be clamped to bounds below
|
|
elseif (init_make_active and g.ActiveId ~= id) or init_changed_specs_multiline or init_changed_specs_readonly then
|
|
-- Access state even if we don't own it yet.
|
|
state = g.InputTextState
|
|
state:CursorAnimReset()
|
|
|
|
-- Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714)
|
|
if (state.ID ~= id and state.ID == g.ActiveId and (init_make_active and g.ActiveId ~= id)) then
|
|
ImGui.InputTextDeactivateHook(state.ID) -- <-- this is essentially an earlier call to what SetActiveID() would do below.
|
|
end
|
|
|
|
-- Take a copy of the initial buffer value.
|
|
-- From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode)
|
|
local buf_len = ImStd.ImStrlen(buf)
|
|
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) -- UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
|
|
ImStd.memmove(state.TextToRevertTo.Data, 1, buf, 1, buf_len + 1)
|
|
end
|
|
|
|
-- Preserve cursor position and undo/redo stack if we come back to same widget
|
|
-- FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate?
|
|
local recycle_state = (state.ID == id and not init_changed_specs_multiline)
|
|
if (recycle_state and not init_changed_specs_readonly and (state.TextLen ~= buf_len or (state.TextA.Data == nil or ImStd.strncmp(state.TextA.Data, buf, buf_len) ~= 0))) then
|
|
recycle_state = false
|
|
end
|
|
|
|
-- Start edition
|
|
state.ID = id
|
|
state.TextLen = buf_len
|
|
state.EditedBefore = false
|
|
if not is_readonly then
|
|
state.TextA:resize(buf_size + 1) -- we use +1 to make sure that .Data is always pointing to at least an empty string.
|
|
ImStd.memmove(state.TextA.Data, 1, buf, 1, state.TextLen + 1)
|
|
end
|
|
|
|
-- Find initial scroll position for right alignment
|
|
ImVec2_Copy(state.Scroll, ImVec2(0.0, 0.0))
|
|
if bit32.band(flags, 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
|
|
|
|
-- We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)
|
|
-- (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
|
|
if bit32.band(flags, 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
|
|
-- if ImGui.Shortcut(bit32.bor(ImGuiKey.Tab, ImGuiMod_Shift), ImGuiInputFlags.Repeat, id) then
|
|
-- end
|
|
end
|
|
|
|
-- Process regular text input (before we check for Return because using some IME will effectively send a Return?)
|
|
-- We ignore Ctrl inputs, but need to allow Alt+Ctrl as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
|
|
local ignore_char_inputs = io.KeyCtrl and not io.KeyAlt
|
|
if io.InputQueueCharacters.Size > 0 then
|
|
if not ignore_char_inputs and not is_readonly and not input_requested_by_nav then
|
|
for n = 1, io.InputQueueCharacters.Size do
|
|
repeat
|
|
-- Insert character if they pass filtering
|
|
local c = io.InputQueueCharacters[n]
|
|
if c == 9 then -- Skip Tab, see above.
|
|
break
|
|
end
|
|
|
|
local ret2
|
|
c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data)
|
|
if ret2 then
|
|
state:OnCharPressed(c)
|
|
end
|
|
|
|
until true
|
|
end
|
|
end
|
|
|
|
-- Consume characters
|
|
io.InputQueueCharacters:resize(0)
|
|
end
|
|
end
|
|
|
|
-- Process other shortcuts/key-presses
|
|
local revert_edit = false
|
|
if g.ActiveId == id and not g.ActiveIdIsJustActivated and not clear_active_id then
|
|
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 -- OS X style: Text editing cursor movement using Alt instead of Ctrl
|
|
local is_startend_key_down = is_osx and io.KeyCtrl and not io.KeySuper and not io.KeyAlt -- OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
|
|
|
|
-- Using Shortcut() with ImGuiInputFlags.RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use Ctrl+A and Ctrl+B: former would be handled by InputText)
|
|
-- Otherwise we could simply assume that we own the keys as we are active.
|
|
local f_repeat = 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)
|
|
|
|
-- We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
|
|
local nav_gamepad_active = (bit32.band(io.ConfigFlags, 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))
|
|
|
|
-- FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of.
|
|
-- FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line.
|
|
if ImGui.IsKeyPressed(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
|
|
-- OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace)
|
|
if is_wordmove_key_down then
|
|
state:OnKeyPressed(bit32.bor(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
|
|
-- Determine if we turn Enter into a \n character
|
|
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
|
|
-- Queue reactivation, so that e.g. IsItemDeactivatedAfterEdit() will work. (#9001)
|
|
state:SelectAll() -- No need to scroll
|
|
g.InputTextReactivateId = id -- Mark for reactivation on next frame
|
|
end
|
|
elseif not is_readonly then
|
|
-- Insert new line
|
|
local c = 10
|
|
local ret2
|
|
c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data)
|
|
if ret2 then
|
|
state:OnCharPressed(c)
|
|
end
|
|
end
|
|
elseif is_cancel then
|
|
if bit32.band(flags, 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
|
|
-- Cut, Copy
|
|
if g.PlatformIO.Platform_SetClipboardTextFn ~= nil then
|
|
-- SetClipboardText() only takes null terminated strings + state.TextSrc may point to read-only user buffer, so we need to make a copy.
|
|
local ib = state:HasSelection() and ImMin(state.Stb.select_start, state.Stb.select_end) or 1
|
|
local ie = state:HasSelection() and ImMax(state.Stb.select_start, state.Stb.select_end) or state.TextLen + 1
|
|
g.TempBuffer:reserve(ie - ib + 1)
|
|
ImStd.memmove(g.TempBuffer.Data, 1, state.TextSrc, ib, ie - ib)
|
|
g.TempBuffer.Data[ie - ib + 1] = 0
|
|
ImGui.SetClipboardText(ImGui._ByteArrayToString(g.TempBuffer.Data, 1, ie - ib + 1))
|
|
end
|
|
if is_cut then
|
|
if not state:HasSelection() then
|
|
state:SelectAll()
|
|
end
|
|
state.CursorFollow = true
|
|
stbte.cut(state, state.Stb)
|
|
end
|
|
elseif is_paste then
|
|
local clipboard = ImGui.GetClipboardText()
|
|
if clipboard then
|
|
-- Filter pasted buffer
|
|
local clipboard_len = #clipboard
|
|
local clipboard_end = clipboard_len + 1
|
|
local clipboard_filtered = ImVector()
|
|
clipboard_filtered:reserve(clipboard_len + 1)
|
|
local s
|
|
local i = 1
|
|
while i <= clipboard_len do
|
|
repeat
|
|
s = string.byte(clipboard, i)
|
|
local c, ret2
|
|
local in_len
|
|
in_len, c = ImStd.ImTextCharFromUtf8(clipboard, i, clipboard_end)
|
|
i = i + in_len
|
|
c, ret2 = InputTextFilterCharacter(g, state, c, callback, callback_user_data, true)
|
|
if not ret2 then
|
|
break -- continue
|
|
end
|
|
|
|
local c_utf8 = {0, 0, 0, 0, 0}
|
|
ImStd.ImTextCharToUtf8(c_utf8, c)
|
|
local out_len = ImStd.ImStrlen(c_utf8)
|
|
clipboard_filtered:resize(clipboard_filtered.Size + out_len)
|
|
ImStd.memmove(clipboard_filtered.Data, clipboard_filtered.Size - out_len + 1, c_utf8, 1, out_len)
|
|
|
|
until true
|
|
end
|
|
if clipboard_filtered.Size > 0 then -- If everything was filtered, ignore the pasting operation
|
|
clipboard_filtered:push_back(0)
|
|
stbte.paste(state, state.Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1)
|
|
state.CursorFollow = true
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame.
|
|
render_selection = render_selection or (state:HasSelection() and (RENDER_SELECTION_WHEN_INACTIVE or render_cursor))
|
|
end
|
|
|
|
-- Process revert and user callbacks
|
|
local apply_new_text = nil
|
|
local apply_new_text_length = 0
|
|
if g.ActiveId == id then
|
|
IM_ASSERT(state ~= nil)
|
|
--- @cast state ImGuiInputTextState
|
|
|
|
if revert_edit and not is_readonly then
|
|
if bit32.band(flags, ImGuiInputTextFlags.EscapeClearsAll) ~= 0 then
|
|
-- Clear input
|
|
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
|
|
|
|
-- Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
|
|
-- Push records into the undo stack so we can Ctrl+Z the revert operation itself
|
|
value_changed = true
|
|
ImStb.stb_textedit_replace(state, state.Stb, state.TextToRevertTo.Data, state.TextToRevertTo.Size - 1)
|
|
end
|
|
end
|
|
|
|
-- User callback
|
|
if bit32.band(flags, bit32.bor(ImGuiInputTextFlags.CallbackCompletion, ImGuiInputTextFlags.CallbackHistory, ImGuiInputTextFlags.CallbackEdit, ImGuiInputTextFlags.CallbackAlways)) ~= 0 then
|
|
IM_ASSERT(callback ~= nil)
|
|
|
|
-- The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
|
|
|
|
local event_flag = 0
|
|
local event_key = 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
|
|
|
|
-- FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925
|
|
local callback_buf = is_readonly and buf or state.TextA.Data
|
|
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
|
|
|
|
-- Call user code
|
|
callback(callback_data)
|
|
|
|
-- Read back what user may have modified
|
|
callback_buf = is_readonly and buf or state.TextA.Data -- Pointer may have been invalidated by a resize callback
|
|
IM_ASSERT(callback_data.Buf == callback_buf) -- Invalid to modify those fields
|
|
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
|
|
-- Callback may update buffer and thus set buf_dirty even in read-only mode.
|
|
IM_ASSERT(callback_data.BufTextLen == ImStd.ImStrlen(callback_data.Buf)) -- You need to maintain BufTextLen if you change the text!
|
|
InputTextReconcileUndoState(state, state.CallbackTextBackup.Data, state.CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen)
|
|
state.TextLen = callback_data.BufTextLen -- Assume correct length and valid UTF-8 from user, saves us an extra strlen()
|
|
state.EditedBefore = true; state.EditedThisFrame = true
|
|
state:CursorAnimReset()
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Write back result string if modified.
|
|
-- FIXME-OPT: Could mark dirty state from the stb_textedit callbacks
|
|
if not is_readonly then
|
|
if bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.LiveEditOnInputText) ~= 0 then
|
|
-- Apply when modified
|
|
if (ImStd.strcmp(state.TextSrc, buf) ~= 0) then
|
|
apply_new_text = state.TextSrc
|
|
apply_new_text_length = state.TextLen
|
|
value_changed = true
|
|
end
|
|
else
|
|
-- Apply on validation/deactivation, otherwise cancel out previous apply attempts (e.g. revert)
|
|
value_changed = ((validated or clear_active_id or revert_edit) and ImStd.strcmp(state.TextSrc, buf) ~= 0)
|
|
apply_new_text = value_changed and state.TextSrc or NULL
|
|
apply_new_text_length = value_changed and state.TextLen or 0
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details)
|
|
-- This is used when e.g. losing focus or tabbing out into another InputText() which may already be using the temp buffer.
|
|
if g.InputTextDeactivatedState.ID == id then
|
|
-- The state only exists after an Edit. IsItemDeactivatedAfterEdit() is not valid in every code path (see "widgets_inputtext_status_noliveedit" test).
|
|
if ((g.ActiveId ~= id and ImGui.IsItemDeactivated()) or (g.ActiveId == id and bit32.band(flags, ImGuiInputTextFlags.TempInput) ~= 0)) then
|
|
if (not is_readonly and ImStd.strcmp(g.InputTextDeactivatedState.TextA.Data, buf) ~= 0) then
|
|
apply_new_text = g.InputTextDeactivatedState.TextA.Data
|
|
apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1
|
|
value_changed = true
|
|
-- IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text);
|
|
end
|
|
end
|
|
g.InputTextDeactivatedState.ID = 0
|
|
end
|
|
|
|
-- Write back result to user buffer. This can currently only happen when (g.ActiveId == id) or when just deactivated.
|
|
-- - As soon as the InputText() is active, our stored in-widget value gets priority over any underlying modification of the user buffer.
|
|
-- - Make sure we always reapply the live buffer back to the input/user buffer before clearing ActiveId, even thought strictly speaking
|
|
-- it was not modified on this frame. This allows the user to use InputText() without maintaining any user-side storage.
|
|
-- (PS: if you use this property together with ImGuiInputTextFlags.CallbackResize, you are at the risk of recreating a temporary
|
|
-- allocated/string object every frame. Which in the grand scheme of scheme is nothing, but isn't dear imgui vibe).
|
|
if apply_new_text ~= nil then
|
|
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
|
|
-- IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length);
|
|
|
|
-- If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
|
|
ImStd.ImStrncpy(buf, 1, apply_new_text, 1, ImMin(apply_new_text_length + 1, buf_size))
|
|
end
|
|
|
|
-- Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
|
|
-- Otherwise request text input ahead for next frame.
|
|
if g.ActiveId == id and clear_active_id then
|
|
state.ID = 0
|
|
ImGui.ClearActiveID()
|
|
state.ID = id
|
|
end
|
|
|
|
-- Render frame
|
|
if not is_multiline then
|
|
ImGui.RenderNavCursor(frame_bb, id)
|
|
ImGui.RenderFrame(frame_bb.Min, frame_bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), true, style.FrameRounding)
|
|
end
|
|
|
|
local draw_pos = ImVec2()
|
|
ImVec2_Copy(draw_pos, is_multiline and draw_window.DC.CursorPos or (frame_bb.Min + style.FramePadding))
|
|
local clip_rect = ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y) -- Not using frame_bb.Max because we have adjusted size
|
|
if is_multiline then
|
|
clip_rect:ClipWith(draw_window.ClipRect)
|
|
end
|
|
|
|
-- Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
|
|
-- without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
|
|
-- Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
|
|
local buf_display_max_length = 2 * 1024 * 1024
|
|
local buf_display = buf_display_from_state and state.TextA.Data or buf
|
|
local buf_display_end = nil -- We have specialized paths below for setting the length
|
|
|
|
-- Display hint when contents is empty
|
|
-- At this point we need to handle the possibility that a callback could have modified the underlying buffer (#8368)
|
|
local new_is_displaying_hint = (hint ~= nil and (buf_display_from_state and state.TextA.Data or buf)[1] == 0)
|
|
if new_is_displaying_hint ~= is_displaying_hint then
|
|
if is_password and not is_displaying_hint then
|
|
ImGui.PopPasswordFont()
|
|
end
|
|
is_displaying_hint = new_is_displaying_hint
|
|
if is_password and not is_displaying_hint then
|
|
ImGui.PushPasswordFont()
|
|
end
|
|
end
|
|
if is_displaying_hint then
|
|
--- @cast hint char[]
|
|
buf_display = hint
|
|
buf_display_end = ImStd.ImStrlen(hint) + 1
|
|
else
|
|
if render_cursor or render_selection or g.ActiveId == id then
|
|
buf_display_end = state.TextLen + 1
|
|
elseif is_multiline and not is_wordwrap then
|
|
buf_display_end = nil -- Inactive multi-line: end of buffer will be output by InputTextLineIndexBuild() special strchr() path.
|
|
else
|
|
buf_display_end = ImStd.ImStrlen(buf_display) + 1
|
|
end
|
|
end
|
|
|
|
-- Calculate visibility
|
|
local line_visible_n0, line_visible_n1 = 0, 1 -- 0-based like upstream
|
|
if is_multiline then
|
|
line_visible_n0, line_visible_n1 = ImGui.CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize)
|
|
end
|
|
|
|
-- Build line index for easy data access (makes code below simpler and faster)
|
|
local line_index = g.InputTextLineIndex
|
|
line_index.Offsets:resize(0)
|
|
local line_count = 1
|
|
if is_multiline then
|
|
-- If scrolling is expected to change build full index.
|
|
-- FIXME-OPT: Could append to index when new value of line_visible_n1 becomes bigger, see second call to CalcClipRectVisibleItemsY() below.
|
|
local will_scroll_y = state and ((state.CursorFollow and render_cursor) or (state.CursorCenterY and (render_cursor or render_selection)))
|
|
local out_buf_end
|
|
line_count, out_buf_end = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, will_scroll_y and INT_MAX or (line_visible_n1 + 1), buf_display_end == nil)
|
|
if buf_display_end == nil then
|
|
buf_display_end = out_buf_end
|
|
end
|
|
end
|
|
--- @cast buf_display_end int
|
|
line_index.EndOffset = buf_display_end - 1
|
|
line_visible_n1 = ImMin(line_visible_n1, line_count)
|
|
|
|
-- Store text height (we don't need width)
|
|
local text_size_y = line_count * g.FontSize
|
|
-- ImGui.GetForegroundDrawList():AddRect(draw_pos + ImVec2(0, line_visible_n0 * g.FontSize), draw_pos + ImVec2(frame_size.x, line_visible_n1 * g.FontSize), IM_COL32(255, 0, 0, 255))
|
|
|
|
-- Calculate blinking cursor position
|
|
--- @cast buf_display_end int
|
|
local cursor_offset = (render_cursor and state) and InputTextLineIndexGetPosOffset(g, state, line_index, buf_display, buf_display_end, state.Stb.cursor) or ImVec2(0.0, 0.0)
|
|
local draw_scroll = ImVec2()
|
|
|
|
-- Render text. We currently only render selection when the widget is active or while scrolling.
|
|
local text_col = ImGui.GetColorU32(is_displaying_hint and ImGuiCol.TextDisabled or ImGuiCol.Text)
|
|
if render_cursor or render_selection then
|
|
-- Render text (with cursor and selection)
|
|
-- This is going to be messy. We need to:
|
|
-- - Display the text (this alone can be more easily clipped)
|
|
-- - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
|
|
-- - Measure text height (for scrollbar)
|
|
-- We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
|
|
-- FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
|
|
IM_ASSERT(state ~= nil)
|
|
state.LineCount = line_count
|
|
|
|
-- Scroll
|
|
local new_scroll_y = scroll_y
|
|
if render_cursor and state.CursorFollow then
|
|
-- Horizontal scroll in chunks of quarter width
|
|
if bit32.band(flags, ImGuiInputTextFlags.NoHorizontalScroll) == 0 then
|
|
local scroll_increment_x = inner_size.x * 0.25
|
|
local visible_width = inner_size.x - style.FramePadding.x
|
|
if cursor_offset.x < state.Scroll.x then
|
|
state.Scroll.x = IM_TRUNC(ImMax(0.0, cursor_offset.x - scroll_increment_x))
|
|
elseif cursor_offset.x - visible_width >= state.Scroll.x then
|
|
state.Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x)
|
|
end
|
|
else
|
|
state.Scroll.x = 0.0
|
|
end
|
|
|
|
-- Vertical scroll
|
|
if is_multiline then
|
|
-- Test if cursor is vertically visible
|
|
if cursor_offset.y - g.FontSize < scroll_y then
|
|
new_scroll_y = ImMax(0.0, cursor_offset.y - g.FontSize)
|
|
elseif cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0) >= scroll_y then
|
|
new_scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0
|
|
end
|
|
end
|
|
state.CursorFollow = false
|
|
end
|
|
if state.CursorCenterY then
|
|
if is_multiline then
|
|
new_scroll_y = cursor_offset.y - g.FontSize - (inner_size.y * 0.5 - style.FramePadding.y)
|
|
end
|
|
state.CursorCenterY = false
|
|
render_cursor = false
|
|
end
|
|
if new_scroll_y ~= scroll_y then
|
|
local scroll_max_y = ImMax((text_size_y + style.FramePadding.y * 2.0) - inner_size.y, 0.0)
|
|
scroll_y = ImClamp(new_scroll_y, 0.0, scroll_max_y)
|
|
draw_pos.y = draw_pos.y + (draw_window.Scroll.y - scroll_y) -- Manipulate cursor pos immediately avoid a frame of lag
|
|
draw_window.Scroll.y = scroll_y
|
|
line_visible_n0, line_visible_n1 = ImGui.CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize)
|
|
line_visible_n1 = ImMin(line_visible_n1, line_count)
|
|
end
|
|
|
|
-- Draw selection
|
|
draw_scroll.x = state.Scroll.x
|
|
if render_selection then
|
|
local bg_color = ImGui.GetColorU32(ImGuiCol.TextSelectedBg, render_cursor and 1.0 or 0.6) -- FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests.
|
|
local bg_offy_up = is_multiline and 0.0 or -1.0 -- FIXME-DPI: those offsets should be part of the style? they don't play so well with multi-line selection.
|
|
local bg_offy_dn = is_multiline and 0.0 or 2.0
|
|
local bg_eol_width = IM_TRUNC(g.FontBaked:GetCharAdvance(32) * 0.50) -- So we can see selected empty lines
|
|
|
|
local text_selected_begin = ImMin(state.Stb.select_start, state.Stb.select_end)
|
|
local text_selected_end = ImMax(state.Stb.select_start, state.Stb.select_end)
|
|
for line_n = line_visible_n0, line_visible_n1 - 1 do
|
|
repeat
|
|
local p = line_index:get_line_begin(1, line_n)
|
|
local p_eol = line_index:get_line_end(1, line_n)
|
|
local p_eol_is_wrap = (p_eol < buf_display_end and buf_display[p_eol] ~= 10)
|
|
if p_eol_is_wrap then
|
|
p_eol = p_eol + 1
|
|
end
|
|
local line_selected_begin = (text_selected_begin > p) and text_selected_begin or p
|
|
local line_selected_end = (text_selected_end < p_eol) and text_selected_end or p_eol
|
|
|
|
local rect_width = 0.0
|
|
if line_selected_begin < line_selected_end then
|
|
rect_width = rect_width + ImGui.CalcTextSizeEx(buf_display, line_selected_begin, line_selected_end).x
|
|
end
|
|
if text_selected_begin <= p_eol and text_selected_end > p_eol and not p_eol_is_wrap then
|
|
rect_width = rect_width + bg_eol_width -- So we can see selected empty lines
|
|
end
|
|
if rect_width == 0.0 then
|
|
break
|
|
end
|
|
|
|
local rect = ImRect()
|
|
rect.Min.x = draw_pos.x - draw_scroll.x + ImGui.CalcTextSizeEx(buf_display, p, line_selected_begin).x
|
|
rect.Min.y = draw_pos.y - draw_scroll.y + line_n * g.FontSize
|
|
rect.Max.x = rect.Min.x + rect_width
|
|
rect.Max.y = rect.Min.y + bg_offy_dn + g.FontSize
|
|
rect.Min.y = rect.Min.y + bg_offy_up
|
|
rect:ClipWith(clip_rect)
|
|
draw_window.DrawList:AddRectFilled(rect.Min, rect.Max, bg_color)
|
|
|
|
until true
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Find render position for right alignment (single-line only)
|
|
if g.ActiveId ~= id and bit32.band(flags, ImGuiInputTextFlags.ElideLeft) ~= 0 and not render_cursor and not render_selection then
|
|
draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - ImGui.CalcTextSize(buf_display, nil).x - style.FramePadding.x)
|
|
end
|
|
-- draw_scroll.x = state.Scroll.x -- Preserve scroll when inactive?
|
|
|
|
-- Render text
|
|
if (is_multiline or (buf_display_end - 1) < buf_display_max_length) and bit32.band(text_col, IM_COL32_A_MASK) ~= 0 and line_visible_n0 < line_visible_n1 then
|
|
g.Font:RenderText(draw_window.DrawList, g.FontSize,
|
|
draw_pos - draw_scroll + ImVec2(0.0, line_visible_n0 * g.FontSize),
|
|
text_col, clip_rect:AsVec4(),
|
|
buf_display,
|
|
line_index:get_line_begin(1, line_visible_n0),
|
|
line_index:get_line_end(1, line_visible_n1 - 1),
|
|
wrap_width, bit32.bor(ImDrawTextFlags.WrapKeepBlanks, ImDrawTextFlags.CpuFineClip))
|
|
end
|
|
|
|
-- Render blinking cursor
|
|
if render_cursor then
|
|
state.CursorAnim = state.CursorAnim + io.DeltaTime
|
|
local cursor_is_visible = (not g.IO.ConfigInputTextCursorBlink) or (state.CursorAnim <= 0.0) or (ImFmod(state.CursorAnim, 1.20) <= 0.80)
|
|
|
|
local cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll)
|
|
local cursor_screen_rect = ImRect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 1.0, cursor_screen_pos.x + 1.0, cursor_screen_pos.y - 1.0)
|
|
|
|
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, ImDrawFlags.StrokeInside)
|
|
end
|
|
|
|
-- Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
|
|
-- This is required for some backends (SDL3) to start emitting character/text inputs.
|
|
-- As per #6341, make sure we don't set that on the deactivating frame.
|
|
if not is_readonly and g.ActiveId == id then
|
|
local ime_data = g.PlatformImeData -- (this is a public struct, passed to io.Platform_SetImeDataFn() handler)
|
|
ime_data.WantVisible = true
|
|
ime_data.WantTextInput = true
|
|
ImVec2_Copy(ime_data.InputPos, ImVec2(cursor_screen_pos.x - 1.0, cursor_screen_pos.y - g.FontSize))
|
|
ime_data.InputLineHeight = g.FontSize
|
|
ime_data.ViewportId = window.Viewport.ID
|
|
end
|
|
end
|
|
|
|
if is_password and not is_displaying_hint then
|
|
ImGui.PopPasswordFont()
|
|
end
|
|
|
|
if is_multiline then
|
|
-- For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags.Inputable (see #4761, #7870)...
|
|
ImGui.Dummy(ImVec2(0.0, text_size_y + style.FramePadding.y))
|
|
g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, 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) -- call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint.
|
|
return ImGui.InputTextEx(label, hint, buf, buf_size, ImVec2(0, 0), flags, callback, user_data)
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
|
|
-------------------------------------------------------------------------------
|
|
-- - ColorEdit3()
|
|
-- - ColorEdit4()
|
|
-- - ColorPicker3()
|
|
-- - RenderColorRectWithAlphaCheckerboard() [Internal]
|
|
-- - ColorPicker4()
|
|
-- - ColorButton()
|
|
-- - ColorTooltip() [Internal]
|
|
-- - ColorEditOptionsPopup() [Internal]
|
|
-- - ColorPickerOptionsPopup() [Internal]
|
|
-------------------------------------------------------------------------------
|
|
|
|
--- @param col float[]
|
|
--- @param H float
|
|
--- @return float
|
|
local function ColorEditRestoreH(col, H)
|
|
local g = GImGui
|
|
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
|
|
|
|
-- ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation.
|
|
-- Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting.
|
|
--- @param col float[]
|
|
--- @param H float
|
|
--- @param S float
|
|
--- @param V float
|
|
--- @return float, float, float
|
|
local function ColorEditRestoreHS(col, H, S, V)
|
|
local g = GImGui
|
|
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
|
|
}
|
|
|
|
-- Edit colors components (each component in 0.0f..1.0f range).
|
|
-- See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags.NoAlpha flag is set.
|
|
-- With typical options: Left-click on color square to open color picker. Right-click to open option menu. Ctrl+Click over input fields to edit them and TAB to go to next item.
|
|
--- @param label string
|
|
--- @param col float[]
|
|
--- @param flags ImGuiColorEditFlags
|
|
@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
|
|
-- RGB/HSV 0..255 Sliders
|
|
local w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1)
|
|
local w_per_component = IM_TRUNC(w_items / components)
|
|
local draw_color_marker = bit32.band(flags, bit32.bor(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 -- alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha)
|
|
|
|
local r
|
|
if alpha then
|
|
r = ImStd.sscanf(buf, p, "%02X%02X%02X%02X", i) -- Treat at unsigned (%X is unsigned)
|
|
else
|
|
r = ImStd.sscanf(buf, p, "%02X%02X%02X", i)
|
|
end
|
|
-- IM_UNUSED(r) -- Fixes C6031: Return value ignored: 'sscanf'.
|
|
end
|
|
|
|
if bit32.band(flags, 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
|
|
-- NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.
|
|
if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) ~= 0 and bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.ReadOnly) == 0 and bit32.band(flags, ImGuiColorEditFlags.NoDragDrop) == 0 and ImGui.BeginDragDropTarget() then
|
|
local accepted_drag_drop = false
|
|
local payload = ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)
|
|
if payload then
|
|
local d = payload.Data
|
|
col[1], col[2], col[3] = d[1], d[2], d[3] -- Preserve alpha if any
|
|
value_changed = true; accepted_drag_drop = true
|
|
end
|
|
payload = ImGui.AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)
|
|
if payload then
|
|
local d = payload.Data
|
|
for i = 1, components do col[i] = d[i] end
|
|
value_changed = true; accepted_drag_drop = true
|
|
end
|
|
|
|
-- Drag-drop payloads are always RGB
|
|
if accepted_drag_drop and bit32.band(flags, ImGuiColorEditFlags.InputHSV) ~= 0 then
|
|
col[1], col[2], col[3] = ImGui.ColorConvertRGBtoHSV(col[1], col[2], col[3])
|
|
end
|
|
ImGui.EndDragDropTarget()
|
|
end
|
|
|
|
-- When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().
|
|
if picker_active_window and g.ActiveId ~= 0 and g.ActiveIdWindow == picker_active_window then
|
|
g.LastItemData.ID = g.ActiveId
|
|
end
|
|
|
|
if value_changed and g.LastItemData.ID ~= 0 then -- In case of ID collision, the second EndGroup() won't catch g.ActiveId
|
|
ImGui.MarkItemEdited(g.LastItemData.ID)
|
|
end
|
|
|
|
return value_changed
|
|
end
|
|
|
|
end
|
|
|
|
--- @param label string
|
|
--- @param col [float, float, float]
|
|
--- @param flags? ImGuiColorEditFlags
|
|
function ImGui.ColorEdit3(label, col, flags)
|
|
if flags == nil then flags = 0 end
|
|
if flags == nil then flags = 0 end
|
|
|
|
return ImGui.ColorEdit4(label, col, bit32.bor(flags, 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
|
|
|
|
-- This allowed passing 0 to set default, whereas NewFrame() will assert if one of missing. Abide to old logic.
|
|
function ImGui.SetColorEditOptions(flags)
|
|
local g = GImGui
|
|
local def = 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}
|
|
|
|
-- Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags.NoAlpha flag is set.
|
|
-- FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)
|
|
-- FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0)
|
|
--- @param label string
|
|
--- @param col float[]
|
|
--- @param flags ImGuiColorEditFlags
|
|
--- @param ref_col? float[]
|
|
function ImGui.ColorPicker4(label, col, flags, ref_col)
|
|
if flags == nil then flags = 0 end
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return false
|
|
end
|
|
|
|
local draw_list = window.DrawList
|
|
local g = GImGui
|
|
local style = g.Style
|
|
local io = g.IO
|
|
|
|
local width = ImGui.CalcItemWidth()
|
|
local is_readonly = bit32.band(bit32.bor(g.NextItemData.ItemFlagsSet, g.CurrentItemFlags), 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() -- ImGuiItemFlags.NoNav
|
|
|
|
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)
|
|
|
|
sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2) -- Sneakily prevent the circle to stick out too much
|
|
sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2)
|
|
|
|
-- Render Hue Bar
|
|
for i = 1, 6 do
|
|
draw_list:AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + (i - 1) * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + i * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1])
|
|
end
|
|
|
|
local bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size)
|
|
ImGui.RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0)
|
|
RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0, style.Alpha)
|
|
end
|
|
|
|
-- Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
|
|
local sv_cursor_rad = value_changed_sv and (wheel_thickness * 0.55) or (wheel_thickness * 0.40)
|
|
local sv_cursor_segments = draw_list:_CalcCircleAutoSegmentCount(sv_cursor_rad) -- Lock segment count so the +1 one matches others.
