Files
imgui-luau/imgui_widgets.lua
T

10609 lines
495 KiB
Lua

--- Dear ImGui WIP
-- (widgets code)
--
-- Index of this file:
--
-- [SECTION] Widgets: Text, etc.
-- [SECTION] Widgets: Value helpers
-- [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.)
-- [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.)
-- [SECTION] Widgets: ComboBox
-- [SECTION] Data Type and Data Formatting Helpers
-- [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.
-- [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
-- [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
-- [SECTION] Widgets: InputText, InputTextMultiline
-- [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
-- [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
-- [SECTION] Widgets: Selectable
-- [SECTION] Widgets: ListBox
-- [SECTION] Widgets: PlotLines, PlotHistogram
-- [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.
-- [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
-- [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
--
--- @type ImGuiContext?
local GImGui
-- Sets local `GImGui` in this file(imgui_widgets.lua).
-- This is currently only used in main code `ImGui.SetCurrentContext()`
--- @param ctx ImGuiContext?
function ImGui._SetCurrentContext_Widgets(ctx)
GImGui = ctx
end
-------------------------------------------------------------------------------
-- Data
-------------------------------------------------------------------------------
-- Widgets
local DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70 -- Time for drag-hold to activate items accepting the ImGuiButtonFlags.PressedOnDragDropHold button behavior.
local DRAG_MOUSE_THRESHOLD_FACTOR = 0.50 -- Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags.
local IM_S8_MIN = -128
local IM_S8_MAX = 127
local IM_U8_MIN = 0
local IM_U8_MAX = 0xFF
local IM_S16_MIN = -32768
local IM_S16_MAX = 32767
local IM_U16_MIN = 0
local IM_U16_MAX = 0xFFFF
local IM_S32_MIN = INT_MIN -- (-2147483647 - 1), (0x80000000);
local IM_S32_MAX = INT_MAX -- (2147483647), (0x7FFFFFFF)
local IM_U32_MIN = 0
local IM_U32_MAX = UINT_MAX -- (0xFFFFFFFF)
-------------------------------------------------------------------------------
-- [SECTION] Widgets: Text, etc.
-------------------------------------------------------------------------------
-- - TextEx() [Internal]
-- - TextUnformatted()
-- - Text()
-- - TextV()
-- - TextColored()
-- - TextDisabled()
-- - TextWrapped()
-- - TextAligned()
-- - LabelText()
-- - BulletText()
-------------------------------------------------------------------------------
--- @param text string
--- @param text_end? int
--- @param flags? ImGuiTextFlags
@native
function ImGui.TextEx(text, text_end, flags)
if not flags then flags = 0 end
local g = GImGui
local window = g.CurrentWindow
if window.SkipItems then
return
end
-- Accept null ranges
if not text or text == "" then
text = ""
text_end = 1
end
-- Calculate length
if text_end == nil then
text_end = #text + 1
end
local text_pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset)
local wrap_pos_x = window.DC.TextWrapPos
local wrap_enabled = (wrap_pos_x >= 0.0)
if (text_end - 1 <= 2000) or wrap_enabled then
-- Common case
local wrap_width = wrap_enabled and ImGui.CalcWrapWidthForPos(window.DC.CursorPos, wrap_pos_x) or 0.0
local text_size = ImGui.CalcTextSize(text, text_end, false, wrap_width)
local bb = ImRect(text_pos, text_pos + text_size)
ImGui.ItemSize(text_size, 0.0)
if not ImGui.ItemAdd(bb, 0) then
return
end
-- Render (we don't hide text after ## in this end-user function)
ImGui.RenderTextWrapped(bb.Min, text, text_end, wrap_width)
else
-- Long text!
-- Perform manual coarse clipping to optimize for long multi-line text
-- - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
-- - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
local line = 1
local line_height = ImGui.GetTextLineHeight()
local text_size = ImVec2(0, 0)
-- Lines to skip (can't skip when logging text)
local pos = ImVec2(text_pos.x, text_pos.y)
if not g.LogEnabled then
local lines_skippable = ImFloor((window.ClipRect.Min.y - text_pos.y) / line_height)
if lines_skippable > 0 then
local lines_skipped = 0
while line < text_end and lines_skipped < lines_skippable do
local line_end = ImMemchr(text, "\n", line)
if not line_end then
line_end = text_end
end
if bit32.band(flags, ImGuiTextFlags.NoWidthForLargeClippedText) == 0 then
local line_size = ImGui.CalcTextSizeEx(text, line, line_end)
text_size.x = ImMax(text_size.x, line_size.x)
end
line = line_end + 1
lines_skipped = lines_skipped + 1
end
pos.y = pos.y + lines_skipped * line_height
end
end
-- Lines to render
if line < text_end then
local line_rect = ImRect(pos, pos + ImVec2(FLT_MAX, line_height))
while line < text_end do
if ImGui.IsClippedEx(line_rect, 0) then
break
end
local line_end = ImMemchr(text, "\n", line)
if not line_end then
line_end = text_end
end
local line_size = ImGui.CalcTextSizeEx(text, line, line_end)
text_size.x = ImMax(text_size.x, line_size.x)
ImGui.RenderText(pos, text, line, nil, false)
line = line_end + 1
line_rect.Min.y = line_rect.Min.y + line_height
line_rect.Max.y = line_rect.Max.y + line_height
pos.y = pos.y + line_height
end
-- Count remaining lines
local lines_skipped = 0
while line < text_end do
local line_end = ImMemchr(text, "\n", line)
if not line_end then
line_end = text_end
end
if bit32.band(flags, ImGuiTextFlags.NoWidthForLargeClippedText) == 0 then
local line_size = ImGui.CalcTextSizeEx(text, line, line_end)
text_size.x = ImMax(text_size.x, line_size.x)
end
line = line_end + 1
lines_skipped = lines_skipped + 1
end
pos.y = pos.y + lines_skipped * line_height
end
text_size.y = pos.y - text_pos.y
local bb = ImRect(text_pos, text_pos + text_size)
ImGui.ItemSize(text_size, 0.0)
ImGui.ItemAdd(bb, 0)
end
end
--- @param text string
--- @param text_end? int
function ImGui.TextUnformatted(text, text_end)
ImGui.TextEx(text, text_end, ImGuiTextFlags.NoWidthForLargeClippedText)
end
--- @param fmt string
--- @param ... any
@native
function ImGui.TextV(fmt, ...)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local text = ImFormatString(fmt, ...)
ImGui.TextEx(text, nil, ImGuiTextFlags.NoWidthForLargeClippedText)
end
--- @param fmt string
--- @param ... any
@native
function ImGui.Text(fmt, ...)
if select('#', ...) > 0 then
ImGui.TextV(fmt, ...)
else
ImGui.TextEx(fmt)
end
end
--- @param col ImVec4
--- @param fmt string
--- @param ... any
function ImGui.TextColored(col, fmt, ...)
ImGui.PushStyleColor(ImGuiCol.Text, col)
ImGui.TextV(fmt, ...)
ImGui.PopStyleColor()
end
--- @param fmt string
--- @param ... any
function ImGui.TextDisabled(fmt, ...)
local g = GImGui
ImGui.PushStyleColor(ImGuiCol.Text, g.Style.Colors[ImGuiCol.TextDisabled])
ImGui.TextV(fmt, ...)