|
|
draw_list:AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments)
|
|
draw_list:AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments)
|
|
draw_list:AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments)
|
|
|
|
-- Render alpha bar
|
|
if alpha_bar then
|
|
local alpha = ImSaturate(col[4])
|
|
local bar1_bb = ImRect(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size)
|
|
ImGui.RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, IM_COL32(0, 0, 0, 0), style.Alpha, 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
|
|
|
|
-- A little color square. Return true when clicked.
|
|
-- FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
|
|
-- 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
|
|
-- Note that 'col' may be encoded in HSV if ImGuiColorEditFlags.InputHSV is set.
|
|
--- @param desc_id string
|
|
--- @param col ImVec4
|
|
--- @param flags? ImGuiColorEditFlags
|
|
--- @param size_arg? ImVec2
|
|
@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 is_mixed = bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.MixedValue) ~= 0
|
|
|
|
local backup_alpha = g.Style.Alpha
|
|
if g.DisabledStackSize > 0 then
|
|
g.Style.Alpha = g.DisabledAlphaBackup -- Cancel out effect of BeginDisabled() for color swatches.
|
|
end
|
|
if is_mixed then
|
|
window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), rounding)
|
|
ImGui.PushStyleColor(ImGuiCol.Text, g.Style.Colors[ImGuiCol.TextDisabled]) -- ImGuiCol_TextMixedValue
|
|
if g.MixedValueLabel ~= nil then
|
|
ImGui.RenderTextClipped(ImVec2(bb.Min.x, bb.Min.y + g.Style.FramePadding.y), bb.Max, g.MixedValueLabel, nil, nil, ImVec2(0.5, 0.0))
|
|
end
|
|
ImGui.PopStyleColor()
|
|
elseif bit32.band(flags, ImGuiColorEditFlags.AlphaPreviewHalf) ~= 0 and col_rgb.w < 1.0 then
|
|
local mid_x = IM_ROUND((bb.Min.x + bb.Max.x) * 0.5)
|
|
if bit32.band(flags, ImGuiColorEditFlags.AlphaNoBg) == 0 then
|
|
ImGui.RenderColorRectWithAlphaCheckerboard(window.DrawList, ImVec2(bb.Min.x + grid_step, bb.Min.y), bb.Max, ImGui.ColorConvertFloat4ToU32(col_rgb), g.Style.Alpha, grid_step, ImVec2(-grid_step, 0.0), rounding, ImDrawFlags.RoundRight)
|
|
else
|
|
window.DrawList:AddRectFilled(ImVec2(bb.Min.x + grid_step, bb.Min.y), bb.Max, ImGui.GetColorU32(col_rgb), rounding, ImDrawFlags.RoundRight)
|
|
end
|
|
window.DrawList:AddRectFilled(bb.Min, ImVec2(mid_x, bb.Max.y), ImGui.GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags.RoundLeft)
|
|
else
|
|
-- Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha
|
|
local col_source = (bit32.band(flags, 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.Min, bb.Max, ImGui.ColorConvertFloat4ToU32(col_source), g.Style.Alpha, grid_step, ImVec2(0.0, 0.0), rounding)
|
|
else
|
|
window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(col_source), rounding)
|
|
end
|
|
end
|
|
if g.DisabledStackSize > 0 then
|
|
g.Style.Alpha = backup_alpha
|
|
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, 1.0 * ImTrunc(g.Style._MainScale)) -- Color buttons are often in need of some sort of border -- FIXME-DPI
|
|
end
|
|
end
|
|
|
|
-- Drag and Drop Source
|
|
-- NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.
|
|
-- [Port] payload.Data is a 1-based float array copy { r, g, b [, a] } (C++ memcpy of float[3]/float[4])
|
|
if g.ActiveId == id and bit32.band(flags, ImGuiColorEditFlags.NoDragDrop) == 0 and ImGui.BeginDragDropSource() then
|
|
if bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0 then
|
|
ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, { col_rgb.x, col_rgb.y, col_rgb.z }, 3, ImGuiCond.Once)
|
|
else
|
|
ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, { col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.w }, 4, ImGuiCond.Once)
|
|
end
|
|
ImGui.PushItemFlag(ImGuiItemFlags.MixedValue, false)
|
|
ImGui.ColorButton(desc_id, col, flags)
|
|
ImGui.PopItemFlag()
|
|
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
|
|
|
|
-- Note: only access 3 floats if ImGuiColorEditFlags.NoAlpha flag is set.
|
|
--- @param text? string
|
|
--- @param col ImVec4
|
|
--- @param flags ImGuiColorEditFlags
|
|
function ImGui.ColorTooltip(text, col, flags)
|
|
local g = GImGui
|
|
|
|
if not ImGui.BeginTooltipEx(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
|
|
-- Draw small/thumbnail version of each picker type (over an invisible button for selection)
|
|
if picker_type > 0 then
|
|
ImGui.Separator()
|
|
end
|
|
ImGui.PushID(picker_type)
|
|
local picker_flags = bit32.bor(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()
|
|
if ImGui.Selectable("##selectable", false, 0, picker_size) then -- By default, Selectable() is closing popup
|
|
g.IO.ConfigColorEditFlags = bit32.bor(bit32.band(g.IO.ConfigColorEditFlags, bit32.bnot(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] Widgets: TreeNode, CollapsingHeader, etc.
|
|
-------------------------------------------------------------------------------
|
|
-- - TreeNode()
|
|
-- - TreeNodeV()
|
|
-- - TreeNodeEx()
|
|
-- - TreeNodeExV()
|
|
-- - TreeNodeStoreStackData() [Internal]
|
|
-- - TreeNodeBehavior() [Internal]
|
|
-- - TreePush()
|
|
-- - TreePop()
|
|
-- - GetTreeNodeToLabelSpacing()
|
|
-- - SetNextItemOpen()
|
|
-- - CollapsingHeader()
|
|
-------------------------------------------------------------------------------
|
|
|
|
-- va_list variants: identical in Lua (varargs)
|
|
ImGui.TextColoredV = function(...) return ImGui.TextColored(...) end
|
|
ImGui.TextDisabledV = function(...) return ImGui.TextDisabled(...) end
|
|
ImGui.TextWrappedV = function(...) return ImGui.TextWrapped(...) end
|
|
ImGui.TextAlignedV = function(...) return ImGui.TextAligned(...) end
|
|
ImGui.LabelTextV = function(...) return ImGui.LabelText(...) end
|
|
ImGui.BulletTextV = function(...) return ImGui.BulletText(...) end
|
|
|
|
--- @param data_type ImGuiDataType
|
|
--- @param v number
|
|
function ImGui.SetNextItemRefVal(data_type, v)
|
|
local g = GImGui
|
|
g.NextItemData.HasFlags = bit32.bor(g.NextItemData.HasFlags, 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
|
|
|
|
-- The reason those two functions are not yet in public API is because I would like to design a more feature-full and generic API for this.
|
|
-- They are otherwise function (cc: #3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722)
|
|
--- @param storage_id ImGuiID
|
|
function ImGui.TreeNodeGetOpen(storage_id)
|
|
local g = GImGui
|
|
local storage = g.CurrentWindow.DC.StateStorage
|
|
return (storage[storage_id]) and true or false
|
|
end
|
|
|
|
--- @param storage_id ImGuiID
|
|
--- @param is_open bool
|
|
function ImGui.TreeNodeSetOpen(storage_id, is_open)
|
|
local g = GImGui
|
|
local storage = g.CurrentWindow.DC.StateStorage
|
|
storage[storage_id] = is_open
|
|
end
|
|
|
|
--- @param storage_id ImGuiID
|
|
--- @param flags ImGuiTreeNodeFlags
|
|
function ImGui.TreeNodeUpdateNextOpen(storage_id, flags)
|
|
-- Leaf node always open a new tree/id scope. If you never use it, add ImGuiTreeNodeFlags.NoTreePushOnOpen.
|
|
if bit32.band(flags, ImGuiTreeNodeFlags.Leaf) ~= 0 then
|
|
return true
|
|
end
|
|
|
|
-- We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
local storage = window.DC.StateStorage
|
|
|
|
local is_open
|
|
if bit32.band(g.NextItemData.HasFlags, 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
|
|
-- We treat ImGuiCond.Once and ImGuiCond.FirstUseEver the same because tree node state are not saved persistently.
|
|
local stored_value = storage[storage_id]
|
|
if stored_value == nil then
|
|
is_open = g.NextItemData.OpenVal
|
|
ImGui.TreeNodeSetOpen(storage_id, is_open)
|
|
else
|
|
is_open = stored_value and true or false
|
|
end
|
|
end
|
|
else
|
|
is_open = (storage[storage_id] == nil) and (bit32.band(flags, ImGuiTreeNodeFlags.DefaultOpen) ~= 0) or storage[storage_id]
|
|
end
|
|
|
|
-- When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).
|
|
-- NB- If we are above max depth we still allow manually opened nodes to be logged.
|
|
if g.LogEnabled and bit32.band(flags, ImGuiTreeNodeFlags.NoAutoOpenOnLog) == 0 and (window.DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand then
|
|
is_open = true
|
|
end
|
|
|
|
return is_open
|
|
end
|
|
|
|
-- Store ImGuiTreeNodeStackData for just submitted node.
|
|
-- Currently only supports 32 level deep. Easy to increase to e.g. 64.
|
|
--- @param flags ImGuiTreeNodeFlags
|
|
--- @param x1 float
|
|
local function TreeNodeStoreStackData(flags, x1)
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
|
|
g.TreeNodeStack:resize(g.TreeNodeStack.Size + 1)
|
|
local tree_node_data = g.TreeNodeStack.Data[g.TreeNodeStack.Size]
|
|
tree_node_data.ID = g.LastItemData.ID
|
|
tree_node_data.TreeFlags = flags
|
|
tree_node_data.ItemFlags = g.LastItemData.ItemFlags
|
|
ImRect_Copy(tree_node_data.NavRect, g.LastItemData.NavRect)
|
|
|
|
-- Initially I tried to latch value for GetColorU32(ImGuiCol.TreeLines) but it's not a good trade-off for very large trees.
|
|
local draw_lines = bit32.band(flags, bit32.bor(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
|
|
|
|
-- When not framed, we vertically increase height up to typical framed widget height
|
|
local display_frame = bit32.band(flags, ImGuiTreeNodeFlags.Framed) ~= 0
|
|
local use_frame_padding = display_frame or (bit32.band(flags, ImGuiTreeNodeFlags.FramePadding) ~= 0)
|
|
-- [Luau] scalar padding, no temporary ImVec2
|
|
local padding_x, padding_y
|
|
if use_frame_padding then
|
|
padding_x, padding_y = style.FramePadding.x, style.FramePadding.y
|
|
else
|
|
padding_x, padding_y = style.FramePadding.x, math.min(window.DC.CurrLineTextBaseOffset, style.FramePadding.y)
|
|
end
|
|
|
|
if label_end == nil then
|
|
label_end = ImGui.FindRenderedTextEnd(label)
|
|
end
|
|
local label_size = ImGui.CalcTextSize(label, label_end, false)
|
|
|
|
local text_offset_x = g.FontSize + (display_frame and (padding_x * 3) or (padding_x * 2)) -- Collapsing arrow width + Spacing
|
|
local text_offset_y = use_frame_padding and ImMax(style.FramePadding.y, window.DC.CurrLineTextBaseOffset) or window.DC.CurrLineTextBaseOffset -- Latch before ItemSize changes it
|
|
local text_width = g.FontSize + label_size.x + padding_x * 2 -- Include collapsing arrow
|
|
|
|
local frame_height = label_size.y + padding_y * 2
|
|
local span_all_columns = bit32.band(flags, 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) -- Framed header expand a little outside of current limits
|
|
frame_bb.Min.x = frame_bb.Min.x - outer_extend
|
|
frame_bb.Max.x = frame_bb.Max.x + outer_extend
|
|
end
|
|
|
|
local text_pos = ImVec2(window.DC.CursorPos.x + text_offset_x, window.DC.CursorPos.y + text_offset_y)
|
|
local item_size = LayoutHelpers_size; item_size.x = text_width; item_size.y = frame_height -- [Luau] scratch, ItemSize() only reads it
|
|
ImGui.ItemSize(item_size, padding_y)
|
|
|
|
-- For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
|
|
local interact_bb = ImRect()
|
|
ImRect_Copy(interact_bb, frame_bb)
|
|
if bit32.band(flags, bit32.bor(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
|
|
|
|
-- Compute open and multi-select states before ItemAdd() as it clear NextItem data.
|
|
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
|
|
-- Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
|
|
local backup_clip_rect_min_x = window.ClipRect.Min.x
|
|
local backup_clip_rect_max_x = window.ClipRect.Max.x
|
|
window.ClipRect.Min.x = window.ParentWorkRect.Min.x
|
|
window.ClipRect.Max.x = window.ParentWorkRect.Max.x
|
|
is_visible = ImGui.ItemAdd(interact_bb, id)
|
|
window.ClipRect.Min.x = backup_clip_rect_min_x
|
|
window.ClipRect.Max.x = backup_clip_rect_max_x
|
|
else
|
|
is_visible = ImGui.ItemAdd(interact_bb, id)
|
|
end
|
|
g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HasDisplayRect)
|
|
ImRect_Copy(g.LastItemData.DisplayRect, frame_bb)
|
|
|
|
-- If a NavLeft request is happening and ImGuiTreeNodeFlags.NavLeftJumpsToParent enabled:
|
|
-- Store data for the current depth to allow returning to this node from any child item.
|
|
-- For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
|
|
-- It will become tempting to enable ImGuiTreeNodeFlags.NavLeftJumpsToParent by default or move it to ImGuiStyle.
|
|
local store_tree_node_stack_data = false
|
|
if bit32.band(flags, 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) -- Don't need to aim to mid Y position as we are clipped anyway.
|
|
if frame_bb.Min.y >= window.ClipRect.Max.y then
|
|
window.DC.TreeRecordsClippedNodesY2Mask = bit32.band(window.DC.TreeRecordsClippedNodesY2Mask, bit32.bnot(bit32.lshift(1, (window.DC.TreeDepth - 1)))) -- Done
|
|
end
|
|
end
|
|
if is_open and store_tree_node_stack_data then
|
|
TreeNodeStoreStackData(flags, text_pos.x - text_offset_x) -- Call before TreePushOverrideID()
|
|
end
|
|
if is_open and bit32.band(flags, 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
|
|
|
|
-- We allow clicking on the arrow section with keyboard modifiers held, in order to easily
|
|
-- allow browsing a tree while preserving selection with code implementing multi-selection patterns.
|
|
-- When clicking on the rest of the tree node we always disallow keyboard modifiers.
|
|
local arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x
|
|
local arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding_x * 2.0) + style.TouchExtraPadding.x
|
|
local is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 and g.IO.MousePos.x < arrow_hit_x2)
|
|
|
|
local is_multi_select = bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.IsMultiSelect) ~= 0
|
|
if is_multi_select then -- We absolutely need to distinguish open vs select so _OpenOnArrow comes by default
|
|
flags = bit32.bor(flags, (bit32.band(flags, ImGuiTreeNodeFlags.OpenOnMask_) == 0) and bit32.bor(ImGuiTreeNodeFlags.OpenOnArrow, ImGuiTreeNodeFlags.OpenOnDoubleClick) or ImGuiTreeNodeFlags.OpenOnArrow)
|
|
end
|
|
|
|
-- Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags.
|
|
-- Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support.
|
|
-- - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0)
|
|
-- - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0)
|
|
-- - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1)
|
|
-- - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1)
|
|
-- - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0)
|
|
-- It is rather standard that arrow click react on Down rather than Up.
|
|
-- We set ImGuiButtonFlags.PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work.
|
|
if is_mouse_x_over_arrow then
|
|
button_flags = bit32.bor(button_flags, 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
|
|
|
|
-- Multi-selection support (header)
|
|
if is_multi_select then
|
|
-- Handle multi-select + alter button flags for it
|
|
selected, button_flags = ImGui.MultiSelectItemHeader(id, selected, button_flags)
|
|
if is_mouse_x_over_arrow then
|
|
button_flags = bit32.band(bit32.bor(button_flags, 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 -- Single click
|
|
end
|
|
if bit32.band(flags, ImGuiTreeNodeFlags.OpenOnArrow) ~= 0 then
|
|
toggled = toggled or (is_mouse_x_over_arrow and not g.NavHighlightItemUnderNav) -- Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job
|
|
end
|
|
if bit32.band(flags, ImGuiTreeNodeFlags.OpenOnDoubleClick) ~= 0 and g.IO.MouseClickedCount[0] == 2 then
|
|
toggled = true -- Double click
|
|
end
|
|
elseif pressed and g.DragDropHoldJustPressedId == id then
|
|
IM_ASSERT(bit32.band(button_flags, ImGuiButtonFlags.PressedOnDragDropHold) ~= 0)
|
|
if not is_open then -- When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.
|
|
toggled = true
|
|
else
|
|
pressed = false -- Cancel press so it doesn't trigger selection.
|
|
end
|
|
end
|
|
|
|
if g.NavId == id and g.NavMoveDir == 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 -- If there's something upcoming on the line we may want to give it the priority?
|
|
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
|
|
|
|
-- Multi-selection support (footer)
|
|
if is_multi_select then
|
|
local pressed_copy = pressed and not toggled
|
|
selected, pressed_copy = ImGui.MultiSelectItemFooter(id, selected, pressed_copy)
|
|
if pressed then
|
|
ImGui.SetNavID(id, window.DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb)
|
|
end
|
|
end
|
|
|
|
if selected ~= was_selected then
|
|
g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, 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) -- Always show the nav rectangle
|
|
end
|
|
if display_frame then
|
|
-- Framed type
|
|
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 -- Leaf without bullet, left-adjusted text
|
|
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
|
|
-- Unframed typed for tree nodes
|
|
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
|
|
|
|
-- Label
|
|
if display_frame then
|
|
ImGui.RenderTextClipped(text_pos, frame_bb.Max, label, label_end, label_size)
|
|
else
|
|
ImGui.RenderText(text_pos, label, 1, label_end, false)
|
|
end
|
|
|
|
if span_all_columns_label then
|
|
ImGui.TablePopBackgroundChannel()
|
|
end
|
|
end
|
|
|
|
if is_open and store_tree_node_stack_data then
|
|
TreeNodeStoreStackData(flags, text_pos.x - text_offset_x) -- Call before TreePushOverrideID()
|
|
end
|
|
if is_open and bit32.band(flags, ImGuiTreeNodeFlags.NoTreePushOnOpen) == 0 then
|
|
ImGui.TreePushOverrideID(id) -- Could use TreePush(label) but this avoid computing twice
|
|
end
|
|
|
|
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
|
|
return is_open
|
|
end
|
|
|
|
-- Draw horizontal line from our parent node
|
|
-- This is only called for visible child nodes so we are not too fussy anymore about performances
|
|
--- @param target_pos ImVec2
|
|
function ImGui.TreeNodeDrawLineToChildNode(target_pos)
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
if window.DC.TreeDepth == 0 or bit32.band(window.DC.TreeHasStackDataDepthMask, bit32.lshift(1, window.DC.TreeDepth - 1)) == 0 then
|
|
return
|
|
end
|
|
|
|
-- FIXME: Could this be simplified using new stroke flags?
|
|
local parent_data = g.TreeNodeStack.Data[g.TreeNodeStack.Size]
|
|
local half_size = g.Style.TreeLinesSize * 0.5
|
|
local x1 = ImTrunc(parent_data.DrawLinesX1 - half_size) + half_size -- Draw line centered at X1, but snap to pixels boundary.
|
|
local x2 = ImTrunc(target_pos.x - g.Style.ItemInnerSpacing.x)
|
|
local y = ImTrunc(target_pos.y - half_size) + half_size
|
|
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 and rounding > half_size then
|
|
x1 = x1 + 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
|
|
-- We use AddLine() instead of AddLineH() as we provide coordinates for line center,
|
|
-- in order to make the code use same coordinates for both rounded and non-rounded version. (FIXME-OPT)
|
|
x1 = x1 + half_size -- Avoid overdraw
|
|
window.DrawList:AddLine(ImVec2(x1, y), ImVec2(x2, y), ImGui.GetColorU32(ImGuiCol.TreeLines), g.Style.TreeLinesSize)
|
|
end
|
|
end
|
|
|
|
-- Draw vertical line of the hierarchy
|
|
--- @param data ImGuiTreeNodeStackData
|
|
function ImGui.TreeNodeDrawLineToTreePop(data)
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
local y1 = ImMax(data.NavRect.Max.y, window.ClipRect.Min.y)
|
|
local y2 = data.DrawLinesToNodesY2
|
|
if bit32.band(data.TreeFlags, ImGuiTreeNodeFlags.DrawLinesFull) ~= 0 then
|
|
local y2_full = window.DC.CursorPos.y
|
|
if g.CurrentTable then
|
|
y2_full = ImMax(g.CurrentTable.RowPosY2, y2_full)
|
|
end
|
|
y2_full = ImTrunc(y2_full - g.Style.ItemSpacing.y - g.FontSize * 0.5)
|
|
if y2 + (g.Style.ItemSpacing.y + g.Style.TreeLinesRounding) < y2_full then -- FIXME: threshold to use ToNodes Y2 instead of Full Y2 when close by ItemSpacing.y
|
|
y2 = y2_full
|
|
end
|
|
end
|
|
y2 = ImMin(y2, window.ClipRect.Max.y)
|
|
if y2 <= y1 then
|
|
return
|
|
end
|
|
local x = ImTrunc(data.DrawLinesX1 - g.Style.TreeLinesSize * 0.5) + g.Style.TreeLinesSize * 0.5 -- Draw line centered at X1, but snap to pixels boundary.
|
|
if data.DrawLinesTableColumn ~= -1 then
|
|
ImGui.TablePushColumnChannel(data.DrawLinesTableColumn)
|
|
end
|
|
|
|
-- We use AddLine() instead of AddLineV() as we provide coordinates for line center (FIXME-OPT)
|
|
window.DrawList:AddLine(ImVec2(x, y1), ImVec2(x, y2), ImGui.GetColorU32(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())
|
|
|
|
-- Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags.NavLeftJumpsToParent is enabled)
|
|
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
|
|
|
|
-- Draw hierarchy lines
|
|
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) -- There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.
|
|
ImGui.PopID()
|
|
end
|
|
|
|
-- Set next TreeNode/CollapsingHeader open state.
|
|
--- @param is_open bool
|
|
--- @param cond? ImGuiCond
|
|
function ImGui.SetNextItemOpen(is_open, cond)
|
|
if cond == nil then cond = 0 end
|
|
|
|
local g = GImGui
|
|
if g.CurrentWindow.SkipItems then
|
|
return
|
|
end
|
|
g.NextItemData.HasFlags = bit32.bor(g.NextItemData.HasFlags, 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
|
|
|
|
-- Set next TreeNode/CollapsingHeader storage id.
|
|
--- @param storage_id ImGuiID
|
|
function ImGui.SetNextItemStorageID(storage_id)
|
|
local g = GImGui
|
|
if g.CurrentWindow.SkipItems then
|
|
return
|
|
end
|
|
g.NextItemData.HasFlags = bit32.bor(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasStorageID)
|
|
g.NextItemData.StorageId = storage_id
|
|
end
|
|
|
|
-- CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags.NoTreePushOnOpen flag).
|
|
-- This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags.CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().
|
|
-- Overloads: CollapsingHeader(label, flags?) -> is_open
|
|
-- CollapsingHeader(label, p_visible: bool, flags?) -> is_open, p_visible
|
|
-- p_visible == nil : regular collapsing header
|
|
-- p_visible == true : show a small close button on the corner of the header, clicking the button will set p_visible = false (returned as 2nd value)
|
|
-- p_visible == false : do not show the header at all
|
|
-- Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags.DefaultOpen.
|
|
--- @param label string
|
|
@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
|
|
-- FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
|
|
-- FIXME: CloseButton can overlap into text, need find a way to clip the text somehow.
|
|
local g = GImGui
|
|
local last_item_backup = ImGuiLastItemData()
|
|
ImGuiLastItemData_Copy(last_item_backup, g.LastItemData)
|
|
local button_size = g.FontSize
|
|
local button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size)
|
|
local button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y
|
|
local close_button_id = ImGui.GetIDWithSeed("#CLOSE", nil, id)
|
|
if ImGui.CloseButton(close_button_id, ImVec2(button_x, button_y)) then
|
|
p_visible = false
|
|
end
|
|
ImGuiLastItemData_Copy(g.LastItemData, last_item_backup)
|
|
end
|
|
|
|
return is_open, p_visible
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- [SECTION] Widgets: Selectable
|
|
-------------------------------------------------------------------------------
|
|
-- - Selectable()
|
|
-------------------------------------------------------------------------------
|
|
|
|
-- Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image.
|
|
-- But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.
|
|
-- With this scheme, ImGuiSelectableFlags.SpanAllColumns and ImGuiSelectableFlags.AllowOverlap are also frequently used flags.
|
|
-- FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
|
|
--- @param label string
|
|
--- @param selected? bool
|
|
--- @param flags? ImGuiSelectableFlags
|
|
--- @param size_arg? any
|
|
--- @return bool is_pressed
|
|
--- @return bool is_selected # Updated `selected`
|
|
@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 = LAYOUT_ZERO_SIZE end -- [Luau] shared read-only default (only read below)
|
|
|
|
local window = ImGui.GetCurrentWindow()
|
|
if (window.SkipItems) then
|
|
return false, selected
|
|
end
|
|
|
|
local g = GImGui
|
|
local style = g.Style
|
|
|
|
-- Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle.
|
|
local id = window:GetID(label)
|
|
local label_end = ImGui.FindRenderedTextEnd(label)
|
|
local label_size = ImGui.CalcTextSize(label, label_end, false)
|
|
local size = ImVec2((size_arg.x ~= 0.0) and size_arg.x or label_size.x, (size_arg.y ~= 0.0) and size_arg.y or label_size.y)
|
|
|
|
local pos = ImVec2()
|
|
ImVec2_Copy(pos, window.DC.CursorPos)
|
|
pos.y = pos.y + window.DC.CurrLineTextBaseOffset
|
|
|
|
ImGui.ItemSize(size, 0.0)
|
|
|
|
-- Fill horizontal space
|
|
-- We don't support (size < 0.0) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets.
|
|
local span_all_columns = bit32.band(flags, 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
|
|
-- if g.IO.KeyCtrl then ImGui.GetForegroundDrawList():AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)) end
|
|
|
|
local disabled_item = bit32.band(flags, 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
|
|
selected, button_flags = ImGui.MultiSelectItemHeader(id, selected, button_flags)
|
|
end
|
|
|
|
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, button_flags)
|
|
local auto_selected = false
|
|
|
|
-- Multi-selection support (footer)
|
|
if is_multi_select then
|
|
selected, pressed = ImGui.MultiSelectItemFooter(id, selected, pressed)
|
|
else
|
|
-- Auto-select when moved into
|
|
-- - This will be more fully fleshed in the range-select branch
|
|
-- - This is not exposed as it won't nicely work with some user side handling of shift/control
|
|
-- - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons
|
|
-- - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())
|
|
-- - (2) usage will fail with clipped items
|
|
-- The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.
|
|
if bit32.band(flags, 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
|
|
|
|
-- Selectable() always returns a pressed state!
|
|
-- Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui.IsItemToggledSelection() to retrieve
|
|
-- selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect().
|
|
return pressed, selected
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- [SECTION] Widgets: Typing-Select support
|
|
-------------------------------------------------------------------------------
|
|
|
|
do -- [Port] Typing-Select, Box-Select, Multi-Select sections: locals kept private
|
|
|
|
local MT = ImGui.GetMetatables()
|
|
|
|
local TypingSelectCharBuf = { 0, 0, 0, 0, 0 } -- [Luau] scratch for ImTextCharToUtf8() (C++: char w_buf[5])
|
|
|
|
-- [Experimental] Currently not exposed in public API.
|
|
-- Consume character inputs and return search request, if any.
|
|
-- This would typically only be called on the focused window or location you want to grab inputs for, e.g.
|
|
-- if ImGui.IsWindowFocused(...) then
|
|
-- local req = ImGui.GetTypingSelectRequest()
|
|
-- if req then focus_idx = ImGui.TypingSelectFindMatch(req, #my_items, function(user_data, n) return my_items[n + 1].Name end, my_items, -1) end
|
|
-- However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer).
|
|
-- [Port] Item indices passed to get_item_name_func(user_data, idx) and returned by TypingSelectFind*() are 0-based like upstream (-1 = none).
|
|
--- @param flags? ImGuiTypingSelectFlags
|
|
--- @return ImGuiTypingSelectRequest?
|
|
function ImGui.GetTypingSelectRequest(flags)
|
|
if flags == nil then flags = ImGuiTypingSelectFlags.None end
|
|
local g = GImGui
|
|
local data = g.TypingSelectState
|
|
local out_request = data.Request
|
|
|
|
-- Clear buffer
|
|
local TYPING_SELECT_RESET_TIMER = 1.80 -- FIXME: Potentially move to IO config.
|
|
local TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4 -- Lock single char matching when repeating same char 4 times
|
|
if #data.SearchBuffer ~= 0 then
|
|
local clear_buffer = false
|
|
clear_buffer = clear_buffer or (g.NavFocusScopeId ~= data.FocusScope)
|
|
clear_buffer = clear_buffer or (data.LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time)
|
|
clear_buffer = clear_buffer or g.NavAnyRequest
|
|
clear_buffer = clear_buffer or (g.ActiveId ~= 0 and g.NavActivateId == 0) -- Allow temporary SPACE activation to not interfere
|
|
clear_buffer = clear_buffer or ImGui.IsKeyPressed(ImGuiKey.Escape) or ImGui.IsKeyPressed(ImGuiKey.Enter)
|
|
clear_buffer = clear_buffer or (ImGui.IsKeyPressed(ImGuiKey.Backspace) and bit32.band(flags, ImGuiTypingSelectFlags.AllowBackspace) == 0)
|
|
--if clear_buffer then IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n") end
|
|
if clear_buffer then
|
|
data:Clear()
|
|
end
|
|
end
|
|
|
|
-- Append to buffer
|
|
local buffer_max_len = 64 - 1 -- [Port] IM_COUNTOF(data->SearchBuffer) - 1
|
|
local buffer_len = #data.SearchBuffer
|
|
local select_request = false
|
|
local input_queue = g.IO.InputQueueCharacters
|
|
for n = 1, input_queue.Size do
|
|
repeat
|
|
local w = input_queue.Data[n]
|
|
local w_buf = TypingSelectCharBuf
|
|
local w_len = ImStd.ImTextCharToUtf8(w_buf, w) -- [Port] also gives ImTextCountUtf8BytesFromStr(&w, &w + 1)
|
|
if w < 32 or (buffer_len == 0 and ImCharIsBlankW(w)) or (buffer_len + w_len > buffer_max_len) then -- Ignore leading blanks
|
|
break -- continue
|
|
end
|
|
local w_str = string.char(table.unpack(w_buf, 1, w_len))
|
|
if data.SingleCharModeLock and w_len == out_request.SingleCharSize and string.sub(data.SearchBuffer, 1, w_len) == w_str then
|
|
select_request = true -- Same character: don't need to append to buffer.