ImGui.PopStyleColor()
end
--- @param fmt string
--- @param ... any
function ImGui.TextWrapped(fmt, ...)
local g = GImGui
local need_backup = (g.CurrentWindow.DC.TextWrapPos < 0.0) -- Keep existing wrap position if one is already set
if need_backup then
ImGui.PushTextWrapPos(0.0)
end
ImGui.TextV(fmt, ...)
if need_backup then
ImGui.PopTextWrapPos()
end
end
-- align_x: 0.0f = left, 0.5f = center, 1.0f = right.
-- size_x < 0.0f (e.g. -FLT_MIN): shortcut for GetContentRegionAvail().x
-- FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024, #9455)
--- @param align_x float
--- @param size_x float
--- @param fmt string
--- @param ... any
function ImGui.TextAligned(align_x, size_x, fmt, ...)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local text = ImFormatString(fmt, ...)
local text_end = #text + 1
local text_size = ImGui.CalcTextSize(text, text_end)
size_x = ImGui.CalcItemSize(ImVec2(size_x, 0.0), 0.0, text_size.y).x
local pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y + window.DC.CurrLineTextBaseOffset)
local pos_max = ImVec2(pos.x + size_x, window.ClipRect.Max.y)
local size = ImVec2(ImMin(size_x, text_size.x), text_size.y)
window.DC.CursorMaxPos.x = ImMax(window.DC.CursorMaxPos.x, pos.x + text_size.x)
window.DC.IdealMaxPos.x = ImMax(window.DC.IdealMaxPos.x, pos.x + text_size.x)
if align_x > 0.0 and text_size.x < size_x then
pos.x = pos.x + ImTrunc((size_x - text_size.x) * align_x)
end
ImGui.RenderTextEllipsis(window.DrawList, pos, pos_max, pos_max.x, text, text_end, text_size)
local backup_max_pos = ImVec2()
ImVec2_Copy(backup_max_pos, window.DC.CursorMaxPos)
ImGui.ItemSize(size)
ImGui.ItemAdd(ImRect(pos, pos + size), 0)
window.DC.CursorMaxPos.x = backup_max_pos.x -- Cancel out extending content to 'size' to use 'text_size' allowing auto-resize to function with align_x > 0.0f
if size_x < text_size.x and ImGui.IsItemHovered(bit32.bor(ImGuiHoveredFlags.NoNavOverride, ImGuiHoveredFlags.AllowWhenDisabled, ImGuiHoveredFlags.ForTooltip)) then
ImGui.SetTooltip("%.*s", text_end - 1, text)
end
end
-- Add a label+text combo aligned to other label+value widgets
--- @param label string
--- @param fmt string
--- @param ... any
function ImGui.LabelText(label, fmt, ...)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local g = GImGui
local style = g.Style
local w = ImGui.CalcItemWidth()
local value_text = ImFormatString(fmt, ...)
local value_text_end = #value_text + 1
local value_size = ImGui.CalcTextSize(value_text, value_text_end, false)
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local pos = ImVec2()
ImVec2_Copy(pos, window.DC.CursorPos)
local value_bb = ImRect(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2))
local total_bb = ImRect(pos, pos + ImVec2(w + ((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2))
ImGui.ItemSize(total_bb, style.FramePadding.y)
if not ImGui.ItemAdd(total_bb, 0) then
return
end
-- Render
ImGui.RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text, value_text_end, value_size, ImVec2(0.0, 0.0))
if label_size.x > 0.0 then
ImGui.RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label, 1, label_end, false)
end
end
-- Text with a little bullet aligned to the typical tree node.
--- @param fmt string
--- @param ... any
function ImGui.BulletText(fmt, ...)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local g = GImGui
local style = g.Style
local text = ImFormatString(fmt, ...)
local text_end = #text + 1
local label_size = ImGui.CalcTextSize(text, text_end, false)
local total_size = ImVec2(g.FontSize + ((label_size.x > 0.0) and (label_size.x + style.FramePadding.x * 2) or 0.0), label_size.y) -- Empty text doesn't add padding
local pos = ImVec2()
ImVec2_Copy(pos, window.DC.CursorPos)
pos.y = pos.y + window.DC.CurrLineTextBaseOffset
ImGui.ItemSize(total_size, 0.0)
local bb = ImRect(pos, pos + total_size)
if not ImGui.ItemAdd(bb, 0) then
return
end
-- Render
local text_col = ImGui.GetColorU32(ImGuiCol.Text)
ImGui.RenderBullet(window.DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5, g.FontSize * 0.5), text_col)
ImGui.RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0), text, 1, text_end, false)
end
-- va_list variants: identical to the varargs versions in Lua
ImGui.TextColoredV = ImGui.TextColored
ImGui.TextDisabledV = ImGui.TextDisabled
ImGui.TextWrappedV = ImGui.TextWrapped
ImGui.TextAlignedV = ImGui.TextAligned
ImGui.LabelTextV = ImGui.LabelText
ImGui.BulletTextV = ImGui.BulletText
-------------------------------------------------------------------------------
-- [SECTION] Widgets: Value helpers
-- Those is not very useful, legacy API.
-------------------------------------------------------------------------------
-- - Value()
-------------------------------------------------------------------------------
-- Value(prefix, b) / Value(prefix, int) / Value(prefix, float, float_format)
-- Lua can't tell int from float: integers without float_format print as %d, otherwise %.3f
function ImGui.Value(prefix, v, float_format)
if type(v) == "boolean" then
ImGui.Text("%s: %s", prefix, v and "true" or "false")
elseif float_format then
ImGui.Text("%s: " .. float_format, prefix, v)
elseif math.floor(v) == v then
ImGui.Text("%s: %d", prefix, v)
else
ImGui.Text("%s: %.3f", prefix, v)
end
end
-------------------------------------------------------------------------------
-- [SECTION] Widgets: Main
-------------------------------------------------------------------------------
-- - ButtonBehavior() [Internal]
-- - Button()
-- - SmallButton()
-- - InvisibleButton()
-- - ArrowButton()
-- - CloseButton() [Internal]
-- - CollapseButton() [Internal]
-- - GetWindowScrollbarID() [Internal]
-- - GetWindowScrollbarRect() [Internal]
-- - Scrollbar() [Internal]
-- - ScrollbarEx() [Internal]
-- - Image()
-- - ImageButton()
-- - Checkbox()
-- - CheckboxFlagsT() [Internal]
-- - CheckboxFlags()
-- - RadioButton()
-- - ProgressBar()
-- - Bullet()
-- - Hyperlink()
-------------------------------------------------------------------------------
-- The ButtonBehavior() function is key to many interactions and used by many/most widgets.
-- Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags),
-- this code is a little complex.
-- By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags.PressedOnClickRelease button behavior.