|
|
break -- continue
|
|
end
|
|
if data.SingleCharModeLock then
|
|
data:Clear() -- Different character: clear
|
|
buffer_len = 0
|
|
end
|
|
data.SearchBuffer = string.sub(data.SearchBuffer, 1, buffer_len) .. w_str -- Append
|
|
buffer_len = buffer_len + w_len
|
|
select_request = true
|
|
until true
|
|
end
|
|
input_queue:resize(0)
|
|
|
|
-- Handle backspace
|
|
if bit32.band(flags, ImGuiTypingSelectFlags.AllowBackspace) ~= 0 and ImGui.IsKeyPressedEx(ImGuiKey.Backspace, ImGuiInputFlags.Repeat) then
|
|
local p = ImStd.ImTextFindPreviousUtf8Codepoint(data.SearchBuffer, 1, buffer_len + 1) -- 1-based byte position
|
|
data.SearchBuffer = string.sub(data.SearchBuffer, 1, p - 1)
|
|
buffer_len = p - 1
|
|
end
|
|
|
|
-- Return request if any
|
|
if buffer_len == 0 then
|
|
return nil
|
|
end
|
|
if select_request then
|
|
data.FocusScope = g.NavFocusScopeId
|
|
data.LastRequestFrame = g.FrameCount
|
|
data.LastRequestTime = g.Time
|
|
end
|
|
out_request.Flags = flags
|
|
out_request.SearchBufferLen = buffer_len
|
|
out_request.SearchBuffer = data.SearchBuffer
|
|
out_request.SelectRequest = (data.LastRequestFrame == g.FrameCount)
|
|
out_request.SingleCharMode = false
|
|
out_request.SingleCharSize = 0
|
|
|
|
-- Calculate if buffer contains the same character repeated.
|
|
-- - This can be used to implement a special search mode on first character.
|
|
-- - Performed on UTF-8 codepoint for correctness.
|
|
-- - SingleCharMode is always set for first input character, because it usually leads to a "next".
|
|
if bit32.band(flags, ImGuiTypingSelectFlags.AllowSingleCharMode) ~= 0 then
|
|
local buf = out_request.SearchBuffer
|
|
local buf_begin = 1
|
|
local buf_end = buf_begin + out_request.SearchBufferLen
|
|
local c0_len = ImStd.ImTextCountUtf8BytesFromChar(buf, buf_begin, buf_end)
|
|
local c0 = string.sub(buf, buf_begin, buf_begin + c0_len - 1)
|
|
local p = buf_begin + c0_len
|
|
while p < buf_end do
|
|
if string.sub(buf, p, p + c0_len - 1) ~= c0 then -- memcmp(buf_begin, p, c0_len) != 0
|
|
break
|
|
end
|
|
p = p + c0_len
|
|
end
|
|
local single_char_count = (p == buf_end) and math.floor(out_request.SearchBufferLen / c0_len) or 0
|
|
out_request.SingleCharMode = (single_char_count > 0 or data.SingleCharModeLock)
|
|
out_request.SingleCharSize = c0_len
|
|
data.SingleCharModeLock = data.SingleCharModeLock or (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK) -- From now on we stop search matching to lock to single char mode.
|
|
end
|
|
|
|
return out_request
|
|
end
|
|
|
|
-- [Port] s1 is the byte range [s1_begin, s1_end) of string s1, s2 is a whole string (out of range bytes read as 0 like a C terminator).
|
|
local function ImStrimatchlen(s1, s1_begin, s1_end, s2)
|
|
local match_len = 0
|
|
local s2_p = 1
|
|
while s1_begin < s1_end and ImToUpper(string.byte(s1, s1_begin)) == ImToUpper(string.byte(s2, s2_p) or 0) do
|
|
s1_begin = s1_begin + 1
|
|
s2_p = s2_p + 1
|
|
match_len = match_len + 1
|
|
end
|
|
return match_len
|
|
end
|
|
|
|
-- Default handler for finding a result for typing-select. You may implement your own.
|
|
-- You might want to display a tooltip to visualize the current request SearchBuffer
|
|
-- When SingleCharMode is set:
|
|
-- - it is better to NOT display a tooltip of other on-screen display indicator.
|
|
-- - the index of the currently focused item is required.
|
|
-- if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO.NavIdItem, otherwise from g.NavLastValidSelectionUserData.
|
|
--- @param req ImGuiTypingSelectRequest?
|
|
--- @param items_count int
|
|
--- @param get_item_name_func fun(user_data: any, idx: int): string # idx is 0-based
|
|
--- @param user_data any
|
|
--- @param nav_item_idx int # 0-based, -1 if unknown
|
|
--- @return int # 0-based, -1 if none
|
|
function ImGui.TypingSelectFindMatch(req, items_count, get_item_name_func, user_data, nav_item_idx)
|
|
if req == nil or req.SelectRequest == false then -- Support NULL parameter so both calls can be done from same spot.
|
|
return -1
|
|
end
|
|
local idx = -1
|
|
if req.SingleCharMode and bit32.band(req.Flags, ImGuiTypingSelectFlags.AllowSingleCharMode) ~= 0 then
|
|
idx = ImGui.TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx)
|
|
else
|
|
idx = ImGui.TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data)
|
|
end
|
|
if idx ~= -1 then
|
|
ImGui.SetNavCursorVisibleAfterMove()
|
|
end
|
|
return idx
|
|
end
|
|
|
|
-- Special handling when a single character is repeated: perform search on a single letter and goes to next.
|
|
function ImGui.TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx)
|
|
-- FIXME: Assume selection user data is index. Would be extremely practical.
|
|
--if nav_item_idx == -1 then
|
|
-- nav_item_idx = g.NavLastValidSelectionUserData
|
|
--end
|
|
|
|
local first_match_idx = -1
|
|
local return_next_match = false
|
|
for idx = 0, items_count - 1 do
|
|
repeat
|
|
local item_name = get_item_name_func(user_data, idx)
|
|
if ImStrimatchlen(req.SearchBuffer, 1, 1 + req.SingleCharSize, item_name) < req.SingleCharSize then
|
|
break -- continue
|
|
end
|
|
if return_next_match then -- Return next matching item after current item.
|
|
return idx
|
|
end
|
|
if first_match_idx == -1 and nav_item_idx == -1 then -- Return first match immediately if we don't have a nav_item_idx value.
|
|
return idx
|
|
end
|
|
if first_match_idx == -1 then -- Record first match for wrapping.
|
|
first_match_idx = idx
|
|
end
|
|
if nav_item_idx == idx then -- Record that we encountering nav_item so we can return next match.
|
|
return_next_match = true
|
|
end
|
|
until true
|
|
end
|
|
return first_match_idx -- First result
|
|
end
|
|
|
|
function ImGui.TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data)
|
|
local longest_match_idx = -1
|
|
local longest_match_len = 0
|
|
for idx = 0, items_count - 1 do
|
|
local item_name = get_item_name_func(user_data, idx)
|
|
local match_len = ImStrimatchlen(req.SearchBuffer, 1, 1 + req.SearchBufferLen, item_name)
|
|
if match_len > longest_match_len then -- [Port] inverted 'if (match_len <= longest_match_len) continue;'
|
|
longest_match_idx = idx
|
|
longest_match_len = match_len
|
|
if match_len == req.SearchBufferLen then
|
|
break
|
|
end
|
|
end
|
|
end
|
|
return longest_match_idx
|
|
end
|
|
|
|
--- @param data ImGuiTypingSelectState
|
|
function ImGui.DebugNodeTypingSelectState(data)
|
|
ImGui.Text("SearchBuffer = \"%s\"", data.SearchBuffer)
|
|
ImGui.Text("SingleCharMode = %d, Size = %d, Lock = %d", data.Request.SingleCharMode and 1 or 0, data.Request.SingleCharSize, data.SingleCharModeLock and 1 or 0)
|
|
ImGui.Text("LastRequest = time: %.2f, frame: %d", data.LastRequestTime, data.LastRequestFrame)
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- [SECTION] Widgets: Box-Select support
|
|
-- This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet.
|
|
-------------------------------------------------------------------------------
|
|
-- Extra logic in MultiSelectItemFooter() and ImGuiListClipper:Step()
|
|
-------------------------------------------------------------------------------
|
|
-- - BoxSelectPreStartDrag() [Internal]
|
|
-- - BoxSelectActivateDrag() [Internal]
|
|
-- - BoxSelectDeactivateDrag() [Internal]
|
|
-- - BoxSelectScrollWithMouseDrag() [Internal]
|
|
-- - BeginBoxSelect() [Internal]
|
|
-- - EndBoxSelect() [Internal]
|
|
-------------------------------------------------------------------------------
|
|
|
|
-- Call on the initial click.
|
|
local function BoxSelectPreStartDrag(id, clicked_item)
|
|
local g = GImGui
|
|
local bs = g.BoxSelectState
|
|
bs.ID = id
|
|
bs.IsStarting = true -- Consider starting box-select.
|
|
bs.IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid)
|
|
bs.IsStartedSetNavIdOnce = bs.IsStartedFromVoid
|
|
bs.KeyMods = g.IO.KeyMods
|
|
local off = g.CurrentWindow.DC.CursorStartPos -- [Luau] inline WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos)
|
|
ImVec2_CopyV(bs.StartPosRel, g.IO.MousePos.x - off.x, g.IO.MousePos.y - off.y)
|
|
ImVec2_Copy(bs.EndPosRel, bs.StartPosRel)
|
|
ImVec2_CopyV(bs.ScrollAccum, 0.0, 0.0)
|
|
end
|
|
|
|
local function BoxSelectActivateDrag(bs, window)
|
|
local g = GImGui
|
|
IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs.ID)
|
|
bs.IsActive = true
|
|
bs.Window = window
|
|
bs.IsStarting = false
|
|
ImGui.SetActiveID(bs.ID, window)
|
|
ImGui.SetActiveIdUsingAllKeyboardKeys()
|
|
if bs.IsStartedFromVoid and bit32.band(bs.KeyMods, bit32.bor(ImGuiMod_Ctrl, ImGuiMod_Shift)) == 0 then
|
|
bs.RequestClear = true
|
|
end
|
|
end
|
|
|
|
local function BoxSelectDeactivateDrag(bs)
|
|
local g = GImGui
|
|
bs.IsActive = false; bs.IsStarting = false
|
|
if g.ActiveId == bs.ID then
|
|
IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs.ID)
|
|
ImGui.ClearActiveID()
|
|
end
|
|
bs.ID = 0
|
|
end
|
|
|
|
local function BoxSelectScrollWithMouseDrag(bs, window, inner_r)
|
|
local g = GImGui
|
|
IM_ASSERT(bs.Window == window)
|
|
for n = 1, 2 do -- each axis -- [Port] 1 = X, 2 = Y
|
|
repeat
|
|
local k = (n == 1) and "x" or "y"
|
|
local mouse_pos = g.IO.MousePos[k]
|
|
local dist = (mouse_pos > inner_r.Max[k]) and mouse_pos - inner_r.Max[k] or (mouse_pos < inner_r.Min[k]) and mouse_pos - inner_r.Min[k] or 0.0
|
|
local scroll_curr = window.Scroll[k]
|
|
if dist == 0.0 or (dist < 0.0 and scroll_curr < 0.0) or (dist > 0.0 and scroll_curr >= window.ScrollMax[k]) then
|
|
break -- continue
|
|
end
|
|
|
|
local speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0, 1.0, 4.0, ImAbs(dist)) -- x1 to x4 depending on distance
|
|
local scroll_step = g.FontSize * 35.0 * speed_multiplier * ImSign(dist) * g.IO.DeltaTime
|
|
bs.ScrollAccum[k] = bs.ScrollAccum[k] + scroll_step
|
|
|
|
-- Accumulate into a stored value so we can handle high-framerate
|
|
local scroll_step_i = ImFloor(bs.ScrollAccum[k])
|
|
if scroll_step_i == 0.0 then
|
|
break -- continue
|
|
end
|
|
if n == 1 then
|
|
ImGui.SetScrollX(window, scroll_curr + scroll_step_i)
|
|
else
|
|
ImGui.SetScrollY(window, scroll_curr + scroll_step_i)
|
|
end
|
|
bs.ScrollAccum[k] = bs.ScrollAccum[k] - scroll_step_i
|
|
until true
|
|
end
|
|
end
|
|
|
|
--- @param scope_rect ImRect
|
|
--- @param window ImGuiWindow
|
|
--- @param box_select_id ImGuiID
|
|
--- @param ms_flags ImGuiMultiSelectFlags
|
|
--- @return bool
|
|
function ImGui.BeginBoxSelect(scope_rect, window, box_select_id, ms_flags)
|
|
local g = GImGui
|
|
local bs = g.BoxSelectState
|
|
ImGui.KeepAliveID(box_select_id)
|
|
if bs.ID ~= box_select_id then
|
|
return false
|
|
end
|
|
|
|
-- IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry.
|
|
bs.UnclipMode = false
|
|
bs.RequestClear = false
|
|
if bs.IsStarting and ImGui.IsMouseDragPastThreshold(0) then
|
|
BoxSelectActivateDrag(bs, window)
|
|
elseif (bs.IsStarting or bs.IsActive) and g.IO.MouseDown[0] == false then
|
|
BoxSelectDeactivateDrag(bs)
|
|
end
|
|
if not bs.IsActive then
|
|
return false
|
|
end
|
|
|
|
-- Current frame absolute prev/current rectangles are used to toggle selection.
|
|
-- They are derived from positions relative to scrolling space, so "previous" rectangle is reprojected for current frame coordinates.
|
|
-- [Luau] scalar versions of WindowPosRelToAbs()/ImClamp()/ImMin()/ImMax() (no temporary ImVec2)
|
|
local off = window.DC.CursorStartPos
|
|
local start_pos_abs_x, start_pos_abs_y = bs.StartPosRel.x + off.x, bs.StartPosRel.y + off.y
|
|
local prev_end_pos_abs_x, prev_end_pos_abs_y = bs.EndPosRel.x + off.x, bs.EndPosRel.y + off.y -- Clamped already
|
|
local curr_end_pos_abs_x, curr_end_pos_abs_y = g.IO.MousePos.x, g.IO.MousePos.y
|
|
if bit32.band(ms_flags, ImGuiMultiSelectFlags.ScopeWindow) ~= 0 then -- Box-select scrolling only happens with ScopeWindow
|
|
curr_end_pos_abs_x = ImClamp(curr_end_pos_abs_x, scope_rect.Min.x, scope_rect.Max.x)
|
|
curr_end_pos_abs_y = ImClamp(curr_end_pos_abs_y, scope_rect.Min.y, scope_rect.Max.y)
|
|
end
|
|
ImVec2_CopyV(bs.BoxSelectRectPrev.Min, ImMin(start_pos_abs_x, prev_end_pos_abs_x), ImMin(start_pos_abs_y, prev_end_pos_abs_y))
|
|
ImVec2_CopyV(bs.BoxSelectRectPrev.Max, ImMax(start_pos_abs_x, prev_end_pos_abs_x), ImMax(start_pos_abs_y, prev_end_pos_abs_y))
|
|
ImVec2_CopyV(bs.BoxSelectRectCurr.Min, ImMin(start_pos_abs_x, curr_end_pos_abs_x), ImMin(start_pos_abs_y, curr_end_pos_abs_y))
|
|
ImVec2_CopyV(bs.BoxSelectRectCurr.Max, ImMax(start_pos_abs_x, curr_end_pos_abs_x), ImMax(start_pos_abs_y, curr_end_pos_abs_y))
|
|
--IMGUI_DEBUG_LOG("StartPosRel (%.2f,%.2f) EndPosRel (%.2f,%.2f) -> (%.2f,%.2f)\n", bs.StartPosRel.x, bs.StartPosRel.y, bs.EndPosRel.x, bs.EndPosRel.y, WindowPosAbsToRel(window, g.IO.MousePos).x, WindowPosAbsToRel(window, g.IO.MousePos).y)
|
|
|
|
-- Box-select 2D mode detects change of the rectangle.
|
|
-- Storing unclip rects which will be tested by widgets supporting box-select. Always update rectangles when active (even if we don't use them).
|
|
-- To facilitate understanding this: enable IMGUI_DEBUG_BOXSELECT and visualize all geometry.
|
|
if bit32.band(ms_flags, bit32.bor(ImGuiMultiSelectFlags.BoxSelect1d, ImGuiMultiSelectFlags.BoxSelect2d)) ~= 0 then
|
|
-- For both sides, compute the area differing between Prev and Curr rectangles.
|
|
local unclip_x, unclip_y = bs.UnclipRects[1], bs.UnclipRects[2] -- [Port] UnclipRects[0], UnclipRects[1]
|
|
ImVec2_CopyV(unclip_x.Min, FLT_MAX, FLT_MAX); ImVec2_CopyV(unclip_x.Max, -FLT_MAX, -FLT_MAX)
|
|
ImVec2_CopyV(unclip_y.Min, FLT_MAX, FLT_MAX); ImVec2_CopyV(unclip_y.Max, -FLT_MAX, -FLT_MAX)
|
|
local curr, prev = bs.BoxSelectRectCurr, bs.BoxSelectRectPrev
|
|
for side = 0, 1 do
|
|
local a = (side == 0) and curr.Min or curr.Max
|
|
local b = (side == 0) and prev.Min or prev.Max
|
|
local d_min_x, d_min_y = ImMin(a.x, b.x), ImMin(a.y, b.y)
|
|
local d_max_x, d_max_y = ImMax(a.x, b.x), ImMax(a.y, b.y)
|
|
if d_min_x ~= d_max_x then
|
|
unclip_x:AddX(d_min_x)
|
|
unclip_x:AddX(d_max_x)
|
|
end
|
|
if d_min_y ~= d_max_y then
|
|
unclip_y:AddY(d_min_y)
|
|
unclip_y:AddY(d_max_y)
|
|
end
|
|
end
|
|
|
|
-- box_select_intersection = BoxSelectRectPrev + BoxSelectRectCurr
|
|
local box_select_intersection_min_x, box_select_intersection_min_y = ImMin(prev.Min.x, curr.Min.x), ImMin(prev.Min.y, curr.Min.y)
|
|
local box_select_intersection_max_x, box_select_intersection_max_y = ImMax(prev.Max.x, curr.Max.x), ImMax(prev.Max.y, curr.Max.y)
|
|
if bit32.band(ms_flags, ImGuiMultiSelectFlags.BoxSelect2d) ~= 0 then
|
|
if prev.Min.x ~= curr.Min.x or prev.Max.x ~= curr.Max.x then
|
|
unclip_x:AddY(box_select_intersection_min_y)
|
|
unclip_x:AddY(box_select_intersection_max_y)
|
|
end
|
|
end
|
|
if bit32.band(ms_flags, bit32.bor(ImGuiMultiSelectFlags.BoxSelect1d, ImGuiMultiSelectFlags.BoxSelect2d)) ~= 0 then
|
|
if prev.Min.y ~= curr.Min.y or prev.Max.y ~= curr.Max.y then
|
|
unclip_y:AddX(box_select_intersection_min_x)
|
|
unclip_y:AddX(box_select_intersection_max_x)
|
|
end
|
|
end
|
|
|
|
-- Merge both rectangles into one.
|
|
-- FIXME-OPT: When UnclipRect.Area() is much larger than the sum of UnclipRects[0]/[1] Areas, widgets should
|
|
-- ideally first use UnclipRect as a first coarse cull layer + the individual ones as a second validation.
|
|
ImRect_Copy(bs.UnclipRect, unclip_x)
|
|
bs.UnclipRect:Add(unclip_y)
|
|
if not bs.UnclipRect:IsInverted() and (not window.ClipRect:Contains(bs.UnclipRect.Min) or not window.ClipRect:Contains(bs.UnclipRect.Max)) then -- !! Don't use Contains(ImRect)
|
|
bs.UnclipMode = true
|
|
end
|
|
if bs.UnclipMode and g.CurrentTable ~= nil then
|
|
ImGui.TableApplyExternalUnclipRect(g.CurrentTable, bs.UnclipRect) -- No need submitting both
|
|
end
|
|
end
|
|
|
|
-- [Port] IMGUI_DEBUG_BOXSELECT visualization not ported (compile-time debug option, disabled upstream).
|
|
return true
|
|
end
|
|
|
|
--- @param scope_rect ImRect
|
|
--- @param ms_flags ImGuiMultiSelectFlags
|
|
function ImGui.EndBoxSelect(scope_rect, ms_flags)
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
local bs = g.BoxSelectState
|
|
IM_ASSERT(bs.IsActive)
|
|
bs.UnclipMode = false
|
|
|
|
-- Render selection rectangle
|
|
bs.EndPosRel = ImGui.WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)) -- Clamp stored position according to current scrolling view
|
|
local box_select_r = ImRect(bs.BoxSelectRectCurr.Min, bs.BoxSelectRectCurr.Max)
|
|
box_select_r:ClipWith(scope_rect)
|
|
local draw_window = ImGui.FindFrontMostVisibleChildWindow(window)
|
|
draw_window.DrawList:AddRectFilled(box_select_r.Min, box_select_r.Max, ImGui.GetColorU32(ImGuiCol.SeparatorHovered, 0.30)) -- FIXME-MULTISELECT: Styling
|
|
draw_window.DrawList:AddRect(box_select_r.Min, box_select_r.Max, ImGui.GetColorU32(ImGuiCol.NavCursor)) -- FIXME-MULTISELECT FIXME-DPI: Styling
|
|
|
|
-- Scroll
|
|
local enable_scroll = bit32.band(ms_flags, ImGuiMultiSelectFlags.ScopeWindow) ~= 0 and bit32.band(ms_flags, ImGuiMultiSelectFlags.BoxSelectNoScroll) == 0
|
|
if enable_scroll then
|
|
local scroll_r = ImRect(scope_rect.Min, scope_rect.Max)
|
|
scroll_r:Expand(-g.FontSize)
|
|
--GetForegroundDrawList():AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255))
|
|
if not scroll_r:Contains(g.IO.MousePos) then
|
|
BoxSelectScrollWithMouseDrag(bs, window, scroll_r)
|
|
end
|
|
end
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- [SECTION] Widgets: Multi-Select support
|
|
-------------------------------------------------------------------------------
|
|
-- - DebugLogMultiSelectRequests() [Internal]
|
|
-- - CalcScopeRect() [Internal]
|
|
-- - BeginMultiSelect()
|
|
-- - EndMultiSelect()
|
|
-- - SetNextItemSelectionUserData()
|
|
-- - MultiSelectItemHeader() [Internal]
|
|
-- - MultiSelectItemFooter() [Internal]
|
|
-- - DebugNodeMultiSelectState() [Internal]
|
|
-------------------------------------------------------------------------------
|
|
|
|
-- [Luau] reused scratch request: ImVector:push_back() copies it into the preallocated element (ImGuiSelectionRequest_Copy)
|
|
local MultiSelectScratchRequest = { Type = 0, Selected = false, RangeDirection = 0, RangeFirstItem = -1, RangeLastItem = -1 }
|
|
local MultiSelectScratchItemRect = ImRect() -- [Luau] scratch for MultiSelectItemFooter()'s item_rect
|
|
|
|
local function DebugLogMultiSelectRequests(func, io)
|
|
local g = GImGui
|
|
for _, req in io.Requests:iter() do
|
|
if req.Type == ImGuiSelectionRequestType.SetAll then IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", func, req.Selected and 1 or 0, req.Selected and "SelectAll" or "Clear") end
|
|
if req.Type == ImGuiSelectionRequestType.SetRange then IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %s..%s = %d (dir %d)\n", func, tostring(req.RangeFirstItem), tostring(req.RangeLastItem), req.Selected and 1 or 0, req.RangeDirection) end
|
|
end
|
|
end
|
|
|
|
local function CalcScopeRect(ms, window)
|
|
if bit32.band(ms.Flags, ImGuiMultiSelectFlags.ScopeRect) ~= 0 then
|
|
-- Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only
|
|
-- This probably doesn't work inside a table as there are ample ambiguities related to exact time of calling BeginMultiSelect()/EndMultiSelect().
|
|
return ImRect(ms.ScopeRectMin.x, ms.ScopeRectMin.y, ImMax(window.DC.CursorMaxPos.x, ms.ScopeRectMin.x), ImMax(window.DC.CursorMaxPos.y, ms.ScopeRectMin.y))
|
|
else
|
|
--// When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970)
|
|
local scope_rect = ImRect(window.InnerClipRect.Min, window.InnerClipRect.Max)
|
|
--if g.CurrentTable ~= nil then
|
|
-- scope_rect = g.CurrentTable.HostClipRect
|
|
--end
|
|
|
|
-- Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect?
|
|
scope_rect.Min.x = ImMin(scope_rect.Min.x + window.DecoInnerSizeX1, scope_rect.Max.x)
|
|
scope_rect.Min.y = ImMin(scope_rect.Min.y + window.DecoInnerSizeY1, scope_rect.Max.y)
|
|
return scope_rect
|
|
end
|
|
end
|
|
|
|
-- Return ImGuiMultiSelectIO structure.
|
|
-- Lifetime: don't hold on ImGuiMultiSelectIO references over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect().
|
|
-- Passing 'selection_size' and 'items_count' parameters is currently optional.
|
|
-- - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags.ClearOnEscape won't claim Escape key when selection_size 0,
|
|
-- allowing a first press to clear selection THEN the second press to leave child window and return to parent.
|
|
-- - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently).
|
|
-- - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1.
|
|
-- - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags.ClearOnEscape flag dynamically.
|
|
--- @param flags ImGuiMultiSelectFlags
|
|
--- @param selection_size? int
|
|
--- @param items_count? int
|
|
--- @return ImGuiMultiSelectIO
|
|
function ImGui.BeginMultiSelect(flags, selection_size, items_count)
|
|
if selection_size == nil then selection_size = -1 end
|
|
if items_count == nil then items_count = -1 end
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
|
|
g.MultiSelectTempDataStacked = g.MultiSelectTempDataStacked + 1
|
|
while g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size do -- [Port] resize(n, ImGuiMultiSelectTempData()) would share one instance
|
|
g.MultiSelectTempData:push_back(ImGuiMultiSelectTempData())
|
|
end
|
|
local ms = g.MultiSelectTempData.Data[g.MultiSelectTempDataStacked]
|
|
g.CurrentMultiSelect = ms
|
|
if bit32.band(flags, bit32.bor(ImGuiMultiSelectFlags.ScopeWindow, ImGuiMultiSelectFlags.ScopeRect)) == 0 then
|
|
flags = bit32.bor(flags, ImGuiMultiSelectFlags.ScopeWindow)
|
|
end
|
|
if bit32.band(flags, ImGuiMultiSelectFlags.SingleSelect) ~= 0 then
|
|
flags = bit32.band(flags, bit32.bnot(bit32.bor(ImGuiMultiSelectFlags.BoxSelect2d, ImGuiMultiSelectFlags.BoxSelect1d)))
|
|
end
|
|
if bit32.band(flags, ImGuiMultiSelectFlags.BoxSelect2d) ~= 0 then
|
|
flags = bit32.band(flags, bit32.bnot(ImGuiMultiSelectFlags.BoxSelect1d))
|
|
end
|
|
|
|
-- FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250)
|
|
-- They should perhaps be stacked properly?
|
|
local table_ = g.CurrentTable
|
|
if table_ then
|
|
if not table_.IsLayoutLocked then
|
|
ImGui.TableUpdateLayout(table_)
|
|
elseif table_.CurrentColumn ~= -1 then
|
|
ImGui.TableEndCell(table_) -- This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it.
|
|
end
|
|
end
|
|
|
|
-- FIXME: BeginFocusScope()
|
|
local id = window.IDStack.Data[window.IDStack.Size] -- window.IDStack:back()
|
|
ms:Clear()
|
|
ms.FocusScopeId = id
|
|
ms.Flags = flags
|
|
ImVec2_Copy(ms.BackupCursorMaxPos, window.DC.CursorMaxPos)
|
|
ImVec2_Copy(ms.ScopeRectMin, window.DC.CursorPos)
|
|
if bit32.band(flags, ImGuiMultiSelectFlags.ScopeRect) ~= 0 then
|
|
ImVec2_Copy(window.DC.CursorMaxPos, ms.ScopeRectMin) -- CalcScopeRect() for ImGuiMultiSelectFlags.ScopeRect will measure in EndMultiSelect().
|
|
end
|
|
ImGui.PushFocusScope(ms.FocusScopeId)
|
|
ms.IsFocused = ImGui.IsInNavFocusRoute(g.CurrentFocusScopeId)
|
|
if bit32.band(flags, ImGuiMultiSelectFlags.ScopeWindow) ~= 0 then -- Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items.
|
|
window.DC.NavLayersActiveMask = bit32.bor(window.DC.NavLayersActiveMask, bit32.lshift(1, ImGuiNavLayer.Main))
|
|
end
|
|
|
|
-- Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame.
|
|
if g.NavJustMovedToId ~= 0 then
|
|
ms.KeyMods = g.NavJustMovedToIsTabbing and 0 or g.NavJustMovedToKeyMods
|
|
else
|
|
ms.KeyMods = g.IO.KeyMods
|
|
end
|
|
if bit32.band(flags, ImGuiMultiSelectFlags.NoRangeSelect) ~= 0 then
|
|
ms.KeyMods = bit32.band(ms.KeyMods, bit32.bnot(ImGuiMod_Shift))
|
|
end
|
|
|
|
-- Bind storage
|
|
local storage = g.MultiSelectStorage:GetOrAddByKey(id)
|
|
storage.ID = id
|
|
storage.LastFrameActive = g.FrameCount
|
|
storage.LastSelectionSize = selection_size
|
|
storage.Window = window
|
|
ms.Storage = storage
|
|
|
|
-- Output to user
|
|
ms.IO.Requests:resize(0)
|
|
ms.IO.RangeSrcItem = storage.RangeSrcItem
|
|
ms.IO.NavIdItem = storage.NavIdItem
|
|
ms.IO.NavIdSelected = (storage.NavIdSelected == 1)
|
|
ms.IO.ItemsCount = items_count
|
|
|
|
-- Clear when using Navigation to move within the scope
|
|
-- (we compare FocusScopeId so it possible to use multiple selections inside a same window)
|
|
local request_clear = false
|
|
local request_select_all = false
|
|
if g.NavJustMovedToId ~= 0 and g.NavJustMovedToFocusScopeId == ms.FocusScopeId and g.NavJustMovedToHasSelectionData then
|
|
if bit32.band(ms.KeyMods, ImGuiMod_Shift) ~= 0 then
|
|
ms.IsKeyboardSetRange = true
|
|
end
|
|
if ms.IsKeyboardSetRange then
|
|
IM_ASSERT(storage.RangeSrcItem ~= ImGuiSelectionUserData_Invalid) -- Not ready -> could clear?
|
|
end
|
|
if bit32.band(ms.KeyMods, bit32.bor(ImGuiMod_Ctrl, ImGuiMod_Shift)) == 0 and bit32.band(flags, bit32.bor(ImGuiMultiSelectFlags.NoAutoClear, ImGuiMultiSelectFlags.NoAutoSelect)) == 0 then
|
|
request_clear = true
|
|
end
|
|
elseif g.NavJustMovedFromFocusScopeId == ms.FocusScopeId then
|
|
-- Also clear on leaving scope (may be optional?)