-- See the series of events below and the corresponding state reported by dear imgui:
-------------------------------------------------------------------------------
-- with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
-- Frame N+0 (mouse is outside bb) - - - - - -
-- Frame N+1 (mouse moves inside bb) - true - - - -
-- Frame N+2 (mouse button is down) - true true true - true
-- Frame N+3 (mouse button is down) - true true - - -
-- Frame N+4 (mouse moves outside bb) - - true - - -
-- Frame N+5 (mouse moves inside bb) - true true - - -
-- Frame N+6 (mouse button is released) true true - - true -
-- Frame N+7 (mouse button is released) - true - - - -
-- Frame N+8 (mouse moves outside bb) - - - - - -
-------------------------------------------------------------------------------
-- with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
-- Frame N+2 (mouse button is down) true true true true - true
-- Frame N+3 (mouse button is down) - true true - - -
-- Frame N+6 (mouse button is released) - true - - true -
-- Frame N+7 (mouse button is released) - true - - - -
-------------------------------------------------------------------------------
-- with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
-- Frame N+2 (mouse button is down) - true - - - true
-- Frame N+3 (mouse button is down) - true - - - -
-- Frame N+6 (mouse button is released) true true - - - -
-- Frame N+7 (mouse button is released) - true - - - -
-------------------------------------------------------------------------------
-- with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
-- Frame N+0 (mouse button is down) - true - - - true
-- Frame N+1 (mouse button is down) - true - - - -
-- Frame N+2 (mouse button is released) - true - - - -
-- Frame N+3 (mouse button is released) - true - - - -
-- Frame N+4 (mouse button is down) true true true true - true
-- Frame N+5 (mouse button is down) - true true - - -
-- Frame N+6 (mouse button is released) - true - - true -
-- Frame N+7 (mouse button is released) - true - - - -
-------------------------------------------------------------------------------
-- Note that some combinations are supported,
-- - PressedOnDragDropHold can generally be associated with any flag.
-- - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported.
-------------------------------------------------------------------------------
-- The behavior of the return-value changes when ImGuiItemFlags.ButtonRepeat is set:
-- Repeat+ Repeat+ Repeat+ Repeat+
-- PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick
-------------------------------------------------------------------------------
-- Frame N+0 (mouse button is down) - true - true
-- ... - - - -
-- Frame N + RepeatDelay true true - true
-- ... - - - -
-- Frame N + RepeatDelay + RepeatRate*N true true - true
-------------------------------------------------------------------------------
-- - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc.
-- And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);'
-- For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading.
-- - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature.
-- One idiom which was previously valid which will now emit a warning is when using multiple overlaid ButtonBehavior()
-- with same ID and different MouseButton (see #8030). You can fix it by:
-- (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags.
-- or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags.AllowDuplicateId, true); ... PopItemFlag()
-- Returns (pressed, hovered, held).
--- @param bb ImRect
--- @param id ImGuiID
--- @param flags? ImGuiButtonFlags
@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
@native
function ImGui.ButtonEx(label, size_arg, flags)
if size_arg == nil then size_arg = ImVec2(0, 0) end
if flags == nil then flags = 0 end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
local style = g.Style
local id = window:GetID(label)
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local pos = ImVec2() -- Don't modify the cursor!
ImVec2_Copy(pos, window.DC.CursorPos)
if bit32.band(flags, ImGuiButtonFlags.AlignTextBaseLine) ~= 0 and style.FramePadding.y < window.DC.CurrLineTextBaseOffset then -- 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 - style.FramePadding.y
end
local size = ImGui.CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0, label_size.y + style.FramePadding.y * 2.0)
local bb = ImRect(pos, pos + size)
ImGui.ItemSize(size, style.FramePadding.y)
if not ImGui.ItemAdd(bb, id) then
return false
end
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags)
-- 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("[", "]");
ImGui.RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, label_end, label_size, style.ButtonTextAlign, bb)
-- Automatically close popups
--if (pressed && !(flags & ImGuiButtonFlags.DontClosePopups) && (window->Flags & ImGuiWindowFlags.Popup))
-- CloseCurrentPopup();
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
return pressed
end
--- @param label string
--- @param size_arg? ImVec2
--- @return bool
function ImGui.Button(label, size_arg)
return ImGui.ButtonEx(label, size_arg, ImGuiButtonFlags.None)
end
-- 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 = ImGui.CalcItemSize(ImVec2(size_arg.x ~= 0.0 and size_arg.x or -FLT_MIN, size_arg.y ~= 0.0 and size_arg.y or -FLT_MIN), 0.0, 0.0)
local id = window:GetID(str_id)
local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size)
ImGui.ItemSize(size)
local item_flags = (bit32.band(flags, ImGuiButtonFlags.EnableNav) ~= 0) and ImGuiItemFlags.None or ImGuiItemFlags.NoNav
if not ImGui.ItemAdd(bb, id, nil, item_flags) then
return false
end
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags)
ImGui.RenderNavCursor(bb, id)
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags)
return pressed
end
--- @param str_id string
--- @param dir ImGuiDir
--- @param size ImVec2
--- @param flags? ImGuiButtonFlags
function ImGui.ArrowButtonEx(str_id, dir, size, flags)
if flags == nil then flags = 0 end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
local id = window:GetID(str_id)
local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size)
local default_size = ImGui.GetFrameHeight()
ImGui.ItemSize(size, (size.y >= default_size) and g.Style.FramePadding.y or -1.0)
if not ImGui.ItemAdd(bb, id) then
return false
end
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, flags)
-- Render
local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.ButtonActive or hovered and ImGuiCol.ButtonHovered or ImGuiCol.Button)
local text_col = ImGui.GetColorU32(ImGuiCol.Text)
ImGui.RenderNavCursor(bb, id)
ImGui.RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding)
ImGui.RenderArrow(window.DrawList, bb.Min + ImVec2(ImMax(0.0, (size.x - g.FontSize) * 0.5), ImMax(0.0, (size.y - g.FontSize) * 0.5)), text_col, dir)
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags)
return pressed
end
--- @param str_id string
--- @param dir ImGuiDir
function ImGui.ArrowButton(str_id, dir)
local sz = ImGui.GetFrameHeight()
return ImGui.ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags.None)
end
-- 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() - ImVec2(0.5, 0.5)
local cross_extent = g.FontSize * 0.5 * 0.7071 - 1
local cross_col = ImGui.GetColorU32(ImGuiCol.Text)
local cross_thickness = 1.0 -- FIXME-DPI
window.DrawList:AddLine(cross_center + ImVec2(cross_extent, cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, cross_thickness)
window.DrawList:AddLine(cross_center + ImVec2(cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, cross_extent), cross_col, cross_thickness)
return pressed
end
--- @return bool
function ImGui.CollapseButton(id, pos)
local g = GImGui
local window = g.CurrentWindow
local bb = ImRect(pos, pos + ImVec2(g.FontSize, g.FontSize))
local is_clipped = not ImGui.ItemAdd(bb, id)
local pressed, hovered = ImGui.ButtonBehavior(bb, id)
-- Render
if hovered then
window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.ButtonHovered))
end
if window.Collapsed then
ImGui.RenderArrow(window.DrawList, bb.Min, ImGui.GetColorU32(ImGuiCol.Text), ImGuiDir.Right, 1)
else
ImGui.RenderArrow(window.DrawList, bb.Min, ImGui.GetColorU32(ImGuiCol.Text), ImGuiDir.Down, 1)
end
return pressed
end
--- @param window ImGuiWindow
--- @param axis ImGuiAxis
--- @return ImGuiID
function ImGui.GetWindowScrollbarID(window, axis)
if axis == ImGuiAxis.X then
return window:GetID("#SCROLLX")
else
return window:GetID("#SCROLLY")
end
end
-- 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 size_visible = window.InnerRect.Max[axis] - window.InnerRect.Min[axis]