|
|
if bit32.band(ms.KeyMods, bit32.bor(ImGuiMod_Ctrl, ImGuiMod_Shift)) == 0 and bit32.band(flags, bit32.bor(ImGuiMultiSelectFlags.NoAutoClear, ImGuiMultiSelectFlags.NoAutoSelect)) == 0 then
|
|
request_clear = true
|
|
end
|
|
end
|
|
|
|
-- Box-select handling: update active state.
|
|
local bs = g.BoxSelectState
|
|
if bit32.band(flags, bit32.bor(ImGuiMultiSelectFlags.BoxSelect1d, ImGuiMultiSelectFlags.BoxSelect2d)) ~= 0 then
|
|
ms.BoxSelectId = ImGui.GetID("##BoxSelect")
|
|
if ImGui.BeginBoxSelect(CalcScopeRect(ms, window), window, ms.BoxSelectId, flags) then
|
|
request_clear = request_clear or bs.RequestClear
|
|
end
|
|
end
|
|
|
|
if ms.IsFocused then
|
|
-- Shortcut: Clear selection (Escape)
|
|
-- - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window.
|
|
-- - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock.
|
|
if bit32.band(flags, ImGuiMultiSelectFlags.ClearOnEscape) ~= 0 then
|
|
if selection_size ~= 0 or bs.IsActive then
|
|
if ImGui.Shortcut(ImGuiKey.Escape, ImGuiInputFlags.None, bs.IsActive and bs.ID or 0) then
|
|
request_clear = true
|
|
if bs.IsActive then
|
|
BoxSelectDeactivateDrag(bs)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Shortcut: Select all (Ctrl+A)
|
|
if bit32.band(flags, ImGuiMultiSelectFlags.SingleSelect) == 0 and bit32.band(flags, ImGuiMultiSelectFlags.NoSelectAll) == 0 then
|
|
if ImGui.Shortcut(bit32.bor(ImGuiMod_Ctrl, ImGuiKey.A)) then
|
|
request_select_all = true
|
|
end
|
|
end
|
|
end
|
|
|
|
if request_clear or request_select_all then
|
|
ImGui.MultiSelectAddSetAll(ms, request_select_all)
|
|
if not request_select_all then
|
|
storage.LastSelectionSize = 0
|
|
end
|
|
end
|
|
ms.LoopRequestSetAll = request_select_all and 1 or (request_clear and 0 or -1)
|
|
ms.IsSoleOrUnknownSelectionSize = (storage.LastSelectionSize == 1) or (storage.LastSelectionSize == -1)
|
|
--ms.PrevSubmittedItem = ImGuiSelectionUserData_Invalid
|
|
|
|
if bit32.band(g.DebugLogFlags, ImGuiDebugLogFlags.EventSelection) ~= 0 then
|
|
DebugLogMultiSelectRequests("BeginMultiSelect", ms.IO)
|
|
end
|
|
|
|
return ms.IO
|
|
end
|
|
|
|
-- Return updated ImGuiMultiSelectIO structure.
|
|
-- Lifetime: don't hold on ImGuiMultiSelectIO references over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect().
|
|
--- @return ImGuiMultiSelectIO
|
|
function ImGui.EndMultiSelect()
|
|
local g = GImGui
|
|
local ms = g.CurrentMultiSelect
|
|
local storage = ms.Storage
|
|
local window = g.CurrentWindow
|
|
IM_ASSERT_USER_ERROR(ms.FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!")
|
|
IM_ASSERT(g.CurrentMultiSelect ~= nil and storage.Window == g.CurrentWindow)
|
|
IM_ASSERT(g.MultiSelectTempDataStacked > 0 and g.MultiSelectTempData.Data[g.MultiSelectTempDataStacked] == g.CurrentMultiSelect)
|
|
|
|
local scope_rect = CalcScopeRect(ms, window)
|
|
if ms.IsFocused then
|
|
-- We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here.
|
|
if ms.IO.RangeSrcReset or (ms.RangeSrcPassedBy == false and ms.IO.RangeSrcItem ~= ImGuiSelectionUserData_Invalid) then -- Can't read storage.RangeSrcItem here -> we want the state at beginning of the scope (see tests for easy failure)
|
|
IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n") -- Will set be to NavId.
|
|
storage.RangeSrcItem = ImGuiSelectionUserData_Invalid
|
|
end
|
|
if ms.NavIdPassedBy == false and storage.NavIdItem ~= ImGuiSelectionUserData_Invalid then
|
|
IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n")
|
|
storage.NavIdItem = ImGuiSelectionUserData_Invalid
|
|
storage.NavIdSelected = -1
|
|
end
|
|
|
|
if bit32.band(ms.Flags, bit32.bor(ImGuiMultiSelectFlags.BoxSelect1d, ImGuiMultiSelectFlags.BoxSelect2d)) ~= 0 and ImGui.GetBoxSelectState(ms.BoxSelectId) then
|
|
ImGui.EndBoxSelect(scope_rect, ms.Flags)
|
|
end
|
|
end
|
|
|
|
if ms.IsEndIO == false then
|
|
ms.IO.Requests:resize(0)
|
|
end
|
|
|
|
-- Clear selection when clicking void?
|
|
-- We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection!
|
|
-- The InnerRect test is necessary for non-child/decorated windows.
|
|
local scope_hovered = window.InnerRect:Contains(g.IO.MousePos) and ImGui.IsWindowHovered(ImGuiHoveredFlags.ChildWindows)
|
|
if scope_hovered and bit32.band(ms.Flags, ImGuiMultiSelectFlags.ScopeRect) ~= 0 then
|
|
scope_hovered = scope_hovered and scope_rect:Contains(g.IO.MousePos)
|
|
end
|
|
if scope_hovered and g.HoveredId == 0 and g.ActiveId == 0 then
|
|
if bit32.band(ms.Flags, bit32.bor(ImGuiMultiSelectFlags.BoxSelect1d, ImGuiMultiSelectFlags.BoxSelect2d)) ~= 0 then
|
|
if not g.BoxSelectState.IsActive and not g.BoxSelectState.IsStarting and g.IO.MouseClickedCount[0] == 1 then
|
|
BoxSelectPreStartDrag(ms.BoxSelectId, ImGuiSelectionUserData_Invalid)
|
|
ImGui.FocusWindow(window, ImGuiFocusRequestFlags.UnlessBelowModal)
|
|
ImGui.SetHoveredID(ms.BoxSelectId)
|
|
if bit32.band(ms.Flags, ImGuiMultiSelectFlags.ScopeRect) ~= 0 then
|
|
ImGui.SetNavID(0, ImGuiNavLayer.Main, ms.FocusScopeId, ImRect(g.IO.MousePos.x, g.IO.MousePos.y, g.IO.MousePos.x, g.IO.MousePos.y)) -- Automatically switch FocusScope for initial click from void to box-select.
|
|
end
|
|
end
|
|
end
|
|
|
|
if bit32.band(ms.Flags, ImGuiMultiSelectFlags.ClearOnClickVoid) ~= 0 then
|
|
if ImGui.IsMouseReleased(0) and ImGui.IsMouseDragPastThreshold(0) == false and g.IO.KeyMods == ImGuiMod_None then
|
|
ImGui.MultiSelectAddSetAll(ms, false)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Courtesy nav wrapping helper flag
|
|
if bit32.band(ms.Flags, ImGuiMultiSelectFlags.NavWrapX) ~= 0 then
|
|
IM_ASSERT(bit32.band(ms.Flags, ImGuiMultiSelectFlags.ScopeWindow) ~= 0) -- Only supported at window scope
|
|
ImGui.NavMoveRequestTryWrapping(ImGui.GetCurrentWindow(), ImGuiNavMoveFlags.WrapX)
|
|
end
|
|
|
|
-- Unwind
|
|
local table_ = g.CurrentTable
|
|
if table_ then
|
|
if table_.IsInsideRow then
|
|
ImGui.TableEndRow(table_)
|
|
end
|
|
end
|
|
ImVec2_CopyV(window.DC.CursorMaxPos, ImMax(ms.BackupCursorMaxPos.x, window.DC.CursorMaxPos.x), ImMax(ms.BackupCursorMaxPos.y, window.DC.CursorMaxPos.y))
|
|
ImGui.PopFocusScope()
|
|
|
|
if bit32.band(g.DebugLogFlags, ImGuiDebugLogFlags.EventSelection) ~= 0 then
|
|
DebugLogMultiSelectRequests("EndMultiSelect", ms.IO)
|
|
end
|
|
|
|
ms.FocusScopeId = 0
|
|
ms.Flags = ImGuiMultiSelectFlags.None
|
|
g.MultiSelectTempDataStacked = g.MultiSelectTempDataStacked - 1
|
|
if g.MultiSelectTempDataStacked > 0 then
|
|
g.CurrentMultiSelect = g.MultiSelectTempData.Data[g.MultiSelectTempDataStacked]
|
|
else
|
|
g.CurrentMultiSelect = nil
|
|
end
|
|
|
|
return ms.IO
|
|
end
|
|
|
|
--- @param selection_user_data ImGuiSelectionUserData
|
|
function ImGui.SetNextItemSelectionUserData(selection_user_data)
|
|
-- Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code!
|
|
-- This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api.
|
|
local g = GImGui
|
|
local next_item_data = g.NextItemData
|
|
next_item_data.SelectionUserData = selection_user_data
|
|
next_item_data.FocusScopeId = g.CurrentFocusScopeId
|
|
|
|
local ms = g.CurrentMultiSelect
|
|
if ms then
|
|
-- Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping)
|
|
next_item_data.ItemFlagsSet = bit32.bor(next_item_data.ItemFlagsSet, ImGuiItemFlags.HasSelectionUserData, ImGuiItemFlags.IsMultiSelect)
|
|
if ms.IO.RangeSrcItem == selection_user_data then
|
|
ms.RangeSrcPassedBy = true
|
|
end
|
|
--ms.PrevSubmittedItem = ms.CurrSubmittedItem -- Can't rely on previous g.NextItemData.SelectionUserData because NextItemData is not restored on nested multi-select.
|
|
--ms.CurrSubmittedItem = selection_user_data
|
|
else
|
|
next_item_data.ItemFlagsSet = bit32.bor(next_item_data.ItemFlagsSet, ImGuiItemFlags.HasSelectionUserData)
|
|
end
|
|
end
|
|
|
|
-- In charge of:
|
|
-- - Applying SetAll for submitted items.
|
|
-- - Applying SetRange for submitted items and record end points.
|
|
-- - Altering button behavior flags to facilitate use with drag and drop.
|
|
-- [Port] out-params as return values: `selected, button_flags = MultiSelectItemHeader(id, selected, button_flags)` (button_flags may be nil: C++ p_button_flags == NULL)
|
|
--- @param id ImGuiID
|
|
--- @param selected bool
|
|
--- @param button_flags ImGuiButtonFlags?
|
|
--- @return bool, ImGuiButtonFlags?
|
|
function ImGui.MultiSelectItemHeader(id, selected, button_flags)
|
|
local g = GImGui
|
|
local ms = g.CurrentMultiSelect
|
|
|
|
if ms.IsFocused then
|
|
local storage = ms.Storage
|
|
local item_data = g.NextItemData.SelectionUserData
|
|
IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId, "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope")
|
|
|
|
-- Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect().
|
|
-- This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper.
|
|
-- If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect()
|
|
if ms.LoopRequestSetAll ~= -1 then
|
|
selected = (ms.LoopRequestSetAll == 1)
|
|
end
|
|
|
|
-- When using Shift+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection)
|
|
-- For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function)
|
|
if ms.IsKeyboardSetRange then
|
|
IM_ASSERT(id ~= 0 and bit32.band(ms.KeyMods, ImGuiMod_Shift) ~= 0)
|
|
local is_range_dst = (ms.RangeDstPassedBy == false) and g.NavJustMovedToId == id -- Assume that g.NavJustMovedToId is not clipped.
|
|
if is_range_dst then
|
|
ms.RangeDstPassedBy = true
|
|
end
|
|
if is_range_dst and storage.RangeSrcItem == ImGuiSelectionUserData_Invalid then -- If we don't have RangeSrc, assign RangeSrc = RangeDst
|
|
storage.RangeSrcItem = item_data
|
|
storage.RangeSelected = selected and 1 or 0
|
|
end
|
|
local is_range_src = storage.RangeSrcItem == item_data
|
|
if is_range_src or is_range_dst or ms.RangeSrcPassedBy ~= ms.RangeDstPassedBy then
|
|
-- Apply range-select value to visible items
|
|
IM_ASSERT(storage.RangeSrcItem ~= ImGuiSelectionUserData_Invalid and storage.RangeSelected ~= -1)
|
|
selected = (storage.RangeSelected ~= 0)
|
|
elseif bit32.band(ms.KeyMods, ImGuiMod_Ctrl) == 0 and bit32.band(ms.Flags, ImGuiMultiSelectFlags.NoAutoClear) == 0 then
|
|
-- Clear other items
|
|
selected = false
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Alter button behavior flags
|
|
-- To handle drag and drop of multiple items we need to avoid clearing selection on click.
|
|
-- Enabling this test makes actions using Ctrl+Shift delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items.
|
|
if button_flags ~= nil then
|
|
button_flags = bit32.bor(button_flags, ImGuiButtonFlags.NoHoveredOnFocus)
|
|
button_flags = bit32.band(button_flags, bit32.bnot(bit32.bor(ImGuiButtonFlags.PressedOnClick, ImGuiButtonFlags.PressedOnClickRelease)))
|
|
if bit32.band(ms.Flags, ImGuiMultiSelectFlags.SelectOnClickAlways) ~= 0 then
|
|
button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClick)
|
|
elseif bit32.band(ms.Flags, ImGuiMultiSelectFlags.SelectOnClickRelease) ~= 0 then
|
|
button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnClickRelease)
|
|
else -- ImGuiMultiSelectFlags.SelectOnAuto
|
|
button_flags = bit32.bor(button_flags, (not selected or (g.ActiveId == id and g.ActiveIdHasBeenPressedBefore)) and ImGuiButtonFlags.PressedOnClick or ImGuiButtonFlags.PressedOnClickRelease)
|
|
end
|
|
end
|
|
return selected, button_flags
|
|
end
|
|
|
|
-- In charge of:
|
|
-- - Auto-select on navigation.
|
|
-- - Box-select toggle handling.
|
|
-- - Right-click handling.
|
|
-- - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse.
|
|
-- - Record current selection state for RangeSrc
|
|
-- This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite.
|
|
-- [Port] out-params as return values: `selected, pressed = MultiSelectItemFooter(id, selected, pressed, extra_flags)`
|
|
--- @param id ImGuiID
|
|
--- @param selected bool
|
|
--- @param pressed bool
|
|
--- @param extra_flags? ImGuiMultiSelectFlags
|
|
--- @return bool, bool
|
|
function ImGui.MultiSelectItemFooter(id, selected, pressed, extra_flags)
|
|
if extra_flags == nil then extra_flags = 0 end
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
|
|
local ms = g.CurrentMultiSelect
|
|
local storage = ms.Storage
|
|
if pressed then
|
|
ms.IsFocused = true
|
|
end
|
|
|
|
local hovered = false
|
|
if bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredRect) ~= 0 then
|
|
hovered = ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByPopup)
|
|
end
|
|
if not ms.IsFocused and not hovered then
|
|
return selected, pressed
|
|
end
|
|
|
|
local item_data = g.NextItemData.SelectionUserData
|
|
|
|
local flags = bit32.bor(ms.Flags, extra_flags)
|
|
local is_singleselect = bit32.band(flags, ImGuiMultiSelectFlags.SingleSelect) ~= 0
|
|
local is_ctrl = bit32.band(ms.KeyMods, ImGuiMod_Ctrl) ~= 0
|
|
local is_shift = bit32.band(ms.KeyMods, ImGuiMod_Shift) ~= 0
|
|
|
|
local apply_to_range_src = false
|
|
|
|
if g.NavId == id and storage.RangeSrcItem == ImGuiSelectionUserData_Invalid then
|
|
apply_to_range_src = true
|
|
end
|
|
if ms.IsEndIO == false then
|
|
ms.IO.Requests:resize(0)
|
|
ms.IsEndIO = true
|
|
end
|
|
|
|
-- Auto-select as you navigate a list
|
|
if g.NavJustMovedToId == id then
|
|
if bit32.band(flags, ImGuiMultiSelectFlags.NoAutoSelect) == 0 then
|
|
if is_ctrl and is_shift then
|
|
pressed = true
|
|
elseif not is_ctrl then
|
|
selected = true; pressed = true
|
|
end
|
|
else
|
|
-- With NoAutoSelect, using Shift+keyboard performs a write/copy
|
|
if is_shift then
|
|
pressed = true
|
|
elseif not is_ctrl then
|
|
apply_to_range_src = true -- Since if (pressed) {} main block is not running we update this
|
|
end
|
|
end
|
|
end
|
|
|
|
if apply_to_range_src then
|
|
storage.RangeSrcItem = item_data
|
|
storage.RangeSelected = selected and 1 or 0 -- Will be updated at the end of this function anyway.
|
|
end
|
|
|
|
-- Box-select toggle handling
|
|
if ms.BoxSelectId ~= 0 then
|
|
local bs = ImGui.GetBoxSelectState(ms.BoxSelectId)
|
|
if bs then
|
|
local item_rect = MultiSelectScratchItemRect
|
|
ImRect_Copy(item_rect, g.LastItemData.Rect)
|
|
if not window.DC.NavIsScrollPushableX then -- FIXME: Rename to be more generic.
|
|
local table_ = g.CurrentTable
|
|
if table_ and table_.CurrentColumn ~= -1 then
|
|
-- FIXME: We cannot solely use current ClipRect as it includes HostClipRect.
|
|
-- However we account for ClipRect being larger than current column (e.g. when using SpanAllColumns)
|
|
-- A more generic version would be nice, but window.WorkRect.Min/Max exclude CellPadding. (#7994, #9383)
|
|
local column = table_.Columns[table_.CurrentColumn]
|
|
-- [Port] upstream tests ItemFlags against ImGuiItemStatusFlags_HasClipRect (sic), reproduced as-is.
|
|
local has_clip_rect = bit32.band(g.LastItemData.ItemFlags, ImGuiItemStatusFlags.HasClipRect) ~= 0
|
|
local clip_min_x = has_clip_rect and g.LastItemData.ClipRect.Min.x or window.ClipRect.Min.x
|
|
local clip_max_x = has_clip_rect and g.LastItemData.ClipRect.Max.x or window.ClipRect.Max.x
|
|
if clip_min_x ~= clip_max_x then -- When zero sized we expect that bounds have been clamped and thus are unreliable
|
|
item_rect.Min.x = ImMax(item_rect.Min.x, ImMin(column.MinX, clip_min_x))
|
|
item_rect.Max.x = ImMin(item_rect.Max.x, ImMax(column.MaxX, clip_max_x))
|
|
else
|
|
item_rect.Min.x = ImMax(item_rect.Min.x, column.MinX)
|
|
item_rect.Max.x = ImMin(item_rect.Max.x, column.MaxX)
|
|
end
|
|
--GetForegroundDrawList():AddRect(item_rect.Min, item_rect.Max, IM_COL32(255, 0, 255, 255))
|
|
end
|
|
end
|
|
local rect_overlap_curr = bs.BoxSelectRectCurr:Overlaps(item_rect)
|
|
local rect_overlap_prev = bs.BoxSelectRectPrev:Overlaps(item_rect)
|
|
if (rect_overlap_curr and not rect_overlap_prev and not selected) or (rect_overlap_prev and not rect_overlap_curr) then
|
|
if storage.LastSelectionSize <= 0 and bs.IsStartedSetNavIdOnce then
|
|
pressed = true -- First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway)
|
|
bs.IsStartedSetNavIdOnce = false
|
|
else
|
|
selected = not selected
|
|
ImGui.MultiSelectAddSetRange(ms, selected, 1, item_data, item_data)
|
|
end
|
|
storage.LastSelectionSize = ImMax(storage.LastSelectionSize + 1, 1)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Right-click handling.
|
|
-- FIXME-MULTISELECT: Maybe should be moved to Selectable()? Also see #5816, #8200, #9015
|
|
if hovered and ImGui.IsMouseClicked(1) and bit32.band(flags, bit32.bor(ImGuiMultiSelectFlags.NoAutoSelect, ImGuiMultiSelectFlags.NoSelectOnRightClick)) == 0 then
|
|
if g.ActiveId ~= 0 and g.ActiveId ~= id then
|
|
ImGui.ClearActiveID()
|
|
end
|
|
ImGui.SetFocusID(id, window)
|
|
if not pressed and not selected then
|
|
pressed = true
|
|
is_ctrl = false; is_shift = false
|
|
end
|
|
end
|
|
|
|
-- Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected.
|
|
-- The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something
|
|
-- (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional?
|
|
local enter_pressed = pressed and (g.NavActivateId == id) and bit32.band(g.NavActivateFlags, ImGuiActivateFlags.PreferInput) ~= 0
|
|
|
|
-- Alter selection
|
|
if pressed and (not enter_pressed or not selected) then
|
|
-- Box-select
|
|
local input_source = (g.NavJustMovedToId == id or g.NavActivateId == id) and g.NavInputSource or ImGuiInputSource.Mouse
|
|
if bit32.band(flags, bit32.bor(ImGuiMultiSelectFlags.BoxSelect1d, ImGuiMultiSelectFlags.BoxSelect2d)) ~= 0 then
|
|
if not g.BoxSelectState.IsActive and not g.BoxSelectState.IsStarting and input_source == ImGuiInputSource.Mouse and g.IO.MouseClickedCount[0] == 1 then
|
|
BoxSelectPreStartDrag(ms.BoxSelectId, item_data)
|
|
end
|
|
end
|
|
|
|
------------------------------------------------------------------------------------------
|
|
-- ACTION | Begin | Pressed/Activated | End
|
|
------------------------------------------------------------------------------------------
|
|
-- Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1
|
|
-- Keys Navigated: Ctrl | n/a | n/a
|
|
-- Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1
|
|
-- Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst
|
|
-- Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1
|
|
-- Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1
|
|
-- Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1
|
|
------------------------------------------------------------------------------------------
|
|
-- Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1
|
|
-- Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1
|
|
-- Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1
|
|
-- Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst
|
|
------------------------------------------------------------------------------------------
|
|
|
|
if bit32.band(flags, ImGuiMultiSelectFlags.NoAutoClear) == 0 then
|
|
local request_clear = false
|
|
if is_singleselect then
|
|
request_clear = true
|
|
elseif (input_source == ImGuiInputSource.Mouse or g.NavActivateId == id) and not is_ctrl then
|
|
if bit32.band(flags, ImGuiMultiSelectFlags.NoAutoClearOnReselect) ~= 0 then request_clear = not selected else request_clear = true end
|
|
elseif (input_source == ImGuiInputSource.Keyboard or input_source == ImGuiInputSource.Gamepad) and is_shift and not is_ctrl then
|
|
request_clear = true -- With is_shift==false the RequestClear was done in BeginIO, not necessary to do again.
|
|
end
|
|
if request_clear then
|
|
ImGui.MultiSelectAddSetAll(ms, false)
|
|
end
|
|
end
|
|
|
|
local range_direction
|
|
local range_selected
|
|
if is_shift and not is_singleselect then
|
|
--IM_ASSERT(storage.HasRangeSrc and storage.HasRangeValue)
|
|
if storage.RangeSrcItem == ImGuiSelectionUserData_Invalid then
|
|
storage.RangeSrcItem = item_data
|
|
end
|
|
if bit32.band(flags, ImGuiMultiSelectFlags.CheckboxMode_) == 0 then
|
|
-- Shift+Arrow always select
|
|
-- Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage.RangeSelected)
|
|
if is_ctrl and storage.RangeSelected ~= -1 then range_selected = (storage.RangeSelected ~= 0) else range_selected = true end
|
|
else
|
|
-- Shift+Arrow copy source selection state
|
|
-- Shift+Click always copy from target selection state
|
|
if ms.IsKeyboardSetRange then
|
|
if storage.RangeSelected ~= -1 then range_selected = (storage.RangeSelected ~= 0) else range_selected = true end
|
|
else
|
|
range_selected = not selected
|
|
end
|
|
end
|
|
range_direction = ms.RangeSrcPassedBy and 1 or -1
|
|
else
|
|
-- Ctrl inverts selection, otherwise always select
|
|
if bit32.band(flags, ImGuiMultiSelectFlags.CheckboxMode_) == 0 then
|
|
if is_ctrl then selected = not selected else selected = true end
|
|
else
|
|
selected = not selected
|
|
end
|
|
storage.RangeSrcItem = item_data
|
|
range_selected = selected
|
|
range_direction = 1
|
|
end
|
|
ImGui.MultiSelectAddSetRange(ms, range_selected, range_direction, storage.RangeSrcItem, item_data)
|
|
end
|
|
|
|
-- Update/store the selection state of the Source item (used by Ctrl+Shift, when Source is unselected we perform a range unselect)
|
|
if storage.RangeSrcItem == item_data then
|
|
storage.RangeSelected = selected and 1 or 0
|
|
end
|
|
|
|
-- Update/store the selection state of focused item
|
|
if g.NavId == id then
|
|
storage.NavIdItem = item_data
|
|
storage.NavIdSelected = selected and 1 or 0
|
|
end
|
|
if storage.NavIdItem == item_data then
|
|
ms.NavIdPassedBy = true
|
|
end
|
|
|
|
return selected, pressed
|
|
end
|
|
|
|
--- @param ms ImGuiMultiSelectTempData
|
|
--- @param selected bool
|
|
function ImGui.MultiSelectAddSetAll(ms, selected)
|
|
local req = MultiSelectScratchRequest -- ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }
|
|
req.Type = ImGuiSelectionRequestType.SetAll; req.Selected = selected; req.RangeDirection = 0; req.RangeFirstItem = ImGuiSelectionUserData_Invalid; req.RangeLastItem = ImGuiSelectionUserData_Invalid
|
|
ms.IO.Requests:resize(0) -- Can always clear previous requests
|
|
ms.IO.Requests:push_back(req) -- Add new request
|
|
end
|
|
|
|
--- @param ms ImGuiMultiSelectTempData
|
|
--- @param selected bool
|
|
--- @param range_dir int
|
|
--- @param first_item ImGuiSelectionUserData
|
|
--- @param last_item ImGuiSelectionUserData
|
|
function ImGui.MultiSelectAddSetRange(ms, selected, range_dir, first_item, last_item)
|
|
-- Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges)
|
|
-- FIXME-OPT: Disabled on 2026/04/09 as this would break with any form of coarse clipping that we don't know about (e.g. TableNextColumn() return value).
|
|
-- The low-hanging fruit would be to know that ImGuiSelectionUserData are sequential indices, in which case we can trivially compare PrevSubmittedItem + RangeDir == FirstItem.
|
|
-- User can always perform this merge if required.
|
|
-- (#if 0 block not ported)
|
|
|
|
local req = MultiSelectScratchRequest -- ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item }
|
|
req.Type = ImGuiSelectionRequestType.SetRange; req.Selected = selected; req.RangeDirection = range_dir
|
|
if range_dir > 0 then
|
|
req.RangeFirstItem = first_item; req.RangeLastItem = last_item
|
|
else
|
|
req.RangeFirstItem = last_item; req.RangeLastItem = first_item
|
|
end
|
|
ms.IO.Requests:push_back(req) -- Add new request
|
|
end
|
|
|
|
--- @param storage ImGuiMultiSelectState
|
|
function ImGui.DebugNodeMultiSelectState(storage)
|
|
local is_active = (storage.LastFrameActive >= ImGui.GetFrameCount() - 2) -- Note that fully clipped early out scrolling tables will appear as inactive here.
|
|
if not is_active then ImGui.PushStyleColor(ImGuiCol.Text, ImGui.GetStyleColorVec4(ImGuiCol.TextDisabled)) end
|
|
local open = ImGui.TreeNode(storage.ID, "MultiSelect 0x%08X in '%s'%s", storage.ID, storage.Window and storage.Window.Name or "N/A", is_active and "" or " *Inactive*")
|
|
if not is_active then ImGui.PopStyleColor() end
|
|
if not open then
|
|
return
|
|
end
|
|
-- [Port] ImGuiSelectionUserData may be any Lua value: printed with tostring() instead of %lld (0x%llX)
|
|
ImGui.Text("RangeSrcItem = %s, RangeSelected = %d", tostring(storage.RangeSrcItem), storage.RangeSelected)
|
|
ImGui.Text("NavIdItem = %s, NavIdSelected = %d", tostring(storage.NavIdItem), storage.NavIdSelected)
|
|
ImGui.Text("LastSelectionSize = %d", storage.LastSelectionSize) -- Provided by user
|
|
ImGui.TreePop()
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- [SECTION] Widgets: Multi-Select helpers
|
|
-------------------------------------------------------------------------------
|
|
-- - ImGuiSelectionBasicStorage
|
|
-- - ImGuiSelectionExternalStorage
|
|
-------------------------------------------------------------------------------
|
|
-- [Port] Storage representation:
|
|
-- - Upstream _Storage is an ImGuiStorage (vector of {ImGuiID key, int val_i} pairs sorted by key, val_i = selection order
|
|
-- or 0 when unselected). Here _Storage is a plain Lua table: [id] = selection order (always > 0); unselected ids are
|
|
-- removed (nil) instead of being kept with val_i == 0. Contains()/SetItemSelected() are O(1).
|
|
-- - Iteration: `local it, id = nil, 0; local has_more; while true do has_more, it, id = selection:GetNextSelectedItem(it) if not has_more then break end ... end`
|
|
-- (C++: void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) {...}). The opaque iterator is an
|
|
-- integer position into _IterKeys, a snapshot of the selected ids sorted by key (or by selection order when
|
|
-- PreserveOrder is set), rebuilt when an iteration starts (it == nil). Ids unselected during an iteration are skipped.
|
|
-- A storage supports one iteration at a time (starting a new one rebuilds the shared snapshot).
|
|
-- - Keys returned by AdapterIndexToStorageId must be mutually comparable with '<' (numbers by default) for the sort.
|
|
|
|
--- @class ImGuiSelectionBasicStorage
|
|
--- @field Size int # Number of selected items, maintained by this helper.