local size_contents = window.ContentSize[axis] + window.WindowPadding[axis] * 2.0
local scroll = window.Scroll[axis]
local held
held, scroll = ImGui.ScrollbarEx(bb, id, axis, scroll, size_visible, size_contents, rounding_corners)
window.Scroll[axis] = scroll
end
-- - 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 = ImGui.GetFrameHeight()
local pos = ImVec2()
ImVec2_Copy(pos, window.DC.CursorPos)
local total_width
if label_size.x > 0.0 then
total_width = square_sz + style.ItemInnerSpacing.x + label_size.x
else
total_width = square_sz
end
local total_bb = ImRect(pos, pos + ImVec2(total_width, label_size.y + style.FramePadding.y * 2.0))
ImGui.ItemSize(total_bb, style.FramePadding.y)
local is_visible = ImGui.ItemAdd(total_bb, id)
local is_multi_select = (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.IsMultiSelect) ~= 0)
if not is_visible then
if not is_multi_select or not g.BoxSelectState.UnclipMode or not g.BoxSelectState.UnclipRect:Overlaps(total_bb) then -- Extra layer of "no logic clip" for box-select support
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0))
return false, v
end
end
-- Range-Selection/Multi-selection support (header)
local checked = v
if is_multi_select then
-- TODO: MultiSelectItemHeader()
end
local pressed, hovered, held = ImGui.ButtonBehavior(total_bb, id)
-- Range-Selection/Multi-selection support (footer)
if is_multi_select then
-- TODO: MultiSelectItemFooter()
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, pos + ImVec2(square_sz, square_sz))
local mixed_value = (bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.MixedValue) ~= 0)
if is_visible then
ImGui.RenderNavCursor(total_bb, id)
local bg_col = ImGui.GetColorU32((held and hovered) and ImGuiCol.FrameBgActive or (hovered and ImGuiCol.FrameBgHovered or ((mixed_value or checked) and ImGuiCol.CheckboxSelectedBg or ImGuiCol.FrameBg)))
local check_col = ImGui.GetColorU32(ImGuiCol.CheckMark)
ImGui.RenderFrame(check_bb.Min, check_bb.Max, bg_col, true, style.FrameRounding)
if mixed_value then
-- Undocumented tristate/mixed/indeterminate checkbox (#2644)
-- This may seem awkwardly designed because the aim is to make ImGuiItemFlags.MixedValue supported by all widgets (not just checkbox)
local pad_val = ImMax(1.0, IM_TRUNC(square_sz / 3.6))
local pad = ImVec2(pad_val, pad_val)
window.DrawList:AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding)
elseif v then
local pad = ImMax(1.0, IM_TRUNC(square_sz / 6.0))
ImGui.RenderCheckMark(window.DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0)
end
end
local label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y)
if g.LogEnabled then
-- ImGui.LogRenderedText(label_pos, mixed_value and "[~]" or (v and "[x]" or "[ ]"))
end
if is_visible and label_size.x > 0.0 then
ImGui.RenderText(label_pos, label, 1, label_end, false)
end
-- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0))
return pressed, v
end
--- @param label string
--- @param flags int
--- @param flags_value int
--- @return bool is_pressed
--- @return int flags_new # Updated `flags`
function ImGui.CheckboxFlags(label, flags, flags_value)
local all_on = bit32.band(flags, flags_value) == flags_value
local any_on = bit32.band(flags, flags_value) ~= 0
local pressed
if not all_on and any_on then
local g = GImGui
g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, ImGuiItemFlags.MixedValue)
pressed, all_on = ImGui.Checkbox(label, all_on)
else
pressed, all_on = ImGui.Checkbox(label, all_on)
end
if pressed then
if all_on then
flags = bit32.bor(flags, flags_value)
else
flags = bit32.band(flags, bit32.bnot(flags_value))
end
end
return pressed, flags
end
ImGui.CheckboxFlagsT = ImGui.CheckboxFlags
--- @param label string
--- @param active bool
--- @return bool is_pressed
function ImGui.RadioButtonEx(label, active)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return false
end
local g = GImGui
local style = g.Style
local id = window:GetID(label)
local label_end = ImGui.FindRenderedTextEnd(label)
local label_size = ImGui.CalcTextSize(label, label_end, false)
local square_sz = ImGui.GetFrameHeight()
local pos = ImVec2()
ImVec2_Copy(pos, window.DC.CursorPos)
local check_bb = ImRect(pos, pos + ImVec2(square_sz, square_sz))
local total_bb = ImRect(pos, pos + ImVec2(square_sz + (label_size.x > 0.0 and style.ItemInnerSpacing.x + label_size.x or 0.0), label_size.y + style.FramePadding.y * 2.0))
ImGui.ItemSize(total_bb, style.FramePadding.y)
if not ImGui.ItemAdd(total_bb, id) then
return false
end
local center = check_bb:GetCenter()
center.x = IM_ROUND(center.x)
center.y = IM_ROUND(center.y)
local radius = (square_sz - 1.0) * 0.5
local pressed, hovered, held = ImGui.ButtonBehavior(total_bb, id)
if (pressed) then
ImGui.MarkItemEdited(id)
end
ImGui.RenderNavCursor(total_bb, id)
local num_segment = window.DrawList:_CalcCircleAutoSegmentCount(radius)
local col
if held and hovered then
col = ImGui.GetColorU32(ImGuiCol.FrameBgActive)
else
if hovered then
col = ImGui.GetColorU32(ImGuiCol.FrameBgHovered)
else
col = ImGui.GetColorU32(ImGuiCol.FrameBg)
end
end
window.DrawList:AddCircleFilled(center, radius, col, num_segment)
if active then
local pad = ImMax(1.0, IM_TRUNC(square_sz / 6.0))
window.DrawList:AddCircleFilled(center, radius - pad, ImGui.GetColorU32(ImGuiCol.CheckMark))
end
if style.FrameBorderSize > 0.0 then
window.DrawList:AddCircle(center + ImVec2(1, 1), radius, ImGui.GetColorU32(ImGuiCol.BorderShadow), num_segment, style.FrameBorderSize)
window.DrawList:AddCircle(center, radius, ImGui.GetColorU32(ImGuiCol.Border), num_segment, style.FrameBorderSize)
end
local label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y)
if g.LogEnabled then
-- ImGui.LogRenderedText(label_pos, active and "(x)" or "( )")
end
if label_size.x > 0.0 then
ImGui.RenderText(label_pos, label, 1, label_end, false)
end
return pressed
end
-- `rawequal` is used here to check if v == v_button
--- @param label string
--- @param v any
--- @param v_button any
--- @return bool is_pressed
--- @return any v # Updated v
function ImGui.RadioButton(label, v, v_button)
local pressed = ImGui.RadioButtonEx(label, rawequal(v, v_button))
if pressed then
v = v_button
end
return pressed, v
end
-- size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
--- @param fraction float
--- @param size_arg? ImVec2
--- @param overlay? string
function ImGui.ProgressBar(fraction, size_arg, overlay)
if size_arg == nil then size_arg = ImVec2(-FLT_MIN, 0) end
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local g = GImGui
local style = g.Style
local pos = ImVec2()
ImVec2_Copy(pos, window.DC.CursorPos)
local size = ImGui.CalcItemSize(size_arg, ImGui.CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0)
local bb = ImRect(pos, pos + size)
ImGui.ItemSize(size, style.FramePadding.y)
if not ImGui.ItemAdd(bb, 0) then
return
end
-- Fraction < 0.0f 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()
-------------------------------------------------------------------------------
function ImGui.Spacing()
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
ImGui.ItemSize(ImVec2(0, 0))
end
--- @param size ImVec2
function ImGui.Dummy(size)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + size)
ImGui.ItemSize(size)
ImGui.ItemAdd(bb, 0)
end
function ImGui.NewLine()
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local g = GImGui
local backup_layout_type = window.DC.LayoutType
window.DC.LayoutType = ImGuiLayoutType.Vertical
window.DC.IsSameLine = false
if window.DC.CurrLineSize.y > 0.0 then -- In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
ImGui.ItemSize(ImVec2(0, 0))
else
ImGui.ItemSize(ImVec2(0.0, g.FontSize))
end
window.DC.LayoutType = backup_layout_type
end
function ImGui.AlignTextToFramePadding()
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
local g = GImGui
window.DC.CurrLineSize.y = ImMax(window.DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2)
window.DC.CurrLineTextBaseOffset = ImMax(window.DC.CurrLineTextBaseOffset, g.Style.FramePadding.y)
end
-- 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(ImVec2(window.DC.CursorPos.x, y1), ImVec2(window.DC.CursorPos.x + thickness, y2))
ImGui.ItemSize(ImVec2(thickness, 0.0))
if not ImGui.ItemAdd(bb, 0) then
return
end
-- Draw
window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Separator))
if g.LogEnabled then
ImGui.LogText(" |")
end
elseif bit32.band(flags, ImGuiSeparatorFlags.Horizontal) ~= 0 then
-- Horizontal Separator
local x1 = window.DC.CursorPos.x
local x2 = window.WorkRect.Max.x
-- Preserve legacy behavior inside Columns()
-- Before Tables API happened, we relied on Separator() to span all columns of a Columns() set.