|
|
--- @field PreserveOrder bool # = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
|
|
--- @field UserData any # = nil // User data for use by adapter function // e.g. selection.UserData = my_items
|
|
--- @field AdapterIndexToStorageId fun(self: ImGuiSelectionBasicStorage, idx: int): ImGuiID # e.g. selection.AdapterIndexToStorageId = function(self, idx) return self.UserData[idx + 1].ID end
|
|
--- @field _SelectionOrder int # [Internal] Increasing counter to store selection order
|
|
--- @field _Storage table # [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
|
|
MT.ImGuiSelectionBasicStorage = {}
|
|
MT.ImGuiSelectionBasicStorage.__index = MT.ImGuiSelectionBasicStorage
|
|
|
|
local function ImGuiSelectionBasicStorage_DefaultAdapterIndexToStorageId(_, idx) return idx end
|
|
|
|
--- @return ImGuiSelectionBasicStorage
|
|
function ImGuiSelectionBasicStorage()
|
|
local this = setmetatable({}, MT.ImGuiSelectionBasicStorage)
|
|
this.Size = 0
|
|
this.PreserveOrder = false
|
|
this.UserData = nil
|
|
this.AdapterIndexToStorageId = ImGuiSelectionBasicStorage_DefaultAdapterIndexToStorageId -- [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; }
|
|
this._SelectionOrder = 1 -- Always >0
|
|
this._Storage = {}
|
|
this._IterKeys = {} -- [Port] GetNextSelectedItem() snapshot
|
|
return this
|
|
end
|
|
|
|
function MT.ImGuiSelectionBasicStorage:Clear()
|
|
self.Size = 0
|
|
self._SelectionOrder = 1 -- Always >0
|
|
table.clear(self._Storage)
|
|
end
|
|
|
|
--- @param r ImGuiSelectionBasicStorage
|
|
function MT.ImGuiSelectionBasicStorage:Swap(r)
|
|
self.Size, r.Size = r.Size, self.Size
|
|
self._SelectionOrder, r._SelectionOrder = r._SelectionOrder, self._SelectionOrder
|
|
self._Storage, r._Storage = r._Storage, self._Storage
|
|
end
|
|
|
|
--- @param id ImGuiID
|
|
--- @return bool
|
|
function MT.ImGuiSelectionBasicStorage:Contains(id)
|
|
return self._Storage[id] ~= nil
|
|
end
|
|
|
|
local PairComparerStorage = nil
|
|
local function PairComparerByValueInt(lhs, rhs)
|
|
return PairComparerStorage[lhs] < PairComparerStorage[rhs]
|
|
end
|
|
|
|
-- GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user.
|
|
-- (e.g. store unselected vs compact down, compact down on demand, use raw ImVector<ImGuiID> instead of ImGuiStorage...)
|
|
-- [Port] `has_more, opaque_it, out_id = selection:GetNextSelectedItem(opaque_it)`: pass nil to start, then the returned opaque_it.
|
|
--- @param opaque_it any
|
|
--- @return bool, any, ImGuiID
|
|
function MT.ImGuiSelectionBasicStorage:GetNextSelectedItem(opaque_it)
|
|
local storage = self._Storage
|
|
local keys = self._IterKeys
|
|
local it = opaque_it
|
|
if it == nil then
|
|
table.clear(keys)
|
|
local n = 0
|
|
for id in pairs(storage) do n = n + 1; keys[n] = id end
|
|
if self.PreserveOrder then
|
|
PairComparerStorage = storage
|
|
table.sort(keys, PairComparerByValueInt) -- ~ImGuiStorage::BuildSortByValueInt()
|
|
PairComparerStorage = nil
|
|
else
|
|
table.sort(keys) -- ImGuiStorage is sorted by key
|
|
end
|
|
it = 1
|
|
end
|
|
local it_end = #keys + 1
|
|
IM_ASSERT(it >= 1 and it <= it_end)
|
|
while it < it_end and storage[keys[it]] == nil do
|
|
it = it + 1
|
|
end
|
|
local has_more = (it ~= it_end)
|
|
if has_more then
|
|
return true, it + 1, keys[it]
|
|
end
|
|
return false, it, 0
|
|
end
|
|
|
|
--- @param id ImGuiID
|
|
--- @param selected bool
|
|
function MT.ImGuiSelectionBasicStorage:SetItemSelected(id, selected)
|
|
local storage = self._Storage
|
|
local p_int = storage[id]
|
|
if selected and p_int == nil then storage[id] = self._SelectionOrder; self._SelectionOrder = self._SelectionOrder + 1; self.Size = self.Size + 1
|
|
elseif not selected and p_int ~= nil then storage[id] = nil; self.Size = self.Size - 1 end
|
|
end
|
|
|
|
--- @param idx int
|
|
--- @return ImGuiID
|
|
function MT.ImGuiSelectionBasicStorage:GetStorageIdFromIndex(idx) return self.AdapterIndexToStorageId(self, idx) end -- Convert index to item id based on provided adapter.
|
|
|
|
-- Optimized for batch edits (with same value of 'selected')
|
|
-- [Port] With a hash table there is nothing to defer: insert/remove in place. size_before_amends is unused.
|
|
local function ImGuiSelectionBasicStorage_BatchSetItemSelected(selection, id, selected, size_before_amends, selection_order)
|
|
local storage = selection._Storage
|
|
local is_contained = storage[id] ~= nil
|
|
if selected == is_contained then
|
|
return
|
|
end
|
|
if selected then
|
|
storage[id] = selection_order
|
|
else
|
|
storage[id] = nil
|
|
end
|
|
selection.Size = selection.Size + (selected and 1 or -1)
|
|
end
|
|
|
|
-- [Port] Upstream sorts the ImGuiStorage vector here (BuildSortByKey). The Lua table needs no sorting: GetNextSelectedItem() sorts its snapshot.
|
|
local function ImGuiSelectionBasicStorage_BatchFinish(selection, selected, size_before_amends)
|
|
end
|
|
|
|
-- Apply requests coming from BeginMultiSelect() and EndMultiSelect().
|
|
-- - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen.
|
|
-- - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem.
|
|
-- - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection.
|
|
-- - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform
|
|
-- a lookup in order to have some way to iterate/interpolate between two items.
|
|
-- - A full-featured application is likely to allow search/filtering which is likely to lead to using indices
|
|
-- and constructing a view index <> object id/ptr data structure anyway.
|
|
-- WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC.
|
|
-- Notice that with the simplest adapter (using indices everywhere), all functions return their parameters.
|
|
-- The most simple implementation (using indices everywhere) would look like:
|
|
-- for _, req in ms_io.Requests:iter() do
|
|
-- if req.Type == ImGuiSelectionRequestType.SetAll then Clear(); if req.Selected then for n = 0, items_count - 1 do SetItemSelected(n, true) end end end
|
|
-- if req.Type == ImGuiSelectionRequestType.SetRange then for n = req.RangeFirstItem, req.RangeLastItem do SetItemSelected(n, req.Selected) end end
|
|
-- end
|
|
--- @param ms_io ImGuiMultiSelectIO
|
|
function MT.ImGuiSelectionBasicStorage:ApplyRequests(ms_io)
|
|
-- For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional.
|
|
-- It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect().
|
|
-- Other scheme may handle SetAll differently.
|
|
IM_ASSERT(ms_io.ItemsCount ~= -1, "Missing value for items_count in BeginMultiSelect() call!")
|
|
IM_ASSERT(self.AdapterIndexToStorageId ~= nil)
|
|
|
|
-- This is optimized/specialized to cope with very large selections (e.g. 100k+ items)
|
|
-- - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish().
|
|
-- - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass.
|
|
-- - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector<ImGuiID> to reduce bandwidth, but this is a reasonable trade off to reuse code.
|
|
-- - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling
|
|
-- left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each.
|
|
-- FIXME-OPT: For each block of consecutive SetRange request:
|
|
-- - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage.
|
|
-- - rewrite sorted storage a single time.
|
|
for _, req in ms_io.Requests:iter() do
|
|
if req.Type == ImGuiSelectionRequestType.SetAll then
|
|
self:Clear()
|
|
if req.Selected then
|
|
local size_before_amends = self.Size -- [Port] _Storage.Data.Size (0 after Clear())
|
|
for idx = 0, ms_io.ItemsCount - 1 do
|
|
ImGuiSelectionBasicStorage_BatchSetItemSelected(self, self:GetStorageIdFromIndex(idx), req.Selected, size_before_amends, self._SelectionOrder)
|
|
self._SelectionOrder = self._SelectionOrder + 1
|
|
end
|
|
ImGuiSelectionBasicStorage_BatchFinish(self, req.Selected, size_before_amends)
|
|
end
|
|
elseif req.Type == ImGuiSelectionRequestType.SetRange then
|
|
local selection_changes = req.RangeLastItem - req.RangeFirstItem + 1
|
|
--local g = GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io.Requests:index_from_ptr(req), ms_io.Requests.Size, selection_changes, req.Selected)
|
|
if selection_changes == 1 or (selection_changes < math.floor(self.Size / 100)) then
|
|
-- Multiple sorted insertion + copy likely to be faster.
|
|
-- Technically we could do a single copy with a little more work (sort sequential SetRange requests)
|
|
for idx = req.RangeFirstItem, req.RangeLastItem do
|
|
self:SetItemSelected(self:GetStorageIdFromIndex(idx), req.Selected)
|
|
end
|
|
else
|
|
-- Append insertion + single sort likely be faster.
|
|
-- Use req.RangeDirection to set order field so that Shift+Clicking from 1 to 5 is different than Shift+Clicking from 5 to 1
|
|
local size_before_amends = self.Size
|
|
local selection_order = self._SelectionOrder + ((req.RangeDirection < 0) and selection_changes - 1 or 0)
|
|
for idx = req.RangeFirstItem, req.RangeLastItem do
|
|
ImGuiSelectionBasicStorage_BatchSetItemSelected(self, self:GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order)
|
|
selection_order = selection_order + req.RangeDirection
|
|
end
|
|
if req.Selected then
|
|
self._SelectionOrder = self._SelectionOrder + selection_changes
|
|
end
|
|
ImGuiSelectionBasicStorage_BatchFinish(self, req.Selected, size_before_amends)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
-- Optional helper to apply multi-selection requests to existing randomly accessible storage.
|
|
-- Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
|
|
--- @class ImGuiSelectionExternalStorage
|
|
--- @field UserData any # User data for use by adapter function // e.g. selection.UserData = my_items
|
|
--- @field AdapterSetItemSelected fun(self: ImGuiSelectionExternalStorage, idx: int, selected: bool) # e.g. AdapterSetItemSelected = function(self, idx, selected) self.UserData[idx + 1].Selected = selected end
|
|
MT.ImGuiSelectionExternalStorage = {}
|
|
MT.ImGuiSelectionExternalStorage.__index = MT.ImGuiSelectionExternalStorage
|
|
|
|
--- @return ImGuiSelectionExternalStorage
|
|
function ImGuiSelectionExternalStorage()
|
|
local this = setmetatable({}, MT.ImGuiSelectionExternalStorage)
|
|
this.UserData = nil
|
|
this.AdapterSetItemSelected = nil
|
|
return this
|
|
end
|
|
|
|
-- Apply requests coming from BeginMultiSelect() and EndMultiSelect().
|
|
-- We also pull 'ms_io.ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage
|
|
-- This makes no assumption about underlying storage.
|
|
--- @param ms_io ImGuiMultiSelectIO
|
|
function MT.ImGuiSelectionExternalStorage:ApplyRequests(ms_io)
|
|
IM_ASSERT(self.AdapterSetItemSelected)
|
|
for _, req in ms_io.Requests:iter() do
|
|
if req.Type == ImGuiSelectionRequestType.SetAll then
|
|
for idx = 0, ms_io.ItemsCount - 1 do
|
|
self.AdapterSetItemSelected(self, idx, req.Selected)
|
|
end
|
|
end
|
|
if req.Type == ImGuiSelectionRequestType.SetRange then
|
|
for idx = req.RangeFirstItem, req.RangeLastItem do
|
|
self.AdapterSetItemSelected(self, idx, req.Selected)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
end -- do (Typing-Select, Box-Select, Multi-Select)
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- [SECTION] Widgets: ListBox
|
|
-------------------------------------------------------------------------------
|
|
-- - BeginListBox()
|
|
-- - EndListBox()
|
|
-- - ListBox()
|
|
-------------------------------------------------------------------------------
|
|
|
|
-- This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags.FrameStyle flag for stylistic changes + displaying a label.
|
|
-- This handle some subtleties with capturing info from the label.
|
|
-- If you don't need a label you can pretty much directly use ImGui.BeginChild() with ImGuiChildFlags.FrameStyle.
|
|
-- Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty"
|
|
-- Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.5f * item_height).
|
|
--- @param label string
|
|
--- @param size_arg? ImVec2
|
|
function ImGui.BeginListBox(label, size_arg)
|
|
if size_arg == nil then size_arg = ImVec2(0, 0) end
|
|
local g = GImGui
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return false
|
|
end
|
|
|
|
local style = g.Style
|
|
local id = ImGui.GetID(label)
|
|
local label_end = ImGui.FindRenderedTextEnd(label)
|
|
local label_size = ImGui.CalcTextSize(label, label_end, false)
|
|
|
|
-- Size default to hold ~7.25 items.
|
|
-- Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
|
|
local size = ImTrunc(ImGui.CalcItemSize(size_arg, ImGui.CalcItemWidth(), ImGui.GetTextLineHeightWithSpacing() * 7.25 + style.FramePadding.y * 2.0))
|
|
local frame_size = ImVec2(size.x, ImMax(size.y, label_size.y))
|
|
local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + frame_size)
|
|
local bb = ImRect(frame_bb.Min, frame_bb.Max + ImVec2((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0, 0.0))
|
|
g.NextItemData:ClearFlags()
|
|
|
|
if not ImGui.IsRectVisible(bb.Min, bb.Max) then
|
|
ImGui.ItemSize(bb:GetSize(), style.FramePadding.y)
|
|
ImGui.ItemAdd(bb, 0, frame_bb)
|
|
g.NextWindowData:ClearFlags() -- We behave like Begin() and need to consume those values
|
|
return false
|
|
end
|
|
|
|
-- FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well.
|
|
ImGui.BeginGroup()
|
|
if label_size.x > 0.0 then
|
|
local label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y)
|
|
ImGui.RenderText(label_pos, label, 1, label_end, false)
|
|
ImVec2_Copy(window.DC.CursorMaxPos, ImMax(window.DC.CursorMaxPos, label_pos + label_size))
|
|
ImGui.AlignTextToFramePadding()
|
|
end
|
|
|
|
ImGui.BeginChild(id, frame_bb:GetSize(), 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() -- This is only required to be able to do IsItemXXX query on the whole ListBox including label
|
|
end
|
|
|
|
-- This is merely a helper around BeginListBox(), EndListBox().
|
|
-- Considering using those directly to submit custom data or store selection differently.
|
|
-- Overloads: (label, current_item, items[], items_count?, height_in_items?) or (label, current_item, getter, user_data, items_count, height_in_items?)
|
|
--- @param current_item int # 0-based
|
|
--- @return int current_item
|
|
--- @return bool value_changed
|
|
function ImGui.ListBox(label, current_item, a, b, c, d)
|
|
local g = GImGui
|
|
local getter, user_data, items_count, height_in_items = Items_ResolveArgs(a, b, c, d)
|
|
if height_in_items == nil then height_in_items = -1 end
|
|
|
|
-- Calculate size from "height_in_items"
|
|
if height_in_items < 0 then
|
|
height_in_items = ImMin(items_count, 7)
|
|
end
|
|
local height_in_items_f = height_in_items + 0.25
|
|
local size = ImVec2(0.0, ImTrunc(ImGui.GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0))
|
|
|
|
if not ImGui.BeginListBox(label, size) then
|
|
return current_item, false
|
|
end
|
|
|
|
-- Assume all items have even height (= 1 line of text). If you need items of different height,
|
|
-- you can create a custom version of ListBox() in your code without using the clipper.
|
|
local value_changed = false
|
|
local clipper = ImGuiListClipper()
|
|
clipper:Begin(items_count, ImGui.GetTextLineHeightWithSpacing()) -- We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
|
|
clipper:IncludeItemByIndex(current_item)
|
|
while clipper:Step() do
|
|
for i = clipper.DisplayStart, clipper.DisplayEnd - 1 do
|
|
local item_text = getter(user_data, i)
|
|
if item_text == nil then
|
|
item_text = "*Unknown item*"
|
|
end
|
|
|
|
ImGui.PushID(i)
|
|
local item_selected = (i == current_item)
|
|
if ImGui.Selectable(item_text, item_selected) then
|
|
current_item = i
|
|
value_changed = true
|
|
end
|
|
if item_selected then
|
|
ImGui.SetItemDefaultFocus()
|
|
end
|
|
ImGui.PopID()
|
|
end
|
|
end
|
|
ImGui.EndListBox()
|
|
|
|
if value_changed then
|
|
ImGui.MarkItemEdited(g.LastItemData.ID)
|
|
end
|
|
|
|
return current_item, value_changed
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- [SECTION] Widgets: PlotLines, PlotHistogram
|
|
-------------------------------------------------------------------------------
|
|
-- - PlotEx() [Internal]
|
|
-- - PlotLines()
|
|
-- - PlotHistogram()
|
|
-------------------------------------------------------------------------------
|
|
-- Plot/Graph widgets are not very good.
|
|
-- Consider using ImPlot (https://github.com/epezent/implot) which is much better!
|
|
-------------------------------------------------------------------------------
|
|
|
|
--- @param plot_type ImGuiPlotType
|
|
--- @param label string
|
|
--- @param values_getter fun(data?: table, idx: int): float
|
|
--- @param data? table # 1-based table
|
|
--- @param values_count int
|
|
--- @param values_offset int
|
|
--- @param overlay_text? string
|
|
--- @param scale_min float
|
|
--- @param scale_max float
|
|
--- @param size_arg ImVec2
|
|
--- @return int
|
|
function ImGui.PlotEx(plot_type, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, size_arg)
|
|
local g = GImGui
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return -1
|
|
end
|
|
|
|
local style = g.Style
|
|
local id = window:GetID(label)
|
|
|
|
local label_end = ImGui.FindRenderedTextEnd(label)
|
|
local label_size = ImGui.CalcTextSize(label, label_end, false)
|
|
local frame_size = ImGui.CalcItemSize(size_arg, ImGui.CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0)
|
|
|
|
local frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + frame_size)
|
|
local inner_bb = ImRect(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding)
|
|
local total_bb = ImRect(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0 and style.ItemInnerSpacing.x + label_size.x or 0.0, 0))
|
|
ImGui.ItemSize(total_bb, style.FramePadding.y)
|
|
if not ImGui.ItemAdd(total_bb, id, frame_bb, ImGuiItemFlags.NoNav) then
|
|
return -1
|
|
end
|
|
|
|
local _, hovered, _ = ImGui.ButtonBehavior(frame_bb, id)
|
|
|
|
-- Determine scale from values if not specified
|
|
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)
|
|
|
|
-- Tooltip on hover
|
|
if hovered and inner_bb:Contains(g.IO.MousePos) then
|
|
local t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0, 0.999)
|
|
local v_idx = math.floor(t * item_count) + 1
|
|
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)) -- Point in the normalized space of our target rectangle
|
|
local histogram_zero_line_t = (scale_min * scale_max < 0.0) and (1 + scale_min * inv_scale) or (scale_min < 0.0 and 0.0 or 1.0) -- Where does the zero line stands
|
|
|
|
local col_base = ImGui.GetColorU32((plot_type == 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))
|
|
|
|
-- NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.
|
|
local pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0)
|
|
local pos1
|
|
if plot_type == 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
|
|
|
|
-- Text overlay
|
|
if overlay_text then
|
|
ImGui.RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, nil, nil, ImVec2(0.5, 0.0))
|
|
end
|
|
|
|
if label_size.x > 0.0 then
|
|
ImGui.RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label, 1, label_end, false)
|
|
end
|
|
|
|
-- Return hovered index or -1 if none are hovered.
|
|
-- This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx().
|
|
return idx_hovered
|
|
end
|
|
|
|
--- @class ImGuiPlotArrayGetterData
|
|
--- @field Values float[]
|
|
--- @field Stride int
|
|
|
|
--- @param values float[]
|
|
--- @param stride int
|
|
--- @return ImGuiPlotArrayGetterData
|
|
--- @nodiscard
|
|
function ImGuiPlotArrayGetterData(values, stride)
|
|
return {
|
|
Values = values,
|
|
Stride = stride
|
|
}
|
|
end
|
|
|
|
--- @param data ImGuiPlotArrayGetterData
|
|
--- @param idx int
|
|
--- @return float
|
|
--- @package
|
|
local function Plot_ArrayGetter(data, idx)
|
|
return data.Values[idx * data.Stride]
|
|
end
|
|
|
|
--- @param label string
|
|
--- @param values_or_getter table|fun(data:table, i:int) # 1-based table or a function
|
|
--- @param data? table # 1-based table
|
|
--- @param values_count int
|
|
--- @param values_offset? int # Defaults to 0
|
|
--- @param overlay_text? string
|
|
--- @param scale_min? float # Defaults to FLT_MAX
|
|
--- @param scale_max? float # Defaults to FLT_MAX
|
|
--- @param graph_size? ImVec2 # Defaults to ImVec2(0, 0)
|
|
--- @param stride? int # Defaults to 1
|
|
function ImGui.PlotLines(label, values_or_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size, stride)
|
|
if values_offset == nil then values_offset = 0 end
|
|
if scale_min == nil then scale_min = 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
|
|
|
|
-- Plot Histogram (the data provided _is_ histogram data. it doesn't compute the histogram of your data)
|
|
--- @param label string
|
|
--- @param values_or_getter table|fun(data:table, i:int) # 1-based table or a function
|
|
--- @param data? table # 1-based table
|
|
--- @param values_count int
|
|
--- @param values_offset? int # Defaults to 0
|
|
--- @param overlay_text? string
|
|
--- @param scale_min? float # Defaults to FLT_MAX
|
|
--- @param scale_max? float # Defaults to FLT_MAX
|
|
--- @param graph_size? ImVec2 # Defaults to ImVec2(0, 0)
|
|
--- @param stride? int # Defaults to 1
|
|
function ImGui.PlotHistogram(label, values_or_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size, stride)
|
|
if values_offset == nil then values_offset = 0 end
|
|
if scale_min == nil then scale_min = 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] MenuItem, BeginMenu, EndMenu, etc.
|
|
-------------------------------------------------------------------------------
|
|
-- - ImGuiMenuColumns [Internal]
|
|
-- - BeginMenuBar()
|
|
-- - EndMenuBar()
|
|
-- - BeginMainMenuBar()
|
|
-- - EndMainMenuBar()
|
|
-- - BeginMenu()
|
|
-- - EndMenu()
|
|
-- - MenuItemEx() [Internal]
|
|
-- - MenuItem()
|
|
-------------------------------------------------------------------------------
|
|
|
|
-- Helpers for internal use
|
|
--- @param spacing float
|
|
--- @param window_reappearing bool
|
|
function MT.ImGuiMenuColumns:Update(spacing, window_reappearing)
|
|
if window_reappearing then
|
|
for i = 1, #self.Widths do self.Widths[i] = 0 end
|
|
end
|
|
self.Spacing = spacing
|
|
self:CalcNextTotalWidth(true)
|
|
for i = 1, #self.Widths do self.Widths[i] = 0 end
|
|
self.TotalWidth = self.NextTotalWidth
|
|
self.NextTotalWidth = 0
|
|
end
|
|
|
|
--- @param update_offsets bool
|
|
function MT.ImGuiMenuColumns:CalcNextTotalWidth(update_offsets)
|
|
local offset = 0
|
|
local want_spacing = false
|
|
for i = 1, #self.Widths do
|
|
local width = self.Widths[i]
|
|
if want_spacing and width > 0 then
|
|
offset = offset + self.Spacing
|
|
end
|
|
want_spacing = want_spacing or (width > 0)
|
|
if update_offsets then
|
|
if i == 2 then self.OffsetLabel = offset end
|
|
if i == 3 then self.OffsetShortcut = offset end
|
|
if i == 4 then self.OffsetMark = offset end
|
|
end
|
|
offset = offset + width
|
|
end
|
|
self.NextTotalWidth = offset
|
|
end
|
|
|
|
--- @param w_icon float
|
|
--- @param w_label float
|
|
--- @param w_shortcut float
|
|
--- @param w_mark float
|
|
function MT.ImGuiMenuColumns:DeclColumns(w_icon, w_label, w_shortcut, w_mark)
|
|
self.Widths[1] = ImMax(self.Widths[1], (ImU16)(w_icon))
|
|
self.Widths[2] = ImMax(self.Widths[2], (ImU16)(w_label))
|
|
self.Widths[3] = ImMax(self.Widths[3], (ImU16)(w_shortcut))
|
|
self.Widths[4] = ImMax(self.Widths[4], (ImU16)(w_mark))
|
|
self:CalcNextTotalWidth(false)
|
|
return ImMax(self.TotalWidth, self.NextTotalWidth)
|
|
end
|
|
|
|
-- FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..
|
|
-- Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer.
|
|
-- Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags.MenuBar will become unnecessary.
|
|
-- Then later the same system could be used for multiple menu-bars, scrollbars, side-bars.
|
|
function ImGui.BeginMenuBar()
|
|
local window = ImGui.GetCurrentWindow()
|
|
if window.SkipItems then
|
|
return false
|
|
end
|
|
if bit32.band(window.Flags, ImGuiWindowFlags.MenuBar) == 0 then
|
|
return false
|
|
end
|
|
|
|
IM_ASSERT(not window.DC.MenuBarAppending)
|
|
ImGui.BeginGroup() -- Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore
|
|
ImGui.PushID("##MenuBar")
|
|
|
|
-- We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
|
|
-- We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
|
|
local border_top = ImMax(IM_ROUND(window.WindowBorderSize * 0.5 - window.TitleBarHeight), 0.0)
|
|
local border_half = IM_ROUND(window.WindowBorderSize * 0.5)
|
|
local bar_rect = window:MenuBarRect()
|
|
local clip_rect = ImRect(ImFloor(bar_rect.Min.x + border_half), ImFloor(bar_rect.Min.y + border_top), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window.WindowRounding, border_half))), ImFloor(bar_rect.Max.y))
|
|
clip_rect:ClipWith(window.OuterRectClipped)
|
|
ImGui.PushClipRect(clip_rect.Min, clip_rect.Max, false)
|
|
|
|
-- We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags).
|
|
ImVec2_Copy(window.DC.CursorPos, ImVec2(bar_rect.Min.x + window.DC.MenuBarOffset.x, bar_rect.Min.y + window.DC.MenuBarOffset.y))
|
|
ImVec2_Copy(window.DC.CursorMaxPos, window.DC.CursorPos)
|
|
window.DC.LayoutType = 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
|
|
-- Try to find out if the request is for one of our child menu
|
|
local nav_earliest_child = g.NavWindow
|
|
while nav_earliest_child.ParentWindow and bit32.band(nav_earliest_child.ParentWindow.Flags, 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
|
|
-- To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
|
|
-- This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)
|
|
local layer = ImGuiNavLayer.Menu
|
|
IM_ASSERT(bit32.band(window.DC.NavLayersActiveMaskNext, bit32.lshift(1, layer)) ~= 0) -- Sanity check (FIXME: Seems unnecessary)
|
|
ImGui.FocusWindow(window)
|
|
ImGui.SetNavID(window.NavLastIds[layer], layer, 0, window.NavRectRel[layer])
|
|
-- FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto?
|
|
if g.NavCursorVisible then
|
|
g.NavCursorVisible = false -- Hide nav cursor for the current frame so we don't see the intermediary selection. Will be set again
|
|
g.NavCursorHideFrames = 2
|
|
end
|
|
g.NavHighlightItemUnderNav = true
|
|
g.NavMousePosDirty = true
|
|
ImGui.NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags) -- Repeat
|
|
end
|
|
else
|
|
ImGui.NavMoveRequestTryWrapping(window, 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!
|
|
-- FIXME: Somehow overlapping with docking tech.
|
|
-- FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts)
|
|
--- @param name string
|
|
--- @param viewport_p? ImGuiViewport
|
|
--- @param dir ImGuiDir
|
|
--- @param axis_size float
|
|
--- @param window_flags ImGuiWindowFlags
|
|
function ImGui.BeginViewportSideBar(name, viewport_p, dir, axis_size, window_flags)
|
|
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
|
|
-- Calculate and set window size/position
|
|
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)
|
|
|
|
-- Report our size into work area (for next frame) using actual window 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)) -- Lift normal size constraint
|
|
local _, is_open = ImGui.Begin(name, nil, window_flags)
|
|
ImGui.PopStyleVar(2)
|
|
|
|
return is_open
|
|
end
|
|
|
|
function ImGui.BeginMainMenuBar()
|
|
local g = GImGui
|
|
local viewport = ImGui.GetMainViewport()
|
|
|
|
-- Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change
|
|
ImGui.SetCurrentViewport(nil, viewport)
|
|
|
|
-- For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
|
|
-- FIXME: This could be generalized as an opt-in way to clamp window.DC.CursorStartPos to avoid SafeArea?
|
|
-- FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings.
|
|
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0))
|
|
local window_flags = bit32.bor(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
|
|
|
|
-- Temporarily disable _NoSavedSettings, in the off-chance that tables or child windows submitted within the menu-bar may want to use settings. (#8356)
|
|
g.CurrentWindow.Flags = bit32.band(g.CurrentWindow.Flags, bit32.bnot(ImGuiWindowFlags.NoSavedSettings))
|
|
ImGui.BeginMenuBar()
|
|
return is_open
|
|
end
|
|
|
|
function ImGui.EndMainMenuBar()
|
|
local g = GImGui
|
|
IM_ASSERT_USER_ERROR_RET(g.CurrentWindow.DC.MenuBarAppending, "Calling EndMainMenuBar() not from a menu-bar!") -- Not technically testing that it is the main menu bar
|
|
|
|
ImGui.EndMenuBar()
|
|
g.CurrentWindow.Flags = bit32.bor(g.CurrentWindow.Flags, ImGuiWindowFlags.NoSavedSettings) -- Restore _NoSavedSettings (#8356)
|
|
|
|
-- When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
|
|
-- FIXME: With this strategy we won't be able to restore a nil focus.
|
|
if g.CurrentWindow == g.NavWindow and g.NavLayer == 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
|
|
|
|
-- Initially we used 'upper_popup.OpenParentId == window.IDStack:back()' to differentiate multiple menu sets from each others
|
|
-- (e.g. inside menu bar vs loose menu items) based on parent ID.
|
|
-- This would however prevent the use of e.g. PushID() user code submitting menus.
|
|
-- Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag,
|
|
-- making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects.
|
|
-- Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup
|
|
-- doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu.
|
|
-- In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer.
|
|
-- This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still
|
|
-- open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart
|
|
-- it likely won't be a problem anyone runs into.
|
|
local upper_popup = g.OpenPopupStack.Data[g.BeginPopupStack.Size + 1]
|
|
if window.DC.NavLayerCurrent ~= upper_popup.ParentNavLayer then
|
|
return false
|
|
end
|
|
return upper_popup.Window and (bit32.band(upper_popup.Window.Flags, 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)
|
|
|
|
-- Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
|
|
-- The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags.FlattenChildren would react), but top-most BeginMenu() will bypass that limitation.
|
|
local window_flags = bit32.bor(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 a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().
|
|
-- We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame.
|
|
-- If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used.
|
|
if g.MenusIdSubmittedThisFrame:contains(id) then
|
|
if menu_is_open then
|
|
menu_is_open = ImGui.BeginPopupMenuEx(id, label, window_flags) -- menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
|
|
else
|
|
g.NextWindowData:ClearFlags() -- we behave like Begin() and need to consume those values
|
|
end
|
|
return menu_is_open
|
|
end
|
|
|
|
-- Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu
|
|
g.MenusIdSubmittedThisFrame:push_back(id)
|
|
|
|
local label_end = ImGui.FindRenderedTextEnd(label)
|
|
local label_size = ImGui.CalcTextSize(label, label_end, false)
|
|
|
|
-- Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window)
|
|
-- This is only done for items for the menu set and not the full parent window.