-- We currently don't need to provide the same feature for tables because tables naturally have border features.
local columns = (bit32.band(flags, ImGuiSeparatorFlags.SpanAllColumns) ~= 0) and window.DC.CurrentColumns or nil
if columns then
x1 = window.Pos.x + window.DC.Indent.x -- Used to be Pos.x before 2023/10/03
x2 = window.Pos.x + window.Size.x
ImGui.PushColumnsBackground()
end
-- We don't provide our width to the layout so that it doesn't get feed back into AutoFit
-- FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell)
-- 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(ImVec2(x1, window.DC.CursorPos.y), ImVec2(x2, window.DC.CursorPos.y + thickness))
ImGui.ItemSize(ImVec2(0.0, thickness))
if ImGui.ItemAdd(bb, 0) then
-- Draw
window.DrawList:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.Separator))
if g.LogEnabled then
ImGui.LogRenderedText(bb.Min, "--------------------------------")
end
end
if columns then
ImGui.PopColumnsBackground()
columns.LineMinY = window.DC.CursorPos.y
end
end
end
function ImGui.Separator()
local g = GImGui
local window = g.CurrentWindow
if window.SkipItems then
return
end
-- Those flags should eventually be configurable by the user
local flags
if window.DC.LayoutType == ImGuiLayoutType.Horizontal then
flags = ImGuiSeparatorFlags.Vertical
else
flags = ImGuiSeparatorFlags.Horizontal
end
-- Only applies to legacy Columns() api as they relied on Separator() a lot.
if window.DC.CurrentColumns then
flags = bit32.bor(flags, ImGuiSeparatorFlags.SpanAllColumns)
end
ImGui.SeparatorEx(flags, ImMax(g.Style.SeparatorSize, 1.0))
end
--- @param id ImGuiID
--- @param label string
--- @param label_end? int
--- @param extra_w float
function ImGui.SeparatorTextEx(id, label, label_end, extra_w)
local g = GImGui
local window = g.CurrentWindow
local style = g.Style
local label_size = ImGui.CalcTextSize(label, label_end, false)
local pos = ImVec2(window.DC.CursorPos.x, window.DC.CursorPos.y)
local padding = style.SeparatorTextPadding
local separator_thickness = style.SeparatorTextBorderSize
local min_size = ImVec2(label_size.x + extra_w + padding.x * 2.0, ImMax(label_size.y + padding.y * 2.0, separator_thickness))
local bb = ImRect(pos, ImVec2(window.WorkRect.Max.x, pos.y + min_size.y))
local text_baseline_y = ImTrunc((bb:GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.999) --ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f))
ImGui.ItemSize(min_size, text_baseline_y)
if not ImGui.ItemAdd(bb, id) then
return
end
local sep1_x1 = pos.x
local sep2_x2 = bb.Max.x
local seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5 + 0.999)
local label_avail_w = ImMax(0.0, sep2_x2 - sep1_x1 - padding.x * 2.0)
local label_pos = ImVec2(pos.x + padding.x + ImMax(0.0, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y) -- FIXME-ALIGN
-- This allows using SameLine() to position something in the 'extra_w'
window.DC.CursorPosPrevLine.x = label_pos.x + label_size.x
local separator_col = ImGui.GetColorU32(ImGuiCol.Separator)
if label_size.x > 0.0 then
local sep1_x2 = label_pos.x - style.ItemSpacing.x
local sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x
if sep1_x2 > sep1_x1 and separator_thickness > 0.0 then
window.DrawList:AddLineH(sep1_x1, sep1_x2, seps_y, separator_col, separator_thickness)
end
if sep2_x2 > sep2_x1 and separator_thickness > 0.0 then
window.DrawList:AddLineH(sep2_x1, sep2_x2, seps_y, separator_col, separator_thickness)
end
if g.LogEnabled then
ImGui.LogSetNextTextDecoration("---", nil)
end
ImGui.RenderTextEllipsis(window.DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, label, label_end, label_size)
else
if g.LogEnabled then
ImGui.LogText("---")
end
if separator_thickness > 0.0 then
window.DrawList:AddLineH(sep1_x1, sep2_x2, seps_y, separator_col, separator_thickness)
end
end
end
--- @param label string
function ImGui.SeparatorText(label)
local window = ImGui.GetCurrentWindow()
if window.SkipItems then
return
end
-- 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.RoundCornersAll or ImDrawFlags.RoundCornersLeft)
end
if bit32.band(flags, ImGuiComboFlags.NoArrowButton) == 0 then
local bg_col = ImGui.GetColorU32((popup_open or hovered) and ImGuiCol.ButtonHovered or ImGuiCol.Button)
local text_col = ImGui.GetColorU32(ImGuiCol.Text)
window.DrawList:AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) and ImDrawFlags.RoundCornersAll or ImDrawFlags.RoundCornersRight)
if value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x then
ImGui.RenderArrow(window.DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir.Down, 1.0)
end
end
ImGui.RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding)
-- Custom preview
if bit32.band(flags, ImGuiComboFlags.CustomPreview) ~= 0 then
g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y)
IM_ASSERT(preview_value == nil or preview_value == "")
preview_value = nil
end
-- Render preview and label
if preview_value ~= nil and bit32.band(flags, ImGuiComboFlags.NoPreview) == 0 then
if g.LogEnabled then
ImGui.LogSetNextTextDecoration("{", "}")
end
ImGui.RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, nil, nil)
end
if label_size.x > 0 then
ImGui.RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label, 1, label_end, false)
end
if not popup_open then
return false
end
g.NextWindowData.HasFlags = backup_next_window_data_flags
return ImGui.BeginComboPopup(popup_id, bb, flags)
end
--- @param popup_id ImGuiID
--- @param bb ImRect
--- @param flags ImGuiComboFlags
function ImGui.BeginComboPopup(popup_id, bb, flags)
local g = GImGui
if not ImGui.IsPopupOpen(popup_id, ImGuiPopupFlags.None) then
g.NextWindowData:ClearFlags()
return false
end
-- 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"
-- TODO: temporary patch. does not look good
--- @param fmt string
local function ImParseFormatTrimDecorations(fmt)
local fmt_start = ImParseFormatFindStart(fmt)
if string.byte(fmt, fmt_start) ~= 37 then -- '%'
return ""
end
--- @cast fmt_start int
local fmt_end = ImParseFormatFindEnd(fmt, fmt_start)
if string.byte(fmt, fmt_end) ~= 37 then
return string.sub(fmt, fmt_start)
end
return string.sub(fmt, fmt_start, fmt_end)
end
-- - 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 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 frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0))
local total_bb = ImRect(frame_bb.Min, frame_bb.Max + ImVec2((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0, 0.0))
local temp_input_allowed = (bit32.band(flags, ImGuiSliderFlags.NoInput) == 0)
ImGui.ItemSize(total_bb, style.FramePadding.y)
if not ImGui.ItemAdd(total_bb, id, frame_bb, temp_input_allowed and ImGuiItemFlags.Inputable or 0) then
return data, false
end
-- Default format string when passing NULL
if format == nil then
format = ImGui.DataTypeGetInfo(data_type).PrintFmt
end
local hovered = ImGui.ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags)
local temp_input_is_active = temp_input_allowed and ImGui.TempInputIsActive(id)
if not temp_input_is_active then
-- 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 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] - bb.Min[axis]) - 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] + grab_padding + grab_sz * 0.5
local slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5
local logarithmic_zero_epsilon = 0.0 -- 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]
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
if slider_sz < 1.0 then
ImRect_Copy(out_grab_bb, ImRect(bb.Min, bb.Min))
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
ImRect_Copy(out_grab_bb, ImRect(grab_pos - grab_sz * 0.5, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5, bb.Max.y - grab_padding))
else
ImRect_Copy(out_grab_bb, ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5))
end
end
return v, value_changed
end
-- 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 frame_bb = ImRect(window.DC.CursorPos, window.DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0))
local total_bb_x = frame_bb.Max.x + ((label_size.x > 0.0) and (style.ItemInnerSpacing.x + label_size.x) or 0.0)
local total_bb = ImRect(frame_bb.Min, ImVec2(total_bb_x, frame_bb.Max.y))
local temp_input_allowed = bit32.band(flags, ImGuiSliderFlags.NoInput) == 0
ImGui.ItemSize(total_bb, style.FramePadding.y)
local item_flags = temp_input_allowed and ImGuiItemFlags.Inputable or 0
if not ImGui.ItemAdd(total_bb, id, frame_bb, item_flags) then
return data, false
end
-- 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 = ImRect()
local value_changed
data, value_changed = ImGui.SliderBehavior(frame_bb, id, data_type, data, min, max, format, flags, grab_bb)
if value_changed then
ImGui.MarkItemEdited(id)
end
-- 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
--- @param wrap_width float
--- @param max_output_buffer_size int
--- @return int size
--- @return int? out_buf_end
local function InputTextLineIndexBuild(flags, line_index, buf, buf_end, wrap_width, max_output_buffer_size)
local g = GImGui
local size = 0
local s = 1
local trailing_line_already_counted = false
if bit32.band(flags, ImGuiInputTextFlags.WordWrap) ~= 0 then
while s < buf_end do
if size <= max_output_buffer_size then
line_index.Offsets:push_back(s - 1)
end
size = size + 1
s = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, buf, s, buf_end, wrap_width, ImDrawTextFlags.WrapKeepBlanks)
if buf[s] == 10 then s = s + 1 end
end
elseif buf_end ~= nil then
while s < buf_end do
if size <= max_output_buffer_size then
line_index.Offsets:push_back(s - 1)
end
size = size + 1
s = ImMemchr(buf, 10, s) --[[@as int]] -- FIXME:
if s then s = s + 1 else s = buf_end end
end
else
-- Inactive path: we don't know buf_end ahead of time.
local s_eol
s = 1
while true do
if size <= max_output_buffer_size then
line_index.Offsets:push_back(s - 1)
end
size = size + 1
s_eol = ImMemchr(buf, 10, s)
if s_eol == nil then
s = s + ImStd.ImStrlen(buf) - s -- FIXME:
trailing_line_already_counted = true
break
end
s = s_eol + 1
end
end
local out_buf_end
if out_buf_end ~= nil then
out_buf_end = s
buf_end = s
end
if size == 0 then
line_index.Offsets:push_back(0)
size = size + 1
end
if s > 1 and buf[s - 1] == 10 and not trailing_line_already_counted then
local old_size = size
size = size + 1
if old_size <= max_output_buffer_size then
line_index.Offsets:push_back(s - 1)
end
end
return size, out_buf_end
end
--- @param t table
--- @param in_begin int
--- @param in_end int
--- @param v int
local function ImLowerBound(t, in_begin, in_end, v)
local in_p = in_begin
local count = in_end - in_begin
local floor = math.floor
local rshift = bit32.rshift
while count > 0 do
local count2 = floor(rshift(count, 1))
local mid = in_p + count2
if t[mid] < v then
in_p = mid + 1
count = count - count2 - 1
else
count = count2
end
end
return in_p
end
--- @param g ImGuiContext
--- @param state ImGuiInputTextState
--- @param line_index ImGuiTextIndex
--- @param buf char[]
--- @param buf_end int
--- @param cursor_n int
--- @return ImVec2
local function InputTextLineIndexGetPosOffset(g, state, line_index, buf, buf_end, cursor_n)
local cursor_ptr = cursor_n
local it = ImLowerBound(line_index.Offsets, 1, line_index.Offsets.Size + 1, cursor_ptr)
if it > 1 then
if it > line_index.Offsets.Size or line_index.Offsets[it] ~= cursor_ptr or (state ~= nil and state.WrapWidth > 0.0 and state.LastMoveDirectionLR == ImGuiDir.Right and
buf[cursor_ptr - 1] ~= 10 and buf[cursor_ptr - 1] ~= 0) then
it = it - 1
end
end
local line_no = it
local line_start = (line_no == 1) and 1 or line_index.Offsets[line_no] + 1
local offset = ImVec2()
offset.x = InputTextCalcTextSize(g, buf, line_start, cursor_ptr, buf_end, nil, ImDrawTextFlags.WrapKeepBlanks).x
offset.y = line_no * g.FontSize
return offset
end
-- Edit a string of text
-- - 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 ret2 then
break
end
local c_utf8 = {0, 0, 0, 0, 0}
ImStd.ImTextCharToUtf8(c_utf8, c)
local out_len = ImStd.ImStrlen(c_utf8)
clipboard_filtered:resize(clipboard_filtered.Size + out_len)
ImStd.memmove(clipboard_filtered.Data, clipboard_filtered.Size - out_len, c_utf8, 1, out_len)
until true
end
if clipboard_filtered.Size > 0 then -- 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.LiveEditOnInputScalar) ~= 0 then
-- Apply when modified
if (ImStd.strcmp(state.TextSrc, buf) ~= 0) then
apply_new_text = state.TextSrc
apply_new_text_length = state.TextLen
value_changed = true
end
else
-- Apply on validation/deactivation, otherwise cancel out previous apply attempts (e.g. revert)
value_changed = ((validated or clear_active_id or revert_edit) and ImStd.strcmp(state.TextSrc, buf) ~= 0)
apply_new_text = value_changed and state.TextSrc or NULL
apply_new_text_length = value_changed and state.TextLen or 0
end
end
end
-- 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 = 1, 2
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)))
--- @cast buf_display_end int
local out_buf_end
line_count, out_buf_end = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, will_scroll_y and INT_MAX or (line_visible_n1 + 1))
if buf_display_end then
buf_display_end = out_buf_end
end
end
line_index.EndOffset = buf_display_end - 1
line_visible_n1 = ImMin(line_visible_n1, line_count + 1)
-- 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 - 1) * g.FontSize
rect.Max.x = rect.Min.x + rect_width
rect.Max.y = rect.Min.y + bg_offy_dn + g.FontSize
rect.Min.y = rect.Min.y + bg_offy_up
rect:ClipWith(clip_rect)
draw_window.DrawList:AddRectFilled(rect.Min, rect.Max, bg_color)
until true
end
end
end
-- 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 - 1) * g.FontSize),
text_col, clip_rect:AsVec4(),
buf_display,
line_index:get_line_begin(1, line_visible_n0),
line_index:get_line_end(1, line_visible_n1 - 1),
wrap_width, bit32.bor(ImDrawTextFlags.WrapKeepBlanks, ImDrawTextFlags.CpuFineClip))
end
-- Render blinking cursor
if render_cursor then
state.CursorAnim = state.CursorAnim + io.DeltaTime
local cursor_is_visible = (not g.IO.ConfigInputTextCursorBlink) or (state.CursorAnim <= 0.0) or (ImFmod(state.CursorAnim, 1.20) <= 0.80)
local cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll)
local cursor_screen_rect = ImRect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5, cursor_screen_pos.x + 1.0, cursor_screen_pos.y - 1.5)
if cursor_is_visible and cursor_screen_rect:Overlaps(clip_rect) then
draw_window.DrawList:AddLineV(cursor_screen_rect.Min.x, cursor_screen_rect.Min.y, cursor_screen_rect.Max.y, ImGui.GetColorU32(ImGuiCol.InputTextCursor), style.InputTextCursorSize)
end
-- Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
-- This is required for some backends (SDL3) to start emitting character/text inputs.