|
|
local menuset_is_open = IsRootOfOpenMenuSet()
|
|
if menuset_is_open then
|
|
g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.NoWindowHoverableCheck)
|
|
end
|
|
|
|
-- The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
|
|
-- However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
|
|
-- e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
|
|
local popup_pos
|
|
local pos = ImVec2()
|
|
ImVec2_Copy(pos, window.DC.CursorPos)
|
|
ImGui.PushID(label)
|
|
if not enabled then
|
|
ImGui.BeginDisabled()
|
|
end
|
|
|
|
local pressed
|
|
|
|
local backup_rounding = style.SelectableRounding
|
|
style.SelectableRounding = style.MenuItemRounding
|
|
local selectable_flags = bit32.bor(ImGuiSelectableFlags.SelectOnClick, ImGuiSelectableFlags.NoAutoClosePopups)
|
|
local offsets = window.DC.MenuColumns
|
|
if window.DC.LayoutType == ImGuiLayoutType.Horizontal then
|
|
-- Menu inside a horizontal menu bar
|
|
-- Selectable extend their highlight by half ItemSpacing in each direction.
|
|
-- For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
|
|
window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * 0.5)
|
|
ImGui.PushStyleVarX(ImGuiStyleVar.ItemSpacing, style.ItemSpacing.x * 2.0)
|
|
local text_pos = ImVec2(window.DC.CursorPos.x + offsets.OffsetLabel, pos.y + window.DC.CurrLineTextBaseOffset)
|
|
pressed = ImGui.Selectable("", menu_is_open, selectable_flags, label_size)
|
|
-- TODO: ImGui.LogSetNextTextDecoration("[", "]")
|
|
ImGui.RenderText(text_pos, label, 1, label_end, false)
|
|
ImGui.PopStyleVar()
|
|
window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * (-1.0 + 0.5)) -- -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
|
popup_pos = ImVec2(pos.x - 1.0 - IM_TRUNC(style.ItemSpacing.x * 0.5), text_pos.y - style.FramePadding.y + window.MenuBarHeight)
|
|
else
|
|
-- Menu inside a regular/vertical menu
|
|
-- (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
|
|
-- Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.)
|
|
local icon_w
|
|
if (icon and icon ~= "") then icon_w = ImGui.CalcTextSize(icon, nil).x else icon_w = 0.0 end
|
|
local checkmark_w = IM_TRUNC(g.FontSize * 1.20)
|
|
local min_w = offsets:DeclColumns(icon_w, label_size.x, 0.0, checkmark_w) -- Feedback to next frame
|
|
local extra_w = ImMax(0.0, ImGui.GetContentRegionAvail().x - min_w)
|
|
local text_pos = ImVec2(window.DC.CursorPos.x, pos.y + window.DC.CurrLineTextBaseOffset)
|
|
pressed = ImGui.Selectable("", menu_is_open, bit32.bor(selectable_flags, 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
|
|
|
|
-- Once dragged, release ActiveId + key ownership. This is to allow the idiom of mouse down a menu, dragging elsewhere, up on some other MenuItem(). (#8233, #9394)
|
|
-- Could move logic into lower-level ImGuiButtonFlags.AutoReleaseActiveId + ImGuiButtonFlags.AutoReleaseKeyOwner? Easier once we get rid of the Selectable() middle-man here.
|
|
if g.ActiveId == id and g.HoveredId ~= id and g.ActiveIdSource == 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 -- (window.Flags & (ImGuiWindowFlags.Popup|ImGuiWindowFlags.ChildMenu))
|
|
-- Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu
|
|
-- Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
|
|
local moving_toward_child_menu = false
|
|
local child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) and g.OpenPopupStack[g.BeginPopupStack.Size + 1] or nil -- Popup candidate (testing below)
|
|
local child_menu_window = (child_popup and child_popup.Window and child_popup.Window.ParentWindow == window) and child_popup.Window or nil
|
|
if g.HoveredWindow == window and child_menu_window ~= nil then
|
|
local ref_unit = g.FontSize -- FIXME-DPI
|
|
local child_dir = (window.Pos.x < child_menu_window.Pos.x) and 1.0 or -1.0
|
|
local next_window_rect = child_menu_window:Rect()
|
|
local ta = (g.IO.MousePos - g.IO.MouseDelta)
|
|
local tb
|
|
local tc
|
|
if child_dir > 0.0 then
|
|
tb = next_window_rect:GetTL()
|
|
tc = next_window_rect:GetBL()
|
|
else
|
|
tb = next_window_rect:GetTR()
|
|
tc = next_window_rect:GetBR()
|
|
end
|
|
local pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30, ref_unit * 0.5, ref_unit * 2.5) -- Add a bit of extra slack.
|
|
ta.x = ta.x + child_dir * -0.5
|
|
tb.x = tb.x + child_dir * ref_unit
|
|
tc.x = tc.x + child_dir * ref_unit
|
|
tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0) -- Triangle has maximum height to limit the slope and the bias toward large sub-menus
|
|
tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, ref_unit * 8.0)
|
|
moving_toward_child_menu = ImStd.ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos)
|
|
-- ImGui.GetForegroundDrawList():AddTriangleFilled(ta, tb, tc, moving_toward_child_menu and IM_COL32(0, 128, 0, 128) or IM_COL32(128, 0, 0, 128)) -- [DEBUG]
|
|
end
|
|
|
|
-- The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not)
|
|
-- But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon.
|
|
-- (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.)
|
|
if menu_is_open and not hovered and g.HoveredWindow == window and not moving_toward_child_menu and not g.NavHighlightItemUnderNav and g.ActiveId == 0 then
|
|
want_close = true
|
|
end
|
|
|
|
-- Open
|
|
-- (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test)
|
|
if not menu_is_open and pressed then -- Click/activate to open
|
|
want_open = true
|
|
elseif not menu_is_open and hovered and not moving_toward_child_menu then -- Hover to open
|
|
want_open = true
|
|
elseif not menu_is_open and hovered and g.HoveredIdTimer >= 0.30 and g.MouseStationaryTimer >= 0.30 then -- Hover to open (timer fallback)
|
|
want_open = true
|
|
end
|
|
if g.NavId == id and g.NavMoveDir == ImGuiDir.Right then -- Nav-Right to open
|
|
want_open = true
|
|
want_open_nav_init = true
|
|
ImGui.NavMoveRequestCancel()
|
|
ImGui.SetNavCursorVisibleAfterMove()
|
|
end
|
|
else
|
|
-- Menu bar
|
|
if menu_is_open and pressed and menuset_is_open then -- Click an open menu again to close it
|
|
want_close = true
|
|
want_open = false
|
|
menu_is_open = false
|
|
elseif pressed or (hovered and menuset_is_open and not menu_is_open) then -- First click to open, then hover to open others
|
|
want_open = true
|
|
elseif g.NavId == id and g.NavMoveDir == ImGuiDir.Down then -- Nav-Down to open
|
|
want_open = true
|
|
ImGui.NavMoveRequestCancel()
|
|
end
|
|
end
|
|
|
|
if not enabled then -- explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
|
|
want_close = true
|
|
end
|
|
if want_close and ImGui.IsPopupOpen(id, ImGuiPopupFlags.None) then
|
|
ImGui.ClosePopupToLevel(g.BeginPopupStack.Size, true)
|
|
end
|
|
|
|
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0))
|
|
ImGui.PopID()
|
|
|
|
if g.ActiveId == id and want_open then
|
|
g.ActiveIdNoClearOnFocusLoss = true
|
|
end
|
|
|
|
if want_open and not menu_is_open and g.OpenPopupStack.Size > g.BeginPopupStack.Size then
|
|
-- Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame.
|
|
ImGui.OpenPopup(label)
|
|
elseif want_open then
|
|
menu_is_open = true
|
|
ImGui.OpenPopup(label, ImGuiPopupFlags.NoReopen) -- | (want_open_nav_init ? ImGuiPopupFlags.NoReopenAlwaysNavInit : 0))
|
|
end
|
|
|
|
if menu_is_open then
|
|
local last_item_in_parent = ImGuiLastItemData()
|
|
ImGuiLastItemData_Copy(last_item_in_parent, g.LastItemData)
|
|
|
|
ImGui.SetNextWindowPos(popup_pos, ImGuiCond.Always) -- Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos.
|
|
ImGui.PushStyleVar(ImGuiStyleVar.ChildRounding, style.PopupRounding) -- First level will use _PopupRounding, subsequent will use _ChildRounding
|
|
menu_is_open = ImGui.BeginPopupMenuEx(id, label, window_flags) -- menu_is_open may be 'false' when the popup is completely clipped (e.g. zero size display)
|
|
ImGui.PopStyleVar()
|
|
if menu_is_open then
|
|
-- Implement what ImGuiPopupFlags.NoReopenAlwaysNavInit would do:
|
|
-- Perform an init request in the case the popup was already open (via a previous mouse hover)
|
|
if want_open and want_open_nav_init and not g.NavInitRequest then
|
|
ImGui.FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags.UnlessBelowModal)
|
|
ImGui.NavInitWindow(g.CurrentWindow, false)
|
|
end
|
|
|
|
-- Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu()
|
|
-- (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags.NoWindowHoverableCheck)
|
|
ImGuiLastItemData_Copy(g.LastItemData, last_item_in_parent)
|
|
if g.HoveredWindow == window then
|
|
g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow)
|
|
end
|
|
end
|
|
else
|
|
g.NextWindowData:ClearFlags() -- We behave like Begin() and need to consume those values
|
|
end
|
|
|
|
return menu_is_open
|
|
end
|
|
|
|
--- @param label string
|
|
--- @param enabled? bool
|
|
function ImGui.BeginMenu(label, enabled)
|
|
if enabled == nil then enabled = true end
|
|
|
|
return ImGui.BeginMenuEx(label, nil, enabled)
|
|
end
|
|
|
|
function ImGui.EndMenu()
|
|
-- Nav: When a left move request our menu failed, close ourselves.
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
IM_ASSERT_USER_ERROR_RET(bit32.band(window.Flags, bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.ChildMenu)) == bit32.bor(ImGuiWindowFlags.Popup, ImGuiWindowFlags.ChildMenu), "Calling EndMenu() in wrong window!")
|
|
|
|
local parent_window = window.ParentWindow -- Should always be ~= nil is we passed assert.
|
|
if window.BeginCount == window.BeginCountPreviousFrame then
|
|
if g.NavMoveDir == 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)
|
|
|
|
-- See BeginMenuEx() for comments about this.
|
|
local menuset_is_open = IsRootOfOpenMenuSet()
|
|
if menuset_is_open then
|
|
g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.NoWindowHoverableCheck)
|
|
end
|
|
|
|
-- We've been using the equivalent of ImGuiSelectableFlags.SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),
|
|
-- but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.
|
|
ImGui.PushID(label)
|
|
if not enabled then
|
|
ImGui.BeginDisabled()
|
|
end
|
|
|
|
local pressed
|
|
|
|
-- We use ImGuiSelectableFlags.NoSetKeyOwner to allow down on one menu item, move, up on another.
|
|
local backup_rounding = style.SelectableRounding
|
|
style.SelectableRounding = style.MenuItemRounding
|
|
local selectable_flags = bit32.bor(ImGuiSelectableFlags.SelectOnRelease, ImGuiSelectableFlags.SetNavIdOnHover)
|
|
local offsets = window.DC.MenuColumns
|
|
if window.DC.LayoutType == ImGuiLayoutType.Horizontal then
|
|
-- Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
|
|
-- Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark.
|
|
window.DC.CursorPos.x = window.DC.CursorPos.x + IM_TRUNC(style.ItemSpacing.x * 0.5)
|
|
local text_pos = ImVec2(window.DC.CursorPos.x + offsets.OffsetLabel, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset)
|
|
ImGui.PushStyleVarX(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)) -- -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
|
else
|
|
-- Menu item inside a vertical menu
|
|
-- (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
|
|
-- Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.)
|
|
local icon_w = 0.0
|
|
if icon and icon ~= "" then
|
|
icon_w = ImGui.CalcTextSize(icon, nil).x
|
|
end
|
|
local shortcut_w = 0.0
|
|
if shortcut and shortcut ~= "" then
|
|
shortcut_w = ImGui.CalcTextSize(shortcut, nil).x
|
|
end
|
|
local checkmark_w = IM_TRUNC(g.FontSize * 1.20) -- FIXME: Always accounted for, even in a menu with none, because 'selected' has no neutral setting.
|
|
local min_w = offsets:DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w) -- Feedback for next frame
|
|
local stretch_w = ImMax(0.0, ImGui.GetContentRegionAvail().x - min_w)
|
|
local text_pos = ImVec2(pos.x, pos.y + window.DC.CurrLineTextBaseOffset)
|
|
pressed = ImGui.Selectable("", false, bit32.bor(selectable_flags, 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
|
|
|
|
-- Once dragged, release ActiveId + key ownership. This is to allow the idiom of mouse down a menu, dragging elsewhere, up on some other MenuItem(). (#8233, #9394)
|
|
-- Could move logic into lower-level ImGuiButtonFlags_AutoReleaseActiveId + ImGuiButtonFlags_AutoReleaseKeyOwner? Easier once we get rid of the Selectable() middle-man here.
|
|
local id = g.LastItemData.ID
|
|
if g.ActiveId == id and g.HoveredId ~= id and g.ActiveIdSource == 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
|
|
|
|
|
|
|
|
do --[[ [SECTION] Widgets: BeginTabBar, EndTabBar, etc. (was imgui_tabs.lua) ]]
|
|
--- Dear ImGui
|
|
-- Tab bars & tab items: 1:1 port of imgui_widgets.cpp [SECTION] Widgets: BeginTabBar/BeginTabItem (docking branch)
|
|
--
|
|
-- Port notes:
|
|
-- - tab_bar.Tabs is an ImVector of ImGuiTabItem tables (references). C++ pointer arithmetic on the array is replaced by
|
|
-- index lookups. tab_bar.LastTabItemIdx and tab orders are 0-based like upstream.
|
|
-- - Tab names are stored on the tab itself (tab.Name) instead of tab_bar.TabsNames.
|
|
-- - ImGui.BeginTabItem(label, p_open, flags) returns `visible, p_open`.
|
|
|
|
local MT = ImGui.GetMetatables()
|
|
|
|
local GImGui
|
|
local function SyncContext() GImGui = ImGui.GetCurrentContext() end
|
|
|
|
local function ImLinearSweep(current, target, speed)
|
|
if current < target then return ImMin(current + speed, target) end
|
|
if current > target then return ImMax(current - speed, target) end
|
|
return current
|
|
end
|
|
|
|
local function TabItemGetSectionIdx(tab)
|
|
if bit32.band(tab.Flags, ImGuiTabItemFlags.Leading) ~= 0 then return 0 end
|
|
if bit32.band(tab.Flags, ImGuiTabItemFlags.Trailing) ~= 0 then return 2 end
|
|
return 1
|
|
end
|
|
|
|
-- Stable sorts (C++ ImQsort is not stable, but the comparers are total orders in practice)
|
|
local function SortTabsBySection(tab_bar)
|
|
table.sort(tab_bar.Tabs.Data, function(a, b)
|
|
if a == nil or b == nil then return false end
|
|
local sa, sb = TabItemGetSectionIdx(a), TabItemGetSectionIdx(b)
|
|
if sa ~= sb then return sa < sb end
|
|
return a.IndexDuringLayout < b.IndexDuringLayout
|
|
end)
|
|
end
|
|
|
|
local function SortTabsByBeginOrder(tab_bar)
|
|
local data = tab_bar.Tabs.Data
|
|
if not data then return end
|
|
local arr = {}
|
|
for i = 1, tab_bar.Tabs.Size do arr[i] = data[i] end
|
|
table.sort(arr, function(a, b) return a.BeginOrder < b.BeginOrder end)
|
|
for i = 1, tab_bar.Tabs.Size do data[i] = arr[i] end
|
|
end
|
|
|
|
-- Scrolling happens only in the central section (leading/trailing sections are not scrolling)
|
|
local function TabBarCalcScrollableWidth(tab_bar, sections)
|
|
return tab_bar.BarRect:GetWidth() - sections[1].Width - sections[3].Width - sections[2].Spacing
|
|
end
|
|
|
|
-- TabCount: Number of tabs in this section.
|
|
-- Width: Sum of width of tabs in this section (after shrinking down)
|
|
-- Spacing: Horizontal spacing at the end of the section.
|
|
local function ImGuiTabBarSection() return { TabCount = 0, Width = 0.0, WidthAfterShrinkMinWidth = 0.0, Spacing = 0.0 } end
|
|
|
|
-- Shrink excess width from a set of item, by removing width from the larger items first.
|
|
-- Set items Width to -1.0f to disable shrinking this item.
|
|
-- items: 1-based array of ImGuiShrinkWidthItem, `first` = 1-based index of first item, `count` items
|
|
function ImGui.ShrinkWidths(items, first, count, width_excess, width_min)
|
|
if count <= 0 then return end
|
|
if count == 1 then
|
|
local it = items[first]
|
|
if it.Width >= 0.0 then it.Width = ImMax(it.Width - width_excess, width_min) end
|
|
return
|
|
end
|
|
-- Sort largest first, smallest last.
|
|
local slice = {}
|
|
for n = 1, count do slice[n] = items[first + n - 1] end
|
|
table.sort(slice, function(a, b)
|
|
if a.Width ~= b.Width then return a.Width > b.Width end
|
|
return a.Index > b.Index -- ShrinkWidthItemComparer: b->Index - a->Index (Width compared exactly: upstream's (int) truncation isn't a strict weak order, which table.sort rejects)
|
|
end)
|
|
for n = 1, count do items[first + n - 1] = slice[n] end
|
|
local it = slice
|
|
local count_same_width = 1
|
|
while width_excess > 0.001 and count_same_width < count do
|
|
while count_same_width < count and it[1].Width <= it[count_same_width + 1].Width do
|
|
count_same_width = count_same_width + 1
|
|
end
|
|
local max_width_to_remove_per_item = (count_same_width < count and it[count_same_width + 1].Width >= 0.0)
|
|
and (it[1].Width - it[count_same_width + 1].Width) or (it[1].Width - 1.0)
|
|
max_width_to_remove_per_item = ImMin(it[1].Width - width_min, max_width_to_remove_per_item)
|
|
if max_width_to_remove_per_item <= 0.0 then break end
|
|
local base_width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item)
|
|
for item_n = 1, count_same_width do
|
|
local w = ImMin(base_width_to_remove_per_item, it[item_n].Width - width_min)
|
|
it[item_n].Width = it[item_n].Width - w
|
|
width_excess = width_excess - w
|
|
end
|
|
end
|
|
|
|
-- Round width and redistribute remainder
|
|
-- Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator.
|
|
width_excess = 0.0
|
|
for n = 1, count do
|
|
local width_rounded = ImTrunc(it[n].Width)
|
|
width_excess = width_excess + it[n].Width - width_rounded
|
|
it[n].Width = width_rounded
|
|
end
|
|
local guard = 0
|
|
while width_excess > 0.0 and guard < 10000 do
|
|
guard = guard + 1
|
|
local progressed = false
|
|
for n = 1, count do
|
|
if width_excess <= 0.0 then break end
|
|
local width_to_add = ImMin(it[n].InitialWidth - it[n].Width, 1.0)
|
|
if width_to_add > 0 then progressed = true end
|
|
it[n].Width = it[n].Width + width_to_add
|
|
width_excess = width_excess - width_to_add
|
|
end
|
|
if not progressed then break end
|
|
end
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
|
|
-------------------------------------------------------------------------------
|
|
-- - BeginTabBar()
|
|
-- - BeginTabBarEx() [Internal]
|
|
-- - EndTabBar()
|
|
-- - TabBarLayout() [Internal]
|
|
-- - TabBarCalcTabID() [Internal]
|
|
-- - TabBarCalcMaxTabWidth() [Internal]
|
|
-- - TabBarFindTabById() [Internal]
|
|
-- - TabBarFindTabByOrder() [Internal]
|
|
-- - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal]
|
|
-- - TabBarGetCurrentTab() [Internal]
|
|
-- - TabBarGetTabName() [Internal]
|
|
-- - TabBarAddTab() [Internal]
|
|
-- - TabBarRemoveTab() [Internal]
|
|
-- - TabBarCloseTab() [Internal]
|
|
-- - TabBarScrollClamp() [Internal]
|
|
-- - TabBarScrollToTab() [Internal]
|
|
-- - TabBarQueueFocus() [Internal]
|
|
-- - TabBarQueueReorder() [Internal]
|
|
-- - TabBarProcessReorderFromMousePos() [Internal]
|
|
-- - TabBarProcessReorder() [Internal]
|
|
-- - TabBarScrollingButtons() [Internal]
|
|
-- - TabBarTabListPopupButton() [Internal]
|
|
-------------------------------------------------------------------------------
|
|
|
|
function ImGui.TabBarFindByID(id)
|
|
SyncContext()
|
|
return GImGui.TabBars:GetByKey(id)
|
|
end
|
|
|
|
-- Remove TabBar data (currently only used by TestEngine)
|
|
function ImGui.TabBarRemove(tab_bar)
|
|
SyncContext()
|
|
GImGui.TabBars:Remove(tab_bar.ID, tab_bar)
|
|
end
|
|
|
|
function ImGui.BeginTabBar(str_id, flags)
|
|
if flags == nil then flags = 0 end
|
|
SyncContext()
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
if window.SkipItems then return false end
|
|
|
|
local id = window:GetID(str_id)
|
|
local tab_bar = g.TabBars:GetOrAddByKey(id)
|
|
local tab_bar_bb = ImRect(window.DC.CursorPos.x, window.DC.CursorPos.y, window.WorkRect.Max.x, window.DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2)
|
|
tab_bar.ID = id
|
|
tab_bar.SeparatorMinX = tab_bar_bb.Min.x - IM_TRUNC(window.WindowPadding.x * 0.5)
|
|
tab_bar.SeparatorMaxX = tab_bar_bb.Max.x + IM_TRUNC(window.WindowPadding.x * 0.5)
|
|
-- if (g.NavWindow and ImGui.IsWindowChildOf(g.NavWindow, window, false, false))
|
|
flags = bit32.bor(flags, ImGuiTabBarFlags.IsFocused)
|
|
return ImGui.BeginTabBarEx(tab_bar, tab_bar_bb, flags)
|
|
end
|
|
|
|
function ImGui.BeginTabBarEx(tab_bar, tab_bar_bb, flags)
|
|
SyncContext()
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
if window.SkipItems then return false end
|
|
|
|
IM_ASSERT(tab_bar.ID ~= 0)
|
|
if bit32.band(flags, ImGuiTabBarFlags.DockNode) == 0 then -- Already done
|
|
ImGui.PushOverrideID(tab_bar.ID)
|
|
end
|
|
|
|
-- Add to stack
|
|
g.CurrentTabBarStack:push_back(tab_bar)
|
|
g.CurrentTabBar = tab_bar
|
|
tab_bar.Window = window
|
|
|
|
-- Append with multiple BeginTabBar()/EndTabBar() pairs.
|
|
ImVec2_Copy(tab_bar.BackupCursorPos, window.DC.CursorPos)
|
|
if tab_bar.CurrFrameVisible == g.FrameCount then
|
|
ImVec2_CopyV(window.DC.CursorPos, tab_bar.BarRect.Min.x, tab_bar.BarRect.Max.y + tab_bar.ItemSpacingY)
|
|
tab_bar.BeginCount = tab_bar.BeginCount + 1
|
|
return true
|
|
end
|
|
|
|
-- Ensure correct ordering when toggling ImGuiTabBarFlags.Reorderable flag, or when a new tab was added while being not reorderable
|
|
if bit32.band(flags, ImGuiTabBarFlags.Reorderable) ~= bit32.band(tab_bar.Flags, ImGuiTabBarFlags.Reorderable)
|
|
or (tab_bar.TabsAddedNew and bit32.band(flags, ImGuiTabBarFlags.Reorderable) == 0) then
|
|
if bit32.band(flags, ImGuiTabBarFlags.DockNode) == 0 then -- FIXME: TabBar with DockNode can now be hybrid
|
|
SortTabsByBeginOrder(tab_bar)
|
|
end
|
|
end
|
|
tab_bar.TabsAddedNew = false
|
|
|
|
-- Flags
|
|
if bit32.band(flags, ImGuiTabBarFlags.FittingPolicyMask_) == 0 then
|
|
flags = bit32.bor(flags, ImGuiTabBarFlags.FittingPolicyDefault_)
|
|
end
|
|
|
|
tab_bar.Flags = flags
|
|
tab_bar.BarRect = ImRect(tab_bar_bb.Min, tab_bar_bb.Max)
|
|
tab_bar.WantLayout = true -- Layout will be done on the first call to ItemTab()
|
|
tab_bar.PrevFrameVisible = tab_bar.CurrFrameVisible
|
|
tab_bar.CurrFrameVisible = g.FrameCount
|
|
tab_bar.PrevTabsContentsHeight = tab_bar.CurrTabsContentsHeight
|
|
tab_bar.CurrTabsContentsHeight = 0.0
|
|
tab_bar.ItemSpacingY = g.Style.ItemSpacing.y
|
|
ImVec2_Copy(tab_bar.FramePadding, g.Style.FramePadding)
|
|
tab_bar.TabsActiveCount = 0
|
|
tab_bar.LastTabItemIdx = -1
|
|
tab_bar.BeginCount = 1
|
|
|
|
-- Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap
|
|
ImVec2_CopyV(window.DC.CursorPos, tab_bar.BarRect.Min.x, tab_bar.BarRect.Max.y + tab_bar.ItemSpacingY)
|
|
|
|
-- Draw separator
|
|
-- (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable)
|
|
local col = ImGui.GetColorU32(bit32.band(flags, ImGuiTabBarFlags.IsFocused) ~= 0 and ImGuiCol.TabSelected or ImGuiCol.TabDimmedSelected)
|
|
if g.Style.TabBarBorderSize > 0.0 then
|
|
local y = tab_bar.BarRect.Max.y
|
|
window.DrawList:AddRectFilled(ImVec2(tab_bar.SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar.SeparatorMaxX, y), col)
|
|
end
|
|
return true
|
|
end
|
|
|
|
function ImGui.EndTabBar()
|
|
SyncContext()
|
|
local g = GImGui
|
|
local window = g.CurrentWindow
|
|
if window.SkipItems then return end
|
|
|
|
local tab_bar = g.CurrentTabBar
|
|
IM_ASSERT(tab_bar ~= nil, "Mismatched BeginTabBar()/EndTabBar()!")
|
|
|
|
-- Fallback in case no TabItem have been submitted
|
|
if tab_bar.WantLayout then ImGui.TabBarLayout(tab_bar) end
|
|
|
|
-- Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().
|
|
local tab_bar_appearing = (tab_bar.PrevFrameVisible + 1 < g.FrameCount)
|
|
if tab_bar.VisibleTabWasSubmitted or tab_bar.VisibleTabId == 0 or tab_bar_appearing then
|
|
tab_bar.CurrTabsContentsHeight = ImMax(window.DC.CursorPos.y - tab_bar.BarRect.Max.y, tab_bar.CurrTabsContentsHeight)
|
|
window.DC.CursorPos.y = tab_bar.BarRect.Max.y + tab_bar.CurrTabsContentsHeight
|
|
else
|
|
window.DC.CursorPos.y = tab_bar.BarRect.Max.y + tab_bar.PrevTabsContentsHeight
|
|
end
|
|
if tab_bar.BeginCount > 1 then
|
|
ImVec2_Copy(window.DC.CursorPos, tab_bar.BackupCursorPos)
|
|
end
|
|
|
|
tab_bar.LastTabItemIdx = -1
|
|
if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) == 0 then -- Already done
|
|
ImGui.PopID()
|
|
end
|
|
|
|
g.CurrentTabBarStack:pop_back()
|
|
if g.CurrentTabBarStack.Size == 0 then g.CurrentTabBar = nil else g.CurrentTabBar = g.CurrentTabBarStack.Data[g.CurrentTabBarStack.Size] end
|
|
end
|
|
|
|
-- This is called only once a frame before by the first call to ItemTab()
|
|
-- The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions.
|
|
function ImGui.TabBarLayout(tab_bar)
|
|
SyncContext()
|
|
local g = GImGui
|
|
tab_bar.WantLayout = false
|
|
|
|
-- Track selected tab when resizing our parent down
|
|
local scroll_to_selected_tab = (tab_bar.BarRectPrevWidth > tab_bar.BarRect:GetWidth())
|
|
tab_bar.BarRectPrevWidth = tab_bar.BarRect:GetWidth()
|
|
|
|
-- Garbage collect by compacting list
|
|
-- Detect if we need to sort out tab list (e.g. in rare case where a tab changed section)
|
|
local tabs = tab_bar.Tabs
|
|
local tab_dst_n = 0
|
|
local need_sort_by_section = false
|
|
local sections = { ImGuiTabBarSection(), ImGuiTabBarSection(), ImGuiTabBarSection() } -- Layout sections: Leading, Central, Trailing (1-based: [1]=Leading,[2]=Central,[3]=Trailing)
|
|
for tab_src_n = 0, tabs.Size - 1 do
|
|
local tab = tabs.Data[tab_src_n + 1]
|
|
if tab.LastFrameVisible < tab_bar.PrevFrameVisible or tab.WantClose then
|
|
-- Remove tab
|
|
if tab_bar.VisibleTabId == tab.ID then tab_bar.VisibleTabId = 0 end
|
|
if tab_bar.SelectedTabId == tab.ID then tab_bar.SelectedTabId = 0 end
|
|
if tab_bar.NextSelectedTabId == tab.ID then tab_bar.NextSelectedTabId = 0 end
|
|
else
|
|
if tab_dst_n ~= tab_src_n then tabs.Data[tab_dst_n + 1] = tab end
|
|
tab.IndexDuringLayout = tab_dst_n
|
|
|
|
-- We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another)
|
|
local curr_tab_section_n = TabItemGetSectionIdx(tab)
|
|
if tab_dst_n > 0 then
|
|
local prev_tab = tabs.Data[tab_dst_n]
|
|
local prev_tab_section_n = TabItemGetSectionIdx(prev_tab)
|
|
if curr_tab_section_n == 0 and prev_tab_section_n ~= 0 then need_sort_by_section = true end
|
|
if prev_tab_section_n == 2 and curr_tab_section_n ~= 2 then need_sort_by_section = true end
|
|
end
|
|
sections[curr_tab_section_n + 1].TabCount = sections[curr_tab_section_n + 1].TabCount + 1
|
|
tab_dst_n = tab_dst_n + 1
|
|
end
|
|
end
|
|
if tabs.Size ~= tab_dst_n then
|
|
for i = tab_dst_n + 1, tabs.Size do tabs.Data[i] = nil end
|
|
tabs.Size = tab_dst_n
|
|
end
|
|
|
|
if need_sort_by_section then SortTabsBySection(tab_bar) end
|
|
|
|
-- Calculate spacing between sections
|
|
local tab_spacing = g.Style.ItemInnerSpacing.x
|
|
sections[1].Spacing = (sections[1].TabCount > 0 and (sections[2].TabCount + sections[3].TabCount) > 0) and tab_spacing or 0.0
|
|
sections[2].Spacing = (sections[2].TabCount > 0 and sections[3].TabCount > 0) and tab_spacing or 0.0
|
|
|
|
-- Setup next selected tab
|
|
local scroll_to_tab_id = 0
|
|
if tab_bar.NextScrollToTabId ~= 0 then
|
|
scroll_to_tab_id = tab_bar.NextScrollToTabId
|
|
tab_bar.NextScrollToTabId = 0
|
|
end
|
|
if tab_bar.NextSelectedTabId ~= 0 then
|
|
tab_bar.SelectedTabId = tab_bar.NextSelectedTabId
|
|
tab_bar.NextSelectedTabId = 0
|
|
scroll_to_tab_id = tab_bar.SelectedTabId
|
|
end
|
|
|
|
-- Process order change request (we could probably process it when requested but it's just saner to do it in a single spot).
|
|
if tab_bar.ReorderRequestTabId ~= 0 then
|
|
if ImGui.TabBarProcessReorder(tab_bar) then
|
|
if tab_bar.ReorderRequestTabId == tab_bar.SelectedTabId then
|
|
scroll_to_tab_id = tab_bar.ReorderRequestTabId
|
|
end
|
|
end
|
|
tab_bar.ReorderRequestTabId = 0
|
|
end
|
|
|
|
-- Tab List Popup (will alter tab_bar.BarRect and therefore the available width!)
|
|
local tab_list_popup_button = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.TabListPopupButton) ~= 0
|
|
if tab_list_popup_button then
|
|
local tab_to_select = ImGui.TabBarTabListPopupButton(tab_bar) -- NB: Will alter BarRect.Min.x!
|
|
if tab_to_select then
|
|
tab_bar.SelectedTabId = tab_to_select.ID
|
|
scroll_to_tab_id = tab_to_select.ID
|
|
end
|
|
end
|
|
|
|
-- Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central
|
|
-- (whereas our tabs are stored as: leading, central, trailing)
|
|
-- (shrink_buffer_indexes holds 0-based offsets)
|
|
local shrink_buffer_indexes = { 0, sections[1].TabCount + sections[3].TabCount, sections[1].TabCount }
|
|
local swb = g.ShrinkWidthBuffer
|
|
swb:resize(tabs.Size)
|
|
for i = 1, tabs.Size do if swb.Data[i] == nil then swb.Data[i] = ImGuiShrinkWidthItem() end end
|
|
|
|
-- Minimum shrink width
|
|
local shrink_min_width = (bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyMixed) ~= 0) and g.Style.TabMinWidthShrink or 1.0
|
|
|
|
-- Compute ideal tabs widths + store them into shrink buffer
|
|
local most_recently_selected_tab = nil
|
|
local curr_section_n = -1
|
|
local found_selected_tab_id = false
|
|
for tab_n = 0, tabs.Size - 1 do
|
|
local tab = tabs.Data[tab_n + 1]
|
|
IM_ASSERT(tab.LastFrameVisible >= tab_bar.PrevFrameVisible)
|
|
|
|
if (most_recently_selected_tab == nil or most_recently_selected_tab.LastFrameSelected < tab.LastFrameSelected) and bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then
|
|
most_recently_selected_tab = tab
|
|
end
|
|
if tab.ID == tab_bar.SelectedTabId then found_selected_tab_id = true end
|
|
if scroll_to_tab_id == 0 and g.NavJustMovedToId == tab.ID then scroll_to_tab_id = tab.ID end
|
|
|
|
-- Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.
|
|
-- Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
|
|
-- and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.
|
|
local tab_name = ImGui.TabBarGetTabName(tab_bar, tab)
|
|
local has_close_button_or_unsaved_marker = bit32.band(tab.Flags, ImGuiTabItemFlags.NoCloseButton) == 0 or bit32.band(tab.Flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0
|
|
tab.ContentWidth = (tab.RequestedWidth >= 0.0) and tab.RequestedWidth or ImGui.TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x
|
|
if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then
|
|
tab.ContentWidth = ImMax(tab.ContentWidth, g.Style.TabMinWidthBase)
|
|
end
|
|
|
|
local section_n = TabItemGetSectionIdx(tab)
|
|
local section = sections[section_n + 1]
|
|
section.Width = section.Width + tab.ContentWidth + ((section_n == curr_section_n) and tab_spacing or 0.0)
|
|
section.WidthAfterShrinkMinWidth = section.WidthAfterShrinkMinWidth + ImMin(tab.ContentWidth, shrink_min_width) + ((section_n == curr_section_n) and tab_spacing or 0.0)
|
|
curr_section_n = section_n
|
|
|
|
-- Store data so we can build an array sorted by width if we need to shrink tabs down
|
|
local item = swb.Data[shrink_buffer_indexes[section_n + 1] + 1]
|
|
shrink_buffer_indexes[section_n + 1] = shrink_buffer_indexes[section_n + 1] + 1
|
|
item.Index = tab_n
|
|
item.Width = tab.ContentWidth
|
|
item.InitialWidth = tab.ContentWidth
|
|
tab.Width = ImMax(tab.ContentWidth, 1.0)
|
|
end
|
|
|
|
-- Compute total ideal width (used for e.g. auto-resizing a window)
|
|
local width_all_tabs_after_min_width_shrink = 0.0
|
|
tab_bar.WidthAllTabsIdeal = 0.0
|
|
for section_n = 1, 3 do
|
|
tab_bar.WidthAllTabsIdeal = tab_bar.WidthAllTabsIdeal + sections[section_n].Width + sections[section_n].Spacing
|
|
width_all_tabs_after_min_width_shrink = width_all_tabs_after_min_width_shrink + sections[section_n].WidthAfterShrinkMinWidth + sections[section_n].Spacing
|
|
end
|
|
|
|
-- Horizontal scrolling buttons
|
|
-- - Important: note that TabBarScrollButtons() will alter BarRect.Max.x.
|
|
-- - Selection skips buttons and might cross through sections if there are Tabs in Leading/Trailing sections.
|
|
local can_scroll = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyScroll) ~= 0 or bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyMixed) ~= 0
|
|
local width_all_tabs_to_use_for_scroll = (bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyScroll) ~= 0) and tab_bar.WidthAllTabs or width_all_tabs_after_min_width_shrink
|
|
tab_bar.ScrollButtonEnabled = (width_all_tabs_to_use_for_scroll > tab_bar.BarRect:GetWidth() and tabs.Size > 1)
|
|
and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoTabListScrollingButtons) == 0 and can_scroll
|
|
if tab_bar.ScrollButtonEnabled then
|
|
local scroll_and_select_tab = ImGui.TabBarScrollingButtons(tab_bar)
|
|
if scroll_and_select_tab then
|
|
if bit32.band(scroll_and_select_tab.Flags, ImGuiTabItemFlags.Button) == 0 then
|
|
tab_bar.SelectedTabId = scroll_and_select_tab.ID
|
|
end
|
|
scroll_to_tab_id = scroll_and_select_tab.ID
|
|
end
|
|
end
|
|
if scroll_to_tab_id == 0 and scroll_to_selected_tab then
|
|
scroll_to_tab_id = tab_bar.SelectedTabId
|
|
end
|
|
|
|
-- Shrink widths if full tabs don't fit in their allocated space
|
|
local section_0_w = sections[1].Width + sections[1].Spacing
|
|
local section_1_w = sections[2].Width + sections[2].Spacing
|
|
local section_2_w = sections[3].Width + sections[3].Spacing
|
|
local central_section_is_visible = (section_0_w + section_2_w) < tab_bar.BarRect:GetWidth()
|
|
local width_excess
|
|
if central_section_is_visible then
|
|
width_excess = ImMax(section_1_w - (tab_bar.BarRect:GetWidth() - section_0_w - section_2_w), 0.0) -- Excess used to shrink central section
|
|
else
|
|
width_excess = (section_0_w + section_2_w) - tab_bar.BarRect:GetWidth() -- Excess used to shrink leading/trailing section
|
|
end
|
|
|
|
-- With ImGuiTabBarFlags.FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore
|
|
local can_shrink = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyShrink) ~= 0 or bit32.band(tab_bar.Flags, ImGuiTabBarFlags.FittingPolicyMixed) ~= 0
|
|
if width_excess >= 1.0 and (can_shrink or not central_section_is_visible) then
|
|
local shrink_data_count = central_section_is_visible and sections[2].TabCount or (sections[1].TabCount + sections[3].TabCount)
|
|
local shrink_data_offset = central_section_is_visible and (sections[1].TabCount + sections[3].TabCount) or 0
|
|
ImGui.ShrinkWidths(swb.Data, shrink_data_offset + 1, shrink_data_count, width_excess, shrink_min_width)
|
|
|
|
-- Apply shrunk values into tabs and sections
|
|
for tab_n = shrink_data_offset, shrink_data_offset + shrink_data_count - 1 do
|
|
local item = swb.Data[tab_n + 1]
|
|
local tab = tabs.Data[item.Index + 1]
|
|
local shrinked_width = IM_TRUNC(item.Width)
|
|
if shrinked_width >= 0.0 then
|
|
shrinked_width = ImMax(1.0, shrinked_width)
|
|
local section_n = TabItemGetSectionIdx(tab)
|
|
sections[section_n + 1].Width = sections[section_n + 1].Width - (tab.Width - shrinked_width)
|
|
tab.Width = shrinked_width
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Layout all active tabs
|
|
local section_tab_index = 0
|
|
local tab_offset = 0.0
|
|
tab_bar.WidthAllTabs = 0.0
|
|
for section_n = 0, 2 do
|
|
local section = sections[section_n + 1]
|
|
if section_n == 2 then
|
|
tab_offset = ImMin(ImMax(0.0, tab_bar.BarRect:GetWidth() - section.Width), tab_offset)
|
|
end
|
|
for tab_n = 0, section.TabCount - 1 do
|
|
local tab = tabs.Data[section_tab_index + tab_n + 1]
|
|
tab.Offset = tab_offset
|
|
tab.NameOffset = -1
|
|
tab_offset = tab_offset + tab.Width + ((tab_n < section.TabCount - 1) and g.Style.ItemInnerSpacing.x or 0.0)
|
|
end
|
|
tab_bar.WidthAllTabs = tab_bar.WidthAllTabs + ImMax(section.Width + section.Spacing, 0.0)
|
|
tab_offset = tab_offset + section.Spacing
|
|
section_tab_index = section_tab_index + section.TabCount
|
|
end
|
|
|
|
-- If we have lost the selected tab, select the next most recently active one
|
|
local tab_bar_appearing = (tab_bar.PrevFrameVisible + 1 < g.FrameCount)
|
|
if found_selected_tab_id == false and not tab_bar_appearing then
|
|
tab_bar.SelectedTabId = 0
|
|
end
|
|
if tab_bar.SelectedTabId == 0 and tab_bar.NextSelectedTabId == 0 and most_recently_selected_tab ~= nil then
|
|
tab_bar.SelectedTabId = most_recently_selected_tab.ID
|
|
scroll_to_tab_id = tab_bar.SelectedTabId
|
|
end
|
|
|
|
-- Lock in visible tab
|
|
tab_bar.VisibleTabId = tab_bar.SelectedTabId
|
|
tab_bar.VisibleTabWasSubmitted = false
|
|
|
|
-- CTRL+TAB can override visible tab temporarily
|
|
if g.NavWindowingTarget ~= nil and g.NavWindowingTarget.DockNode and g.NavWindowingTarget.DockNode.TabBar == tab_bar then
|
|
tab_bar.VisibleTabId = g.NavWindowingTarget.TabId
|
|
scroll_to_tab_id = tab_bar.VisibleTabId
|
|
end
|
|
|
|
-- Apply request requests
|
|
if scroll_to_tab_id ~= 0 then
|
|
ImGui.TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections)
|
|
elseif tab_bar.ScrollButtonEnabled and ImGui.IsMouseHoveringRect(tab_bar.BarRect.Min, tab_bar.BarRect.Max, true) and ImGui.IsWindowContentHoverable(g.CurrentWindow) then
|
|
local wheel = g.IO.MouseWheelRequestAxisSwap and g.IO.MouseWheel or g.IO.MouseWheelH
|
|
local wheel_key = g.IO.MouseWheelRequestAxisSwap and ImGuiKey.MouseWheelY or ImGuiKey.MouseWheelX
|
|
if ImGui.TestKeyOwner(wheel_key, tab_bar.ID) and wheel ~= 0.0 then
|
|
local scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0
|
|
tab_bar.ScrollingTargetDistToVisibility = 0.0
|
|
tab_bar.ScrollingTarget = ImGui.TabBarScrollClamp(tab_bar, tab_bar.ScrollingTarget - scroll_step)
|
|
end
|
|
ImGui.SetKeyOwner(wheel_key, tab_bar.ID)
|
|
end
|
|
|
|
-- Update scrolling
|
|
tab_bar.ScrollingAnim = ImGui.TabBarScrollClamp(tab_bar, tab_bar.ScrollingAnim)
|
|
tab_bar.ScrollingTarget = ImGui.TabBarScrollClamp(tab_bar, tab_bar.ScrollingTarget)
|
|
if tab_bar.ScrollingAnim ~= tab_bar.ScrollingTarget then
|
|
-- Scrolling speed adjust itself so we can always reach our target in 1/3 seconds.
|
|
-- Teleport if we are aiming far off the visible line
|
|
tab_bar.ScrollingSpeed = ImMax(tab_bar.ScrollingSpeed, 70.0 * g.FontSize)
|
|
tab_bar.ScrollingSpeed = ImMax(tab_bar.ScrollingSpeed, math.abs(tab_bar.ScrollingTarget - tab_bar.ScrollingAnim) / 0.3)
|
|
local teleport = (tab_bar.PrevFrameVisible + 1 < g.FrameCount) or (tab_bar.ScrollingTargetDistToVisibility > 10.0 * g.FontSize)
|
|
tab_bar.ScrollingAnim = teleport and tab_bar.ScrollingTarget or ImLinearSweep(tab_bar.ScrollingAnim, tab_bar.ScrollingTarget, g.IO.DeltaTime * tab_bar.ScrollingSpeed)
|
|
else
|
|
tab_bar.ScrollingSpeed = 0.0
|
|
end
|
|
tab_bar.ScrollingRectMinX = tab_bar.BarRect.Min.x + sections[1].Width + sections[1].Spacing
|
|
tab_bar.ScrollingRectMaxX = tab_bar.BarRect.Max.x - sections[3].Width - sections[2].Spacing
|
|
|
|
-- Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame)
|
|
local window = g.CurrentWindow
|
|
ImVec2_Copy(window.DC.CursorPos, tab_bar.BarRect.Min)
|
|
ImGui.ItemSize(ImVec2(tab_bar.WidthAllTabs, tab_bar.BarRect:GetHeight()), tab_bar.FramePadding.y)
|
|
window.DC.IdealMaxPos.x = ImMax(window.DC.IdealMaxPos.x, tab_bar.BarRect.Min.x + tab_bar.WidthAllTabsIdeal)
|
|
end
|
|
|
|
-- Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack.
|
|
function ImGui.TabBarCalcTabID(tab_bar, label, docked_window)
|
|
if docked_window ~= nil then
|
|
IM_ASSERT(bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) ~= 0)
|
|
local id = docked_window.TabId
|
|
ImGui.KeepAliveID(id)
|
|
return id
|
|
end
|
|
return ImGui.GetCurrentContext().CurrentWindow:GetID(label)
|
|
end
|
|
|
|
function ImGui.TabBarCalcMaxTabWidth()
|
|
return ImGui.GetCurrentContext().FontSize * 20.0
|
|
end
|
|
|
|
function ImGui.TabBarFindTabByID(tab_bar, tab_id)
|
|
if tab_id ~= 0 then
|
|
for n = 1, tab_bar.Tabs.Size do
|
|
local tab = tab_bar.Tabs.Data[n]
|
|
if tab.ID == tab_id then return tab end
|
|
end
|
|
end
|
|
return nil
|
|
end
|
|
|
|
-- Order = visible order, not submission order! (which is tab.BeginOrder)
|
|
--- @param order int # 0-based visible order
|
|
function ImGui.TabBarFindTabByOrder(tab_bar, order)
|
|
if order < 0 or order >= tab_bar.Tabs.Size then return nil end
|
|
return tab_bar.Tabs.Data[order + 1]
|
|
end
|
|
|
|
--- @return int # 0-based order
|
|
function ImGui.TabBarGetTabOrder(tab_bar, tab)
|
|
local i = tab_bar.Tabs:find_index(tab)
|
|
return i and (i - 1) or -1
|
|
end
|
|
|
|
-- FIXME: See references to #2304 in TODO.txt
|
|
function ImGui.TabBarFindMostRecentlySelectedTabForActiveWindow(tab_bar)
|
|
local most_recently_selected_tab = nil
|
|
for n = 1, tab_bar.Tabs.Size do
|
|
local tab = tab_bar.Tabs.Data[n]
|
|
if most_recently_selected_tab == nil or most_recently_selected_tab.LastFrameSelected < tab.LastFrameSelected then
|
|
if tab.Window and tab.Window.WasActive then most_recently_selected_tab = tab end
|
|
end
|
|
end
|
|
return most_recently_selected_tab
|
|
end
|
|
|
|
function ImGui.TabBarGetCurrentTab(tab_bar)
|
|
if tab_bar.LastTabItemIdx < 0 or tab_bar.LastTabItemIdx >= tab_bar.Tabs.Size then return nil end
|
|
return tab_bar.Tabs.Data[tab_bar.LastTabItemIdx + 1]
|
|
end
|
|
|
|
function ImGui.TabBarGetTabName(tab_bar, tab)
|
|
if tab.Window then return tab.Window.Name end
|
|
if tab.Name == nil then return "N/A" end
|
|
return tab.Name
|
|
end
|
|
|
|
function ImGui.TabBarGetTabPos(tab_bar, tab)
|
|
if bit32.band(tab.Flags, ImGuiTabItemFlags.SectionMask_) == 0 then
|
|
return tab_bar.BarRect.Min + ImVec2(IM_TRUNC(tab.Offset - tab_bar.ScrollingAnim), 0.0)
|
|
end
|
|
return tab_bar.BarRect.Min + ImVec2(tab.Offset, 0.0)
|
|
end
|
|
|
|
-- The purpose of this call is to register tab in advance so we can control their order at the time they appear.
|
|
-- Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function.
|
|
function ImGui.TabBarAddTab(tab_bar, tab_flags, window)
|
|
local g = ImGui.GetCurrentContext()
|
|
IM_ASSERT(ImGui.TabBarFindTabByID(tab_bar, window.TabId) == nil)
|
|
IM_ASSERT(g.CurrentTabBar ~= tab_bar) -- Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar.CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame)
|
|
if not window.HasCloseButton then
|
|
tab_flags = bit32.bor(tab_flags, ImGuiTabItemFlags.NoCloseButton) -- Set _NoCloseButton immediately because it will be used for first-frame width calculation.
|
|
end
|
|
local new_tab = ImGuiTabItem()
|
|
new_tab.ID = window.TabId
|
|
new_tab.Flags = tab_flags
|
|
new_tab.LastFrameVisible = tab_bar.CurrFrameVisible -- Required so BeginTabBar() doesn't ditch the tab
|
|
if new_tab.LastFrameVisible == -1 then new_tab.LastFrameVisible = g.FrameCount - 1 end
|
|
new_tab.Window = window -- Required so tab bar layout can compute the tab width before tab submission
|
|
tab_bar.Tabs:push_back(new_tab)
|
|
end
|
|
|
|
-- The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless.
|
|
function ImGui.TabBarRemoveTab(tab_bar, tab_id)
|
|
local tab = ImGui.TabBarFindTabByID(tab_bar, tab_id)
|
|
if tab then tab_bar.Tabs:erase(tab_bar.Tabs:find_index(tab)) end
|
|
if tab_bar.VisibleTabId == tab_id then tab_bar.VisibleTabId = 0 end
|
|
if tab_bar.SelectedTabId == tab_id then tab_bar.SelectedTabId = 0 end
|
|
if tab_bar.NextSelectedTabId == tab_id then tab_bar.NextSelectedTabId = 0 end
|
|
end
|
|
|
|
-- Called on manual closure attempt
|
|
function ImGui.TabBarCloseTab(tab_bar, tab)
|
|
if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) ~= 0 then return end -- A button appended with TabItemButton().
|
|
|
|
if bit32.band(tab.Flags, bit32.bor(ImGuiTabItemFlags.UnsavedDocument, ImGuiTabItemFlags.NoAssumedClosure)) == 0 then
|
|
-- This will remove a frame of lag for selecting another tab on closure.
|
|
-- However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure
|
|
tab.WantClose = true
|
|
if tab_bar.VisibleTabId == tab.ID then
|
|
tab.LastFrameVisible = -1
|
|
tab_bar.SelectedTabId = 0
|
|
tab_bar.NextSelectedTabId = 0
|
|
end
|
|
else
|
|
-- Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup)
|
|
if tab_bar.VisibleTabId ~= tab.ID then ImGui.TabBarQueueFocus(tab_bar, tab) end
|
|
end
|
|
end
|
|
|
|
function ImGui.TabBarScrollClamp(tab_bar, scrolling)
|
|
scrolling = ImMin(scrolling, tab_bar.WidthAllTabs - tab_bar.BarRect:GetWidth())
|
|
return ImMax(scrolling, 0.0)
|
|
end
|
|
|
|
-- Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys
|
|
function ImGui.TabBarScrollToTab(tab_bar, tab_id, sections)
|
|
local tab = ImGui.TabBarFindTabByID(tab_bar, tab_id)
|
|
if tab == nil then return end
|
|
|
|
-- Clamp attempt to scroll to leading/trailing sections items.
|
|
-- This could be done at the TabBarScrollingButtons() call site as well, but here works.
|
|
if bit32.band(tab.Flags, ImGuiTabItemFlags.Leading) ~= 0 then
|
|
tab = tab_bar.Tabs.Data[sections[1].TabCount + 1]
|
|
elseif bit32.band(tab.Flags, ImGuiTabItemFlags.Trailing) ~= 0 then
|
|
tab = tab_bar.Tabs.Data[sections[1].TabCount + sections[2].TabCount + 1]
|
|
end
|
|
if tab == nil or bit32.band(tab.Flags, ImGuiTabItemFlags.SectionMask_) ~= 0 then return end
|
|
|
|
-- When scrolling to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)
|
|
-- Disable the margin if the scrolling section is too small for the target tab: prefer displaying a maximum of the label.
|
|
local g = ImGui.GetCurrentContext()
|
|
local margin = ImClamp(tab_bar.ScrollingRectMaxX - tab_bar.ScrollingRectMinX - tab.Width, g.Style.ItemInnerSpacing.x, g.FontSize * 1.0)
|
|
local order = ImGui.TabBarGetTabOrder(tab_bar, tab)
|
|
|
|
-- Scrolling happens only in the central section (leading/trailing sections are not scrolling)
|
|
local scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections)
|
|
|
|
-- We make all tabs positions all relative Sections[0].Width to make code simpler
|
|
local tab_x1 = tab.Offset - sections[1].Width + ((order > sections[1].TabCount - 1) and -margin or 0.0)
|
|
local tab_x2 = tab.Offset - sections[1].Width + tab.Width + ((order + 1 < tab_bar.Tabs.Size - sections[3].TabCount) and margin or 1.0)
|
|
tab_bar.ScrollingTargetDistToVisibility = 0.0
|
|
if tab_bar.ScrollingTarget > tab_x1 or (tab_x2 - tab_x1 >= scrollable_width) then
|
|
-- Scroll to the left
|
|
tab_bar.ScrollingTargetDistToVisibility = ImMax(tab_bar.ScrollingAnim - tab_x2, 0.0)
|
|
tab_bar.ScrollingTarget = tab_x1
|
|
elseif tab_bar.ScrollingTarget < tab_x2 - scrollable_width then
|
|
-- Scroll to the right
|
|
tab_bar.ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar.ScrollingAnim, 0.0)
|
|
tab_bar.ScrollingTarget = tab_x2 - scrollable_width
|
|
end
|
|
end
|
|
|
|
--- TabBarQueueFocus(tab_bar, tab) or TabBarQueueFocus(tab_bar, tab_name)
|
|
function ImGui.TabBarQueueFocus(tab_bar, tab)
|
|
if type(tab) == "string" then
|
|
IM_ASSERT(bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) == 0) -- Only supported for manual/explicit tab bars
|
|
tab_bar.NextSelectedTabId = ImGui.TabBarCalcTabID(tab_bar, tab, nil)
|
|
return
|
|
end
|
|
tab_bar.NextSelectedTabId = tab.ID
|
|
end
|
|
|
|
function ImGui.TabBarQueueReorder(tab_bar, tab, offset)
|
|
IM_ASSERT(offset ~= 0)
|
|
IM_ASSERT(tab_bar.ReorderRequestTabId == 0)
|
|
tab_bar.ReorderRequestTabId = tab.ID
|
|
tab_bar.ReorderRequestOffset = offset
|
|
end
|
|
|
|
function ImGui.TabBarQueueReorderFromMousePos(tab_bar, src_tab, mouse_pos)
|
|
local g = ImGui.GetCurrentContext()
|
|
IM_ASSERT(tab_bar.ReorderRequestTabId == 0)
|
|
if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.Reorderable) == 0 then return end
|
|
|
|
local tab_spacing = g.Style.ItemInnerSpacing.x
|
|
local is_central_section = bit32.band(src_tab.Flags, ImGuiTabItemFlags.SectionMask_) == 0
|
|
local bar_offset = tab_bar.BarRect.Min.x - (is_central_section and tab_bar.ScrollingTarget or 0)
|
|
|
|
-- Count number of contiguous tabs we are crossing over
|
|
local dir = ((bar_offset + src_tab.Offset) > mouse_pos.x) and -1 or 1
|
|
local src_idx = ImGui.TabBarGetTabOrder(tab_bar, src_tab)
|
|
local dst_idx = src_idx
|
|
local i = src_idx
|
|
while i >= 0 and i < tab_bar.Tabs.Size do
|
|
-- Reordered tabs must share the same section
|
|
local dst_tab = tab_bar.Tabs.Data[i + 1]
|
|
if bit32.band(dst_tab.Flags, ImGuiTabItemFlags.NoReorder) ~= 0 then break end
|
|
if bit32.band(dst_tab.Flags, ImGuiTabItemFlags.SectionMask_) ~= bit32.band(src_tab.Flags, ImGuiTabItemFlags.SectionMask_) then break end
|
|
dst_idx = i
|
|
|
|
-- Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered.
|
|
local x1 = bar_offset + dst_tab.Offset - tab_spacing
|
|
local x2 = bar_offset + dst_tab.Offset + dst_tab.Width + tab_spacing
|
|
-- ImGui.GetForegroundDrawList():AddRect(ImVec2(x1, tab_bar.BarRect.Min.y), ImVec2(x2, tab_bar.BarRect.Max.y), IM_COL32(255, 0, 0, 255))
|
|
if (dir < 0 and mouse_pos.x > x1) or (dir > 0 and mouse_pos.x < x2) then break end
|
|
i = i + dir
|
|
end
|
|
|
|
if dst_idx ~= src_idx then
|
|
ImGui.TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx)
|
|
end
|
|
end
|
|
|
|
function ImGui.TabBarProcessReorder(tab_bar)
|
|
local tab1 = ImGui.TabBarFindTabByID(tab_bar, tab_bar.ReorderRequestTabId)
|
|
if tab1 == nil or bit32.band(tab1.Flags, ImGuiTabItemFlags.NoReorder) ~= 0 then return false end
|
|
|
|
-- IM_ASSERT(bit32.band(tab_bar.Flags, ImGuiTabBarFlags.Reorderable) ~= 0) -- <- this may happen when using debug tools
|
|
local tab1_order = ImGui.TabBarGetTabOrder(tab_bar, tab1)
|
|
local tab2_order = tab1_order + tab_bar.ReorderRequestOffset
|
|
if tab2_order < 0 or tab2_order >= tab_bar.Tabs.Size then return false end
|
|
|
|
-- Reordered tabs must share the same section
|
|
-- (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too)
|
|
local tab2 = tab_bar.Tabs.Data[tab2_order + 1]
|
|
if bit32.band(tab2.Flags, ImGuiTabItemFlags.NoReorder) ~= 0 then return false end
|
|
if bit32.band(tab1.Flags, ImGuiTabItemFlags.SectionMask_) ~= bit32.band(tab2.Flags, ImGuiTabItemFlags.SectionMask_) then return false end
|
|
|
|
-- Move tab1 to tab2's position, shifting the tabs in between
|
|
table.remove(tab_bar.Tabs.Data, tab1_order + 1)
|
|
table.insert(tab_bar.Tabs.Data, tab2_order + 1, tab1)
|
|
|
|
if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.SaveSettings) ~= 0 then ImGui.MarkIniSettingsDirty() end
|
|
return true
|
|
end
|
|
|
|
function ImGui.TabBarScrollingButtons(tab_bar)
|
|
local g = ImGui.GetCurrentContext()
|
|
local window = g.CurrentWindow
|
|
|
|
local arrow_button_size = ImVec2(g.FontSize - 2.0, g.FontSize + g.Style.FramePadding.y * 2.0)
|
|
local scrolling_buttons_width = arrow_button_size.x * 2.0
|
|
|
|
local backup_cursor_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y)
|
|
-- window.DrawList:AddRect(ImVec2(tab_bar.BarRect.Max.x - scrolling_buttons_width, tab_bar.BarRect.Min.y), ImVec2(tab_bar.BarRect.Max.x, tab_bar.BarRect.Max.y), IM_COL32(255,0,0,255))
|
|
|
|
local select_dir = 0
|
|
local tc = g.Style.Colors[ImGuiCol.Text]
|
|
local arrow_col = ImVec4(tc.x, tc.y, tc.z, tc.w * 0.5)
|
|
|
|
ImGui.PushStyleColor(ImGuiCol.Text, arrow_col)
|
|
ImGui.PushStyleColor(ImGuiCol.Button, ImVec4(0, 0, 0, 0))
|
|
ImGui.PushItemFlag(bit32.bor(ImGuiItemFlags.ButtonRepeat, ImGuiItemFlags.NoNav), true)
|
|
local backup_repeat_delay = g.IO.KeyRepeatDelay
|
|
local backup_repeat_rate = g.IO.KeyRepeatRate
|
|
g.IO.KeyRepeatDelay = 0.250
|
|
g.IO.KeyRepeatRate = 0.200
|
|
local x = ImMax(tab_bar.BarRect.Min.x, tab_bar.BarRect.Max.x - scrolling_buttons_width)
|
|
ImVec2_CopyV(window.DC.CursorPos, x, tab_bar.BarRect.Min.y)
|
|
if ImGui.ArrowButtonEx("##<", ImGuiDir.Left, arrow_button_size, ImGuiButtonFlags.PressedOnClick) then select_dir = -1 end
|
|
ImVec2_CopyV(window.DC.CursorPos, x + arrow_button_size.x, tab_bar.BarRect.Min.y)
|
|
if ImGui.ArrowButtonEx("##>", ImGuiDir.Right, arrow_button_size, ImGuiButtonFlags.PressedOnClick) then select_dir = 1 end
|
|
ImGui.PopItemFlag()
|
|
ImGui.PopStyleColor(2)
|
|
g.IO.KeyRepeatRate = backup_repeat_rate
|
|
g.IO.KeyRepeatDelay = backup_repeat_delay
|
|
|
|
local tab_to_scroll_to = nil
|
|
if select_dir ~= 0 then
|
|
local tab_item = ImGui.TabBarFindTabByID(tab_bar, tab_bar.SelectedTabId)
|
|
if tab_item then
|
|
local selected_order = ImGui.TabBarGetTabOrder(tab_bar, tab_item)
|
|
local target_order = selected_order + select_dir
|
|
|
|
-- Skip tab item buttons until another tab item is found or end is reached
|
|
while tab_to_scroll_to == nil do
|
|
-- If we are at the end of the list, still scroll to make our tab visible
|
|
local idx = (target_order >= 0 and target_order < tab_bar.Tabs.Size) and target_order or selected_order
|
|
tab_to_scroll_to = tab_bar.Tabs.Data[idx + 1]
|
|
|
|
-- Cross through buttons
|
|
-- (even if first/last item is a button, return it so we can update the scroll)
|
|
if bit32.band(tab_to_scroll_to.Flags, ImGuiTabItemFlags.Button) ~= 0 then
|
|
target_order = target_order + select_dir
|
|
selected_order = selected_order + select_dir
|
|
if not (target_order < 0 or target_order >= tab_bar.Tabs.Size) then tab_to_scroll_to = nil end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
ImVec2_Copy(window.DC.CursorPos, backup_cursor_pos)
|
|
tab_bar.BarRect.Max.x = tab_bar.BarRect.Max.x - (scrolling_buttons_width + 1.0)
|
|
|
|
return tab_to_scroll_to
|
|
end
|
|
|
|
function ImGui.TabBarTabListPopupButton(tab_bar)
|
|
local g = ImGui.GetCurrentContext()
|
|
local window = g.CurrentWindow
|
|
|
|
-- We use g.Style.FramePadding.y to match the square ArrowButton size
|
|
local tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y
|
|
local backup_cursor_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y)
|
|
ImVec2_CopyV(window.DC.CursorPos, tab_bar.BarRect.Min.x - g.Style.FramePadding.y, tab_bar.BarRect.Min.y)
|
|
tab_bar.BarRect.Min.x = tab_bar.BarRect.Min.x + tab_list_popup_button_width
|
|
|
|
local tc = g.Style.Colors[ImGuiCol.Text]
|
|
ImGui.PushStyleColor(ImGuiCol.Text, ImVec4(tc.x, tc.y, tc.z, tc.w * 0.5))
|
|
ImGui.PushStyleColor(ImGuiCol.Button, ImVec4(0, 0, 0, 0))
|
|
local open = ImGui.BeginCombo("##v", nil, bit32.bor(ImGuiComboFlags.NoPreview, ImGuiComboFlags.HeightLargest))
|
|
ImGui.PopStyleColor(2)
|
|
|
|
local tab_to_select = nil
|
|
if open then
|
|
for n = 1, tab_bar.Tabs.Size do
|
|
local tab = tab_bar.Tabs.Data[n]
|
|
if bit32.band(tab.Flags, ImGuiTabItemFlags.Button) == 0 then
|
|
local tab_name = ImGui.TabBarGetTabName(tab_bar, tab)
|
|
if ImGui.Selectable(tab_name, tab_bar.SelectedTabId == tab.ID) then
|
|
tab_to_select = tab
|
|
end
|
|
end
|
|
end
|
|
ImGui.EndCombo()
|
|
end
|
|
|
|
ImVec2_Copy(window.DC.CursorPos, backup_cursor_pos)
|
|
return tab_to_select
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
|
|
-------------------------------------------------------------------------------
|
|
-- - BeginTabItem()
|
|
-- - EndTabItem()
|
|
-- - TabItemButton()
|
|
-- - TabItemEx() [Internal]
|
|
-- - SetTabItemClosed()
|
|
-- - TabItemCalcSize() [Internal]
|
|
-- - TabItemBackground() [Internal]
|
|
-- - TabItemLabelAndCloseButton() [Internal]
|
|
-------------------------------------------------------------------------------
|
|
|
|
--- @return bool visible, bool? p_open
|
|
function ImGui.BeginTabItem(label, p_open, flags)
|
|
if flags == nil then flags = 0 end
|
|
local g = ImGui.GetCurrentContext()
|
|
local window = g.CurrentWindow
|
|
if window.SkipItems then return false, p_open end
|
|
|
|
local tab_bar = g.CurrentTabBar
|
|
IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!")