-- As per #6341, make sure we don't set that on the deactivating frame.
if not is_readonly and g.ActiveId == id then
local ime_data = g.PlatformImeData -- (this is a public struct, passed to io.Platform_SetImeDataFn() handler)
ime_data.WantVisible = true
ime_data.WantTextInput = true
ImVec2_Copy(ime_data.InputPos, ImVec2(cursor_screen_pos.x - 1.0, cursor_screen_pos.y - g.FontSize))
ime_data.InputLineHeight = g.FontSize
ime_data.ViewportId = window.Viewport.ID
end
end
if is_password and not is_displaying_hint then
ImGui.PopPasswordFont()
end
if is_multiline then
-- For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags.Inputable (see #4761, #7870)...
ImGui.Dummy(ImVec2(0.0, text_size_y + style.FramePadding.y))
g.NextItemData.ItemFlagsSet = bit32.bor(g.NextItemData.ItemFlagsSet, 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
-- TODO:
-- When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().
if picker_active_window and g.ActiveId ~= 0 and g.ActiveIdWindow == picker_active_window then
g.LastItemData.ID = g.ActiveId
end
if value_changed and g.LastItemData.ID ~= 0 then -- In case of ID collision, the second EndGroup() won't catch g.ActiveId
ImGui.MarkItemEdited(g.LastItemData.ID)
end
return value_changed
end
end
--- @param label string
--- @param col [float, float, float]
--- @param flags? ImGuiColorEditFlags
function ImGui.ColorEdit3(label, col, flags)
if flags == nil then flags = 0 end
if flags == nil then flags = 0 end
return ImGui.ColorEdit4(label, col, bit32.bor(flags, ImGuiColorEditFlags.NoAlpha))
end
-- `col` mutated in place, returns value_changed
function ImGui.ColorPicker3(label, col, flags)
if flags == nil then flags = 0 end
local col4 = { col[1], col[2], col[3], 1.0 }
if not ImGui.ColorPicker4(label, col4, bit32.bor(flags or 0, ImGuiColorEditFlags.NoAlpha)) then
return false
end
col[1] = col4[1]; col[2] = col4[2]; col[3] = col4[3]
return true
end
-- 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, 0, bar1_bb:GetWidth() / 2.0, ImVec2(0.0, 0.0))
draw_list:AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, bit32.band(user_col32_striped_of_alpha, bit32.bnot(IM_COL32_A_MASK)), bit32.band(user_col32_striped_of_alpha, bit32.bnot(IM_COL32_A_MASK)))
local bar1_line_y = IM_ROUND(picker_pos.y + (1.0 - alpha) * sv_picker_size)
ImGui.RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0)
RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0, style.Alpha)
end
ImGui.EndGroup()
if value_changed then
for i = 1, components do
if backup_initial_col[i] ~= col[i] then
break
end
if i == components then
value_changed = false
end
end
end
if value_changed and g.LastItemData.ID ~= 0 then -- In case of ID collision, the second EndGroup() won't catch g.ActiveId
ImGui.MarkItemEdited(g.LastItemData.ID)
end
if set_current_color_edit_id then
g.ColorEditCurrentID = 0
end
ImGui.PopID()
return value_changed
end
end
-- 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 bb_inner = ImRect()
ImRect_Copy(bb_inner, bb)
local off = 0.0
if bit32.band(flags, ImGuiColorEditFlags.NoBorder) == 0 then
off = -0.75
bb_inner:Expand(off)
end
if bit32.band(flags, ImGuiColorEditFlags.AlphaPreviewHalf) ~= 0 and col_rgb.w < 1.0 then
local mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5)
if bit32.band(flags, ImGuiColorEditFlags.AlphaNoBg) == 0 then
ImGui.RenderColorRectWithAlphaCheckerboard(window.DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, ImGui.GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags.RoundCornersRight)
else
window.DrawList:AddRectFilled(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, ImGui.GetColorU32(col_rgb), rounding, ImDrawFlags.RoundCornersRight)
end
window.DrawList:AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), ImGui.GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags.RoundCornersLeft)
else
-- 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_inner.Min, bb_inner.Max, ImGui.GetColorU32(col_source), grid_step, ImVec2(off, off), rounding)
else
window.DrawList:AddRectFilled(bb_inner.Min, bb_inner.Max, ImGui.GetColorU32(col_source), rounding)
end
end
ImGui.RenderNavCursor(bb, id)
if bit32.band(flags, ImGuiColorEditFlags.NoBorder) == 0 then
if g.Style.FrameBorderSize > 0.0 then
ImGui.RenderFrameBorder(bb.Min, bb.Max, rounding)
else
window.DrawList:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.FrameBg), rounding) -- Color buttons are often in need of some sort of border
end
end
-- Drag and Drop Source
-- NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.