|
|
IM_ASSERT(bit32.band(flags, ImGuiTabItemFlags.Button) == 0) -- BeginTabItem() Can't be used with button flags, use TabItemButton() instead!
|
|
|
|
local ret
|
|
ret, p_open = ImGui.TabItemEx(tab_bar, label, p_open, flags, nil)
|
|
if ret and bit32.band(flags, ImGuiTabItemFlags.NoPushId) == 0 then
|
|
local tab = tab_bar.Tabs.Data[tab_bar.LastTabItemIdx + 1]
|
|
ImGui.PushOverrideID(tab.ID) -- We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label)
|
|
end
|
|
return ret, p_open
|
|
end
|
|
|
|
function ImGui.EndTabItem()
|
|
local g = ImGui.GetCurrentContext()
|
|
local window = g.CurrentWindow
|
|
if window.SkipItems then return end
|
|
|
|
local tab_bar = g.CurrentTabBar
|
|
IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!")
|
|
IM_ASSERT(tab_bar.LastTabItemIdx >= 0)
|
|
local tab = tab_bar.Tabs.Data[tab_bar.LastTabItemIdx + 1]
|
|
if bit32.band(tab.Flags, ImGuiTabItemFlags.NoPushId) == 0 then
|
|
ImGui.PopID()
|
|
end
|
|
end
|
|
|
|
function ImGui.TabItemButton(label, flags)
|
|
if flags == nil then flags = 0 end
|
|
local g = ImGui.GetCurrentContext()
|
|
local window = g.CurrentWindow
|
|
if window.SkipItems then return false end
|
|
local tab_bar = g.CurrentTabBar
|
|
IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!")
|
|
return (ImGui.TabItemEx(tab_bar, label, nil, bit32.bor(flags, ImGuiTabItemFlags.Button, ImGuiTabItemFlags.NoReorder), nil))
|
|
end
|
|
|
|
function ImGui.TabItemSpacing(str_id, flags, width)
|
|
local g = ImGui.GetCurrentContext()
|
|
local window = g.CurrentWindow
|
|
if window.SkipItems then return end
|
|
local tab_bar = g.CurrentTabBar
|
|
IM_ASSERT(tab_bar ~= nil, "Needs to be called between BeginTabBar() and EndTabBar()!")
|
|
ImGui.SetNextItemWidth(width)
|
|
ImGui.TabItemEx(tab_bar, str_id, nil, bit32.bor(flags or 0, ImGuiTabItemFlags.Button, ImGuiTabItemFlags.NoReorder, ImGuiTabItemFlags.Invisible), nil)
|
|
end
|
|
|
|
--- @return bool ret, bool? p_open
|
|
function ImGui.TabItemEx(tab_bar, label, p_open, flags, docked_window)
|
|
-- Layout whole tab bar if not already done
|
|
local g = ImGui.GetCurrentContext()
|
|
if tab_bar.WantLayout then
|
|
local backup_next_item_data = {}
|
|
for k, v in pairs(g.NextItemData) do backup_next_item_data[k] = v end
|
|
ImGui.TabBarLayout(tab_bar)
|
|
for k, v in pairs(backup_next_item_data) do g.NextItemData[k] = v end
|
|
end
|
|
local window = g.CurrentWindow
|
|
if window.SkipItems then return false, p_open end
|
|
|
|
local style = g.Style
|
|
local id = ImGui.TabBarCalcTabID(tab_bar, label, docked_window)
|
|
|
|
-- If the user called us with p_open == false, we early out and don't render.
|
|
-- We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.
|
|
if p_open ~= nil and not p_open then
|
|
ImGui.ItemAdd(ImRect(), id, nil, ImGuiItemFlags.NoNav)
|
|
return false, p_open
|
|
end
|
|
|
|
IM_ASSERT(p_open == nil or bit32.band(flags, ImGuiTabItemFlags.Button) == 0)
|
|
IM_ASSERT(bit32.band(flags, bit32.bor(ImGuiTabItemFlags.Leading, ImGuiTabItemFlags.Trailing)) ~= bit32.bor(ImGuiTabItemFlags.Leading, ImGuiTabItemFlags.Trailing)) -- Can't use both Leading and Trailing
|
|
|
|
-- Store into ImGuiTabItemFlags.NoCloseButton, also honor ImGuiTabItemFlags.NoCloseButton passed by user (although not documented)
|
|
local has_p_open = (p_open ~= nil)
|
|
if bit32.band(flags, ImGuiTabItemFlags.NoCloseButton) ~= 0 then
|
|
has_p_open = false
|
|
elseif not has_p_open then
|
|
flags = bit32.bor(flags, ImGuiTabItemFlags.NoCloseButton)
|
|
end
|
|
|
|
-- Acquire tab data
|
|
local tab = ImGui.TabBarFindTabByID(tab_bar, id)
|
|
local tab_is_new = false
|
|
if tab == nil then
|
|
tab = ImGuiTabItem()
|
|
tab_bar.Tabs:push_back(tab)
|
|
tab.ID = id
|
|
tab_bar.TabsAddedNew = true
|
|
tab_is_new = true
|
|
end
|
|
tab_bar.LastTabItemIdx = ImGui.TabBarGetTabOrder(tab_bar, tab)
|
|
|
|
-- Calculate tab contents size
|
|
local size = ImGui.TabItemCalcSize(label, has_p_open or bit32.band(flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0)
|
|
tab.RequestedWidth = -1.0
|
|
if bit32.band(g.NextItemData.HasFlags, ImGuiNextItemDataFlags.HasWidth) ~= 0 then
|
|
size.x = g.NextItemData.Width
|
|
tab.RequestedWidth = size.x
|
|
end
|
|
if tab_is_new then tab.Width = ImMax(1.0, size.x) end
|
|
tab.ContentWidth = size.x
|
|
tab.BeginOrder = tab_bar.TabsActiveCount
|
|
tab_bar.TabsActiveCount = tab_bar.TabsActiveCount + 1
|
|
|
|
local tab_bar_appearing = (tab_bar.PrevFrameVisible + 1 < g.FrameCount)
|
|
local tab_bar_focused = bit32.band(tab_bar.Flags, ImGuiTabBarFlags.IsFocused) ~= 0
|
|
local tab_appearing = (tab.LastFrameVisible + 1 < g.FrameCount)
|
|
local tab_just_unsaved = bit32.band(flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0 and bit32.band(tab.Flags, ImGuiTabItemFlags.UnsavedDocument) == 0
|
|
local is_tab_button = bit32.band(flags, ImGuiTabItemFlags.Button) ~= 0
|
|
tab.LastFrameVisible = g.FrameCount
|
|
tab.Flags = flags
|
|
tab.Window = docked_window
|
|
|
|
-- Append name (port: stored on tab.Name)
|
|
-- (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar)
|
|
if docked_window ~= nil then
|
|
IM_ASSERT(bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DockNode) ~= 0)
|
|
tab.NameOffset = -1
|
|
tab.Name = nil
|
|
else
|
|
tab.NameOffset = 0
|
|
tab.Name = label
|
|
end
|
|
|
|
-- Update selected tab
|
|
if not is_tab_button then
|
|
if tab_appearing and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.AutoSelectNewTabs) ~= 0 and tab_bar.NextSelectedTabId == 0 then
|
|
if not tab_bar_appearing or tab_bar.SelectedTabId == 0 then
|
|
ImGui.TabBarQueueFocus(tab_bar, tab) -- New tabs gets activated
|
|
end
|
|
end
|
|
if bit32.band(flags, ImGuiTabItemFlags.SetSelected) ~= 0 and tab_bar.SelectedTabId ~= id then -- _SetSelected can only be passed on explicit tab bar
|
|
ImGui.TabBarQueueFocus(tab_bar, tab)
|
|
end
|
|
end
|
|
|
|
-- Lock visibility
|
|
-- (Note: tab_contents_visible ~= tab_selected... because Ctrl+Tab operations may preview some tabs without selecting them!)
|
|
local tab_contents_visible = (tab_bar.VisibleTabId == id)
|
|
if tab_contents_visible then tab_bar.VisibleTabWasSubmitted = true end
|
|
|
|
-- On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches
|
|
if not tab_contents_visible and tab_bar.SelectedTabId == 0 and tab_bar_appearing and docked_window == nil then
|
|
if tab_bar.Tabs.Size == 1 and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.AutoSelectNewTabs) == 0 then
|
|
tab_contents_visible = true
|
|
end
|
|
end
|
|
|
|
-- Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted
|
|
-- and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.
|
|
if tab_appearing and (not tab_bar_appearing or tab_is_new) then
|
|
ImGui.ItemAdd(ImRect(), id, nil, ImGuiItemFlags.NoNav)
|
|
if is_tab_button then return false, p_open end
|
|
return tab_contents_visible, p_open
|
|
end
|
|
|
|
if tab_bar.SelectedTabId == id then tab.LastFrameSelected = g.FrameCount end
|
|
|
|
-- Backup current layout position
|
|
local backup_main_cursor_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y)
|
|
|
|
-- Layout
|
|
local is_central_section = bit32.band(tab.Flags, ImGuiTabItemFlags.SectionMask_) == 0
|
|
size.x = tab.Width
|
|
local pos = ImGui.TabBarGetTabPos(tab_bar, tab)
|
|
ImVec2_Copy(window.DC.CursorPos, pos)
|
|
local bb = ImRect(pos, pos + size)
|
|
|
|
-- We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)
|
|
local want_clip_rect = is_central_section and (bb.Min.x < tab_bar.ScrollingRectMinX or bb.Max.x > tab_bar.ScrollingRectMaxX)
|
|
if want_clip_rect then
|
|
ImGui.PushClipRect(ImVec2(ImClamp(bb.Min.x, tab_bar.ScrollingRectMinX, tab_bar.ScrollingRectMaxX), bb.Min.y - 1), ImVec2(tab_bar.ScrollingRectMaxX, bb.Max.y), true)
|
|
end
|
|
|
|
local backup_cursor_max_pos = ImVec2(window.DC.CursorMaxPos.x, window.DC.CursorMaxPos.y)
|
|
ImGui.ItemSize(bb:GetSize(), style.FramePadding.y)
|
|
ImVec2_Copy(window.DC.CursorMaxPos, backup_cursor_max_pos)
|
|
|
|
if not ImGui.ItemAdd(bb, id) then
|
|
if want_clip_rect then ImGui.PopClipRect() end
|
|
ImVec2_Copy(window.DC.CursorPos, backup_main_cursor_pos)
|
|
return tab_contents_visible, p_open
|
|
end
|
|
|
|
-- Click to Select a tab
|
|
local button_flags = bit32.bor(is_tab_button and ImGuiButtonFlags.PressedOnClickRelease or ImGuiButtonFlags.PressedOnClick, ImGuiButtonFlags.AllowOverlap)
|
|
if g.DragDropActive and not ImGuiPayload_IsDataType(g.DragDropPayload, IMGUI_PAYLOAD_TYPE_WINDOW) then -- FIXME: May be an opt-in property of the payload to disable this
|
|
button_flags = bit32.bor(button_flags, ImGuiButtonFlags.PressedOnDragDropHold)
|
|
end
|
|
local hovered, held, pressed
|
|
if bit32.band(flags, ImGuiTabItemFlags.Invisible) ~= 0 then
|
|
hovered, held, pressed = false, false, false
|
|
else
|
|
pressed, hovered, held = ImGui.ButtonBehavior(bb, id, button_flags)
|
|
end
|
|
if pressed and not is_tab_button then ImGui.TabBarQueueFocus(tab_bar, tab) end
|
|
|
|
-- Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow()
|
|
-- will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id.
|
|
if held and docked_window and g.ActiveId == id and g.ActiveIdIsJustActivated then
|
|
g.ActiveIdWindow = docked_window
|
|
end
|
|
|
|
-- Drag and drop a single floating window node moves it
|
|
local node = docked_window and docked_window.DockNode or nil
|
|
local single_floating_window_node = node and node:IsFloatingNode() and (node.Windows.Size == 1)
|
|
if held and single_floating_window_node and ImGui.IsMouseDragging(0, 0.0) then
|
|
-- Move
|
|
ImGui.StartMouseMovingWindow(docked_window)
|
|
elseif held and not tab_appearing and ImGui.IsMouseDragging(0) then
|
|
-- Drag and drop: re-order tabs
|
|
local drag_dir = 0
|
|
local drag_distance_from_edge_x = 0.0
|
|
if not g.DragDropActive and (bit32.band(tab_bar.Flags, ImGuiTabBarFlags.Reorderable) ~= 0 or docked_window ~= nil) then
|
|
-- While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x
|
|
if g.IO.MouseDelta.x < 0.0 and g.IO.MousePos.x < bb.Min.x then
|
|
drag_dir = -1
|
|
drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x
|
|
ImGui.TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos)
|
|
elseif g.IO.MouseDelta.x > 0.0 and g.IO.MousePos.x > bb.Max.x then
|
|
drag_dir = 1
|
|
drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x
|
|
ImGui.TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos)
|
|
end
|
|
end
|
|
|
|
-- Extract a Dockable window out of it's tab bar
|
|
local can_undock = docked_window ~= nil and bit32.band(docked_window.Flags, ImGuiWindowFlags.NoMove) == 0 and bit32.band(node.MergedFlags, ImGuiDockNodeFlags.NoUndocking) == 0
|
|
if can_undock then
|
|
-- We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar
|
|
local undocking_tab = (g.DragDropActive and g.DragDropPayload.SourceId == id)
|
|
if not undocking_tab then -- and (not g.IO.ConfigDockingWithShift or g.IO.KeyShift)
|
|
local threshold_base = g.FontSize
|
|
local threshold_x = threshold_base * 2.2
|
|
local threshold_y = (threshold_base * 1.5) + ImClamp((math.abs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0) * 0.20, 0.0, threshold_base * 4.0)
|
|
-- ImGui.GetForegroundDrawList():AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE) -- [DEBUG]
|
|
|
|
local distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y)
|
|
if distance_from_edge_y >= threshold_y then undocking_tab = true end
|
|
if drag_distance_from_edge_x > threshold_x then
|
|
if (drag_dir < 0 and ImGui.TabBarGetTabOrder(tab_bar, tab) == 0) or (drag_dir > 0 and ImGui.TabBarGetTabOrder(tab_bar, tab) == tab_bar.Tabs.Size - 1) then
|
|
undocking_tab = true
|
|
end
|
|
end
|
|
end
|
|
|
|
if undocking_tab then
|
|
-- Undock
|
|
-- FIXME: refactor to share more code with e.g. StartMouseMovingWindow
|
|
ImGui.DockContextQueueUndockWindow(g, docked_window)
|
|
g.MovingWindow = docked_window
|
|
ImGui.SetActiveID(g.MovingWindow.MoveId, g.MovingWindow)
|
|
ImVec2_Copy(g.ActiveIdClickOffset, g.ActiveIdClickOffset - (g.MovingWindow.Pos - bb.Min))
|
|
g.ActiveIdNoClearOnFocusLoss = true
|
|
ImGui.SetActiveIdUsingAllKeyboardKeys()
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Render tab shape
|
|
local is_visible = bit32.band(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.Visible) ~= 0 and bit32.band(flags, ImGuiTabItemFlags.Invisible) == 0
|
|
if is_visible then
|
|
local display_draw_list = window.DrawList
|
|
local col_idx
|
|
if held or hovered then col_idx = ImGuiCol.TabHovered
|
|
elseif tab_contents_visible then col_idx = tab_bar_focused and ImGuiCol.TabSelected or ImGuiCol.TabDimmedSelected
|
|
else col_idx = tab_bar_focused and ImGuiCol.Tab or ImGuiCol.TabDimmed end
|
|
ImGui.TabItemBackground(display_draw_list, bb, flags, ImGui.GetColorU32(col_idx))
|
|
if tab_contents_visible and bit32.band(tab_bar.Flags, ImGuiTabBarFlags.DrawSelectedOverline) ~= 0 and style.TabBarOverlineSize > 0.0 then
|
|
-- Might be moved to TabItemBackground() ?
|
|
local tl = ImVec2(bb.Min.x, bb.Min.y + style.TabBarOverlineSize * 0.5)
|
|
local tr = ImVec2(bb.Max.x, bb.Min.y + style.TabBarOverlineSize * 0.5)
|
|
local overline_col = ImGui.GetColorU32(tab_bar_focused and ImGuiCol.TabSelectedOverline or ImGuiCol.TabDimmedSelectedOverline)
|
|
if style.TabRounding > 0.0 then
|
|
local rounding = style.TabRounding
|
|
display_draw_list:PathArcToFast(tl + ImVec2(rounding, rounding), rounding, 7, 9)
|
|
display_draw_list:PathArcToFast(tr + ImVec2(-rounding, rounding), rounding, 9, 11)
|
|
display_draw_list:PathStroke(overline_col, style.TabBarOverlineSize)
|
|
else
|
|
display_draw_list:AddLine(tl, tr, overline_col, style.TabBarOverlineSize)
|
|
end
|
|
end
|
|
ImGui.RenderNavCursor(bb, id)
|
|
|
|
-- Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget.
|
|
local hovered_unblocked = ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenBlockedByPopup)
|
|
if tab_bar.SelectedTabId ~= tab.ID and hovered_unblocked and (ImGui.IsMouseClicked(1) or ImGui.IsMouseReleased(1)) and not is_tab_button then
|
|
ImGui.TabBarQueueFocus(tab_bar, tab)
|
|
end
|
|
|
|
if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoCloseWithMiddleMouseButton) ~= 0 then
|
|
flags = bit32.bor(flags, ImGuiTabItemFlags.NoCloseWithMiddleMouseButton)
|
|
end
|
|
|
|
-- Render tab label, process close button
|
|
local close_button_id = has_p_open and ImGui.GetIDWithSeed("#CLOSE", nil, docked_window and docked_window.ID or id) or 0
|
|
local label_flags = tab_just_unsaved and bit32.band(flags, bit32.bnot(ImGuiTabItemFlags.UnsavedDocument)) or flags
|
|
local just_closed, text_clipped = ImGui.TabItemLabelAndCloseButton(display_draw_list, bb, label_flags, tab_bar.FramePadding, label, id, close_button_id, tab_contents_visible)
|
|
if just_closed and has_p_open then
|
|
p_open = false
|
|
ImGui.TabBarCloseTab(tab_bar, tab)
|
|
end
|
|
|
|
-- Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent)
|
|
-- That state is copied to window.DockTabItemStatusFlags by our caller.
|
|
if docked_window and (hovered or g.HoveredId == close_button_id) then
|
|
g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.HoveredWindow)
|
|
end
|
|
|
|
-- Tooltip
|
|
-- (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok)
|
|
-- (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores)
|
|
-- FIXME: This is a mess.
|
|
-- FIXME: We may want disabled tab to still display the tooltip?
|
|
if text_clipped and g.HoveredId == id and not held then
|
|
if bit32.band(tab_bar.Flags, ImGuiTabBarFlags.NoTooltip) == 0 and bit32.band(tab.Flags, ImGuiTabItemFlags.NoTooltip) == 0 then
|
|
local label_end = ImGui.FindRenderedTextEnd(label)
|
|
ImGui.SetItemTooltip("%s", string.sub(label, 1, label_end - 1))
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Restore main window position so user can draw there
|
|
if want_clip_rect then ImGui.PopClipRect() end
|
|
ImVec2_Copy(window.DC.CursorPos, backup_main_cursor_pos)
|
|
|
|
if is_tab_button then return pressed, p_open end
|
|
return tab_contents_visible, p_open
|
|
end
|
|
|
|
-- [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed.
|
|
-- To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar().
|
|
-- Tabs closed by the close button will automatically be flagged to avoid this issue.
|
|
function ImGui.SetTabItemClosed(label)
|
|
local g = ImGui.GetCurrentContext()
|
|
local is_within_manual_tab_bar = g.CurrentTabBar and bit32.band(g.CurrentTabBar.Flags, ImGuiTabBarFlags.DockNode) == 0
|
|
if is_within_manual_tab_bar then
|
|
local tab_bar = g.CurrentTabBar
|
|
local tab_id = ImGui.TabBarCalcTabID(tab_bar, label, nil)
|
|
local tab = ImGui.TabBarFindTabByID(tab_bar, tab_id)
|
|
if tab then tab.WantClose = true end -- Will be processed by next call to TabBarLayout()
|
|
else
|
|
local window = ImGui.FindWindowByName(label)
|
|
if window and window.DockIsActive then
|
|
local node = window.DockNode
|
|
if node then
|
|
local tab_id = ImGui.TabBarCalcTabID(node.TabBar, label, window)
|
|
ImGui.TabBarRemoveTab(node.TabBar, tab_id)
|
|
window.DockTabWantClose = true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
--- TabItemCalcSize(label, has_close_button_or_unsaved_marker) or TabItemCalcSize(window)
|
|
function ImGui.TabItemCalcSize(label, has_close_button_or_unsaved_marker)
|
|
if type(label) == "table" then
|
|
local window = label
|
|
return ImGui.TabItemCalcSize(window.Name, window.HasCloseButton or bit32.band(window.Flags, ImGuiWindowFlags.UnsavedDocument) ~= 0)
|
|
end
|
|
local g = ImGui.GetCurrentContext()
|
|
local label_size = ImGui.CalcTextSize(label, nil, true)
|
|
local size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0)
|
|
if has_close_button_or_unsaved_marker then
|
|
size.x = size.x + g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize) -- We use Y intentionally to fit the close button circle.
|
|
else
|
|
size.x = size.x + g.Style.FramePadding.x + 1.0
|
|
end
|
|
return ImVec2(ImMin(size.x, ImGui.TabBarCalcMaxTabWidth()), size.y)
|
|
end
|
|
|
|
function ImGui.TabItemBackground(draw_list, bb, flags, col)
|
|
-- While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it.
|
|
local g = ImGui.GetCurrentContext()
|
|
local width = bb:GetWidth()
|
|
IM_ASSERT(width > 0.0)
|
|
local rounding = ImMax(0.0, ImMin(bit32.band(flags, ImGuiTabItemFlags.Button) ~= 0 and g.Style.FrameRounding or g.Style.TabRounding, width * 0.5 - 1.0))
|
|
local y1 = bb.Min.y + 1.0 -- Leave a bit of room in title bars.
|
|
local y2 = bb.Max.y - g.Style.TabBarBorderSize
|
|
draw_list:AddRectFilled(ImVec2(bb.Min.x, y1), ImVec2(bb.Max.x, y2), col, rounding, ImDrawFlags.RoundTop)
|
|
if g.Style.TabBorderSize > 0.0 then
|
|
draw_list:PathLineTo(ImVec2(bb.Min.x, y2))
|
|
draw_list:PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9)
|
|
draw_list:PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12)
|
|
draw_list:PathLineTo(ImVec2(bb.Max.x, y2))
|
|
draw_list:PathStroke(ImGui.GetColorU32(ImGuiCol.Border), g.Style.TabBorderSize, ImDrawFlags.StrokeCenterBiased) -- Use _StrokeInside?
|
|
end
|
|
end
|
|
|
|
-- Render text label (with custom clipping) + Unsaved Document marker + Close Button logic
|
|
-- We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.
|
|
--- @return bool just_closed, bool text_clipped
|
|
function ImGui.TabItemLabelAndCloseButton(draw_list, bb, flags, frame_padding, label, tab_id, close_button_id, is_contents_visible)
|
|
local g = ImGui.GetCurrentContext()
|
|
local label_end = ImGui.FindRenderedTextEnd(label)
|
|
local label_size = ImGui.CalcTextSize(label, label_end, false)
|
|
|
|
if bb:GetWidth() <= 1.0 then return false, false end
|
|
|
|
-- Render text label (with clipping + alpha gradient) + unsaved marker
|
|
local text_ellipsis_clip_bb = ImRect(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y)
|
|
|
|
-- Return clipped state ignoring the close button
|
|
local text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_ellipsis_clip_bb.Max.x
|
|
-- draw_list:AddCircle(text_ellipsis_clip_bb.Min, 3.0, text_clipped and IM_COL32(255, 0, 0, 255) or IM_COL32(0, 255, 0, 255))
|
|
|
|
local button_sz = g.FontSize
|
|
local button_pos = ImVec2(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y)
|
|
|
|
-- Close Button & Unsaved Marker
|
|
-- We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()
|
|
-- 'hovered' will be true when hovering the Tab but NOT when hovering the close button
|
|
-- 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button
|
|
-- 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false
|
|
local close_button_pressed = false
|
|
local close_button_visible = false
|
|
local is_hovered = g.HoveredId == tab_id or g.HoveredId == close_button_id or g.ActiveId == tab_id or g.ActiveId == close_button_id -- Any interaction account for this too.
|
|
|
|
if close_button_id ~= 0 then
|
|
if is_contents_visible then
|
|
close_button_visible = (g.Style.TabCloseButtonMinWidthSelected < 0.0) or (is_hovered and bb:GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthSelected))
|
|
else
|
|
close_button_visible = (g.Style.TabCloseButtonMinWidthUnselected < 0.0) or (is_hovered and bb:GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthUnselected))
|
|
end
|
|
end
|
|
|
|
-- When tabs/document is unsaved, the unsaved marker takes priority over the close button.
|
|
local unsaved_marker_visible = bit32.band(flags, ImGuiTabItemFlags.UnsavedDocument) ~= 0 and (button_pos.x + button_sz <= bb.Max.x) and (not close_button_visible or not is_hovered)
|
|
if unsaved_marker_visible then
|
|
local bullet_pos = button_pos + ImVec2(button_sz, button_sz) * 0.5
|
|
ImGui.RenderBullet(draw_list, bullet_pos, ImGui.GetColorU32(ImGuiCol.UnsavedMarker))
|
|
elseif close_button_visible then
|
|
local last_item_backup = ImGuiLastItemData()
|
|
ImGuiLastItemData_Copy(last_item_backup, g.LastItemData)
|
|
if ImGui.CloseButton(close_button_id, button_pos) then close_button_pressed = true end
|
|
ImGuiLastItemData_Copy(g.LastItemData, last_item_backup)
|
|
|
|
-- Close with middle mouse button
|
|
if is_hovered and bit32.band(flags, ImGuiTabItemFlags.NoCloseWithMiddleMouseButton) == 0 and ImGui.IsMouseClicked(2) then
|
|
close_button_pressed = true
|
|
end
|
|
end
|
|
|
|
-- This is all rather complicated
|
|
-- (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position)
|
|
-- FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist..
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local ellipsis_max_x = text_ellipsis_clip_bb.Max.x
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if close_button_visible or unsaved_marker_visible then
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local visible_without_hover = unsaved_marker_visible or ((is_contents_visible and g.Style.TabCloseButtonMinWidthSelected or g.Style.TabCloseButtonMinWidthUnselected) < 0.0)
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if visible_without_hover then
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text_ellipsis_clip_bb.Max.x = text_ellipsis_clip_bb.Max.x - button_sz * 0.90
|
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ellipsis_max_x = ellipsis_max_x - button_sz * 0.90
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else
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text_ellipsis_clip_bb.Max.x = text_ellipsis_clip_bb.Max.x - button_sz * 1.00
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end
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end
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ImGui.LogSetNextTextDecoration("/", "\\")
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ImGui.RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, ellipsis_max_x, label, label_end, label_size)
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return close_button_pressed, text_clipped
|
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end
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end --[[ [SECTION] Widgets: BeginTabBar, EndTabBar, etc. (was imgui_tabs.lua) ]]
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return true -- [Roblox] ModuleScripts must return exactly one value
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