-- if g.ActiveId == id and bit32.band(flags, ImGuiColorEditFlags.NoDragDrop) == 0 and ImGui.BeginDragDropSource() then
-- if bit32.band(flags, ImGuiColorEditFlags.NoAlpha) ~= 0 then
-- ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, col_rgb, ImGuiCond.Once)
-- else
-- ImGui.SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, col_rgb, ImGuiCond.Once)
-- end
-- ImGui.ColorButton(desc_id, col, flags)
-- ImGui.SameLine()
-- ImGui.TextEx("Color")
-- ImGui.EndDragDropSource()
-- end
-- Tooltip
if bit32.band(flags, ImGuiColorEditFlags.NoTooltip) == 0 and hovered and ImGui.IsItemHovered(ImGuiHoveredFlags.ForTooltip) then
ImGui.ColorTooltip(desc_id, col, bit32.band(flags, bit32.bor(ImGuiColorEditFlags.InputMask_, ImGuiColorEditFlags.AlphaMask_)))
end
return pressed
end
-- 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)
local padding
if use_frame_padding then
padding = style.FramePadding
else
padding = ImVec2(style.FramePadding.x, ImMin(window.DC.CurrLineTextBaseOffset, style.FramePadding.y))
end
if label_end == nil then
label_end = ImGui.FindRenderedTextEnd(label)
end
local label_size = ImGui.CalcTextSize(label, label_end, false)
local text_offset_x = g.FontSize + (display_frame and (padding.x * 3) or (padding.x * 2)) -- 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)
ImGui.ItemSize(ImVec2(text_width, frame_height), 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 x1 = ImTrunc(parent_data.DrawLinesX1)
local x2 = ImTrunc(target_pos.x - g.Style.ItemInnerSpacing.x)
local y = ImTrunc(target_pos.y)
local rounding = (g.Style.TreeLinesRounding > 0.0) and ImMin(x2 - x1, g.Style.TreeLinesRounding) or 0.0
parent_data.DrawLinesToNodesY2 = ImMax(parent_data.DrawLinesToNodesY2, y - rounding)
if x1 >= x2 then
return
end
if rounding > 0.0 then
x1 = x1 + 0.5 + rounding
window.DrawList:PathArcToFast(ImVec2(x1, y - rounding), rounding, 6, 3)
if x1 < x2 then
window.DrawList:PathLineTo(ImVec2(x2, y))
end
window.DrawList:PathStroke(ImGui.GetColorU32(ImGuiCol.TreeLines), g.Style.TreeLinesSize)
else
window.DrawList:AddLineH(x1, x2, y, ImGui.GetColorU32(ImGuiCol.TreeLines), g.Style.TreeLinesSize)
end
end
-- 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 = ImVec2(0, 0) end
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
-- TODO: selected, button_flags = ImGui.MultiSelectItemHeader(id, selected, button_flags)
end
local pressed, hovered, held = ImGui.ButtonBehavior(bb, id, button_flags)
local auto_selected = false
-- Multi-selection support (footer)
if is_multi_select then
-- TODO: selected, pressed = ImGui.MultiSelectItemFooter(id, selected, pressed)
else
-- Auto-select when moved into
-- - This will be more fully fleshed in the range-select branch
-- - This is not exposed as it won't nicely work with some user side handling of shift/control
-- - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons
-- - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())
-- - (2) usage will fail with clipped items
-- The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.
if bit32.band(flags, ImGuiSelectableFlags.SelectOnNav) ~= 0 and g.NavJustMovedToId ~= 0 and g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId then
if g.NavJustMovedToId == id and bit32.band(g.NavJustMovedToKeyMods, ImGuiMod_Ctrl) == 0 then
selected = true
pressed = true
auto_selected = true
end
end
end
-- Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad
if pressed or (hovered and bit32.band(flags, ImGuiSelectableFlags.SetNavIdOnHover) ~= 0) then
if not g.NavHighlightItemUnderNav and g.NavWindow == window and g.NavLayer == window.DC.NavLayerCurrent then
ImGui.SetNavID(id, window.DC.NavLayerCurrent, g.CurrentFocusScopeId, ImGui.WindowRectAbsToRel(window, bb)) -- (bb == NavRect)
if g.IO.ConfigNavCursorVisibleAuto then
g.NavCursorVisible = false
end
end
end
if pressed then
ImGui.MarkItemEdited(id)
end
if selected ~= was_selected then
g.LastItemData.StatusFlags = bit32.bor(g.LastItemData.StatusFlags, ImGuiItemStatusFlags.ToggledSelection)
end
if g.ActiveId == id and g.ActiveIdIsJustActivated then
g.ActiveIdWasSelected = was_selected
g.ActiveIdWasSoleSelected = was_selected and (not is_multi_select or g.CurrentMultiSelect.IsSoleOrUnknownSelectionSize)
end
-- Render
if is_visible then
local highlighted = hovered or (bit32.band(flags, ImGuiSelectableFlags.Highlight) ~= 0)
if highlighted or selected then
-- Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106)
local col
if held and highlighted then
col = ImGui.GetColorU32(ImGuiCol.HeaderActive)
elseif highlighted then
col = ImGui.GetColorU32(ImGuiCol.HeaderHovered)
else
col = ImGui.GetColorU32(ImGuiCol.Header)
end
ImGui.RenderFrame(bb.Min, bb.Max, col, false, style.SelectableRounding)
end
if g.NavId == id then
local nav_render_cursor_flags = ImGuiNavRenderCursorFlags.Compact
if is_multi_select then
nav_render_cursor_flags = bit32.bor(nav_render_cursor_flags, ImGuiNavRenderCursorFlags.AlwaysDraw) -- Always show the nav rectangle
end
ImGui.RenderNavCursor(bb, id, nav_render_cursor_flags, style.SelectableRounding)
end
end
if span_all_columns then
if g.CurrentTable then
ImGui.TablePopBackgroundChannel()
elseif window.DC.CurrentColumns then
ImGui.PopColumnsBackground()
end
end
-- Text stays at the submission position. Alignment/clipping extents ignore SpanAllColumns.
if is_visible then
ImGui.RenderTextClipped(pos, ImVec2(ImMin(pos.x + size.x, window.WorkRect.Max.x), pos.y + size.y), label, label_end, label_size, style.SelectableTextAlign, bb)
end
-- Automatically close popups
if pressed and not auto_selected and bit32.band(window.Flags, ImGuiWindowFlags.Popup) ~= 0 and bit32.band(flags, ImGuiSelectableFlags.NoAutoClosePopups) == 0 and bit32.band(g.LastItemData.ItemFlags, ImGuiItemFlags.AutoClosePopups) ~= 0 then
ImGui.CloseCurrentPopup()
end
if disabled_item and not disabled_global then
ImGui.EndDisabled()
end
-- 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: 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
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.RoundCornersTop)
if g.Style.TabBorderSize > 0.0 then
draw_list:PathLineTo(ImVec2(bb.Min.x, y2))
draw_list:PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9)
draw_list:PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12)
draw_list:PathLineTo(ImVec2(bb.Max.x, y2))
draw_list:PathStroke(ImGui.GetColorU32(ImGuiCol.Border), g.Style.TabBorderSize)
end
end
-- 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..
local ellipsis_max_x = text_ellipsis_clip_bb.Max.x
if close_button_visible or unsaved_marker_visible then
local visible_without_hover = unsaved_marker_visible or ((is_contents_visible and g.Style.TabCloseButtonMinWidthSelected or g.Style.TabCloseButtonMinWidthUnselected) < 0.0)
if visible_without_hover then
text_ellipsis_clip_bb.Max.x = text_ellipsis_clip_bb.Max.x - button_sz * 0.90
ellipsis_max_x = ellipsis_max_x - button_sz * 0.90
else
text_ellipsis_clip_bb.Max.x = text_ellipsis_clip_bb.Max.x - button_sz * 1.00
end
end
ImGui.LogSetNextTextDecoration("/", "\\")
ImGui.RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, ellipsis_max_x, label, label_end, label_size)
return close_button_pressed, text_clipped
end
end --[[ [SECTION] Widgets: BeginTabBar, EndTabBar, etc. (was imgui_tabs.lua) ]]
return true -- [Roblox] ModuleScripts must return exactly one value