diff --git a/extern/imgui/include/imconfig.h b/extern/imgui/include/imconfig.h index e9ccca3..a0c86ca 100644 --- a/extern/imgui/include/imconfig.h +++ b/extern/imgui/include/imconfig.h @@ -3,46 +3,50 @@ // Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. // You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. //----------------------------------------------------------------------------- -// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h) -// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" -// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include -// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. // Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. // Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. //----------------------------------------------------------------------------- #pragma once -#include "common.hpp" - //---- Define assertion handler. Defaults to calling assert(). // If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows -// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. -#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS +//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //---- Disable all of Dear ImGui or don't implement standard windows. // It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. //#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. //#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. -//#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty. +//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger window: ShowMetricsWindow() will be empty. //---- Don't implement some functions to reduce linkage requirements. -//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. -//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). //#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) //#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. -//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available //---- Include imgui_user.h at the end of imgui.h as a convenience //#define IMGUI_INCLUDE_IMGUI_USER_H @@ -50,41 +54,48 @@ //---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) //#define IMGUI_USE_BGRA_PACKED_COLOR -//---- Use 32-bit for ImWchar (default is 16-bit) to support full unicode code points. +//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) //#define IMGUI_USE_WCHAR32 //---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version -// By default the embedded implementations are declared static and not available outside of imgui cpp files. -//#define IMGUI_STB_TRUETYPE_FILENAME "stb_truetype.h" -//#define IMGUI_STB_RECT_PACK_FILENAME "stb_rect_pack.h" +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION -//---- Unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined, use the much faster STB sprintf library implementation of vsnprintf instead of the one from the default C library. -// Note that stb_sprintf.h is meant to be provided by the user and available in the include path at compile time. Also, the compatibility checks of the arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. +//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. // #define IMGUI_USE_STB_SPRINTF +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. // This will be inlined as part of ImVec2 and ImVec4 class declarations. - +/* #define IM_VEC2_CLASS_EXTRA \ - ImVec2(const prism::Offset& f) { x = static_cast(f.x); y = static_cast(f.y); } \ - operator prism::Offset() const { return prism::Offset(static_cast(x), static_cast(y)); } \ - ImVec2(const prism::Extent& f) { x = static_cast(f.width); y = static_cast(f.height); } \ - operator prism::Extent() const { return prism::Extent(static_cast(x), static_cast(y)); } + ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \ + operator MyVec2() const { return MyVec2(x,y); } -/*#define IM_VEC4_CLASS_EXTRA \ +#define IM_VEC4_CLASS_EXTRA \ ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ operator MyVec4() const { return MyVec4(x,y,z,w); } */ //---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. -// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bit indices). +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). // Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int -//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly) +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) //struct ImDrawList; //struct ImDrawCmd; //typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); diff --git a/extern/imgui/include/imgui.h b/extern/imgui/include/imgui.h index 79d593c..74d55eb 100644 --- a/extern/imgui/include/imgui.h +++ b/extern/imgui/include/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.81 WIP +// dear imgui, v1.84 WIP // (headers) // Help: @@ -11,10 +11,11 @@ // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/3793 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Wiki https://github.com/ocornut/imgui/wiki // - Issues & support https://github.com/ocornut/imgui/issues +// - Discussions https://github.com/ocornut/imgui/discussions /* @@ -27,11 +28,12 @@ Index of this file: // [SECTION] ImGuiStyle // [SECTION] ImGuiIO // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) -// [SECTION] Obsolete functions // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) -// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) -// [SECTION] Platform interface for multi-viewport support (ImGuiPlatformIO, ImGuiPlatformMonitor, ImGuiViewportFlags, ImGuiViewport) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] Platform interface for multi-viewport support (ImGuiPlatformIO, ImGuiPlatformMonitor) +// [SECTION] Obsolete functions and types */ @@ -59,8 +61,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.81 WIP" -#define IMGUI_VERSION_NUM 18002 +#define IMGUI_VERSION "1.84 WIP" +#define IMGUI_VERSION_NUM 18309 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_HAS_TABLE #define IMGUI_HAS_VIEWPORT // Viewport WIP branch @@ -90,18 +92,31 @@ Index of this file: #endif // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. -#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__) -#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) -#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) -#elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__) +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) #else #define IM_FMTARGS(FMT) #define IM_FMTLIST(FMT) #endif +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + // Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast" @@ -148,7 +163,7 @@ struct ImGuiTableSortSpecs; // Sorting specifications for a table (often struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") -struct ImGuiViewport; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports) +struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) // Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) @@ -166,8 +181,8 @@ typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() -typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. -typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() @@ -199,6 +214,8 @@ typedef void* ImTextureID; // User data for rendering backend to identi typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string. typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() // Character types // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) @@ -230,6 +247,7 @@ typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) #endif // 2D vector (often used to store positions or sizes) +IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec2 { float x, y; @@ -252,6 +270,7 @@ struct ImVec4 IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. #endif }; +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] Dear ImGui end-user API functions @@ -261,8 +280,9 @@ struct ImVec4 namespace ImGui { // Context creation and access - // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. - // None of those functions is reliant on the current context. + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context IMGUI_API ImGuiContext* GetCurrentContext(); @@ -326,13 +346,14 @@ namespace ImGui IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. - IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) IMGUI_API ImVec2 GetWindowSize(); // get current window size IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. - // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. @@ -345,7 +366,7 @@ namespace ImGui IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). - IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state @@ -381,7 +402,7 @@ namespace ImGui IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). IMGUI_API void PopStyleVar(int count = 1); - IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets IMGUI_API void PopAllowKeyboardFocus(); IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. IMGUI_API void PopButtonRepeat(); @@ -395,6 +416,7 @@ namespace ImGui IMGUI_API void PopTextWrapPos(); // Style read access + // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are) IMGUI_API ImFont* GetFont(); // get current font IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API @@ -426,8 +448,8 @@ namespace ImGui IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) IMGUI_API void SetCursorPosY(float local_y); // IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates - IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates (0..io.DisplaySize) or natural OS coordinates when using multiple viewport. Useful to work with ImDrawList API. - IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates (0..io.DisplaySize) or natural OS coordinates when using multiple viewport. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode. + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) IMGUI_API float GetTextLineHeight(); // ~ FontSize IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) @@ -435,11 +457,15 @@ namespace ImGui IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) // ID stack/scopes - // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most - // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. - // - The resulting ID are hashes of the entire stack. + // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. - // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, // whereas "str_id" denote a string that is only used as an ID and not normally displayed. IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). @@ -484,7 +510,7 @@ namespace ImGui // Widgets: Combo Box // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. - // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); @@ -512,8 +538,8 @@ namespace ImGui IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Regular Sliders // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. @@ -591,14 +617,18 @@ namespace ImGui IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. // Widgets: List Boxes - // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. + // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes. + // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); - IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards. - IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " - IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true! // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); @@ -615,13 +645,14 @@ namespace ImGui // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! - IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL // Tooltips @@ -639,30 +670,36 @@ namespace ImGui // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. // This is sometimes leading to confusing mistakes. May rework this in the future. + // Popups: begin/end functions // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar. IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + // Popups: open/close functions // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). - IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + // Popups: open+begin combined functions helpers // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. // - They are convenient to easily create context menus, hence the name. // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. - IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). - // Popups: test function + + // Popups: query functions // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. @@ -698,6 +735,7 @@ namespace ImGui IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + // Tables: Headers & Columns declaration // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. @@ -706,17 +744,19 @@ namespace ImGui // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in // some advanced use cases (e.g. adding custom widgets in header row). // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. - IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImU32 user_id = 0); + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + // Tables: Sorting // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may // wastefully sort your data every frame! // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). - IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). + // Tables: Miscellaneous functions // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) @@ -724,9 +764,10 @@ namespace ImGui IMGUI_API int TableGetRowIndex(); // return current row index. IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. - // Legacy Columns API (2020: prefer using Tables!) + // Legacy Columns API (prefer using Tables!) // - You can also use SameLine(pos_x) to mimic simplified columns. IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished @@ -749,15 +790,19 @@ namespace ImGui // Docking // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! - // - To dock windows: if io.ConfigDockingWithShift == false (default) drag window from their title bar. - // - To dock windows: if io.ConfigDockingWithShift == true: hold SHIFT anywhere while moving windows. - // About DockSpace: + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). + // About dockspaces: // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. - // - DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. - IMGUI_API void DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); - IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); - IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id (FIXME-DOCK) - IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) + // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. + // This is often used with ImGuiDockNodeFlags_PassthruCentralNode. + // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! + // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. + // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. + IMGUI_API ImGuiID DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) IMGUI_API ImGuiID GetWindowDockID(); IMGUI_API bool IsWindowDocked(); // is current window docked into another window? @@ -769,10 +814,14 @@ namespace ImGui IMGUI_API void LogFinish(); // stop logging (close file, etc.) IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); // Drag and Drop - // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement) - IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() @@ -790,13 +839,13 @@ namespace ImGui IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. - // Item/Widgets Utilities - // - Most of the functions are referring to the last/previous item we submitted. + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? - IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). @@ -811,6 +860,12 @@ namespace ImGui IMGUI_API ImVec2 GetItemRectSize(); // get size of last item IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + // Miscellaneous Utilities IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. @@ -881,12 +936,15 @@ namespace ImGui IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. // Debug Utilities + // - This is used by the IMGUI_CHECKVERSION() macro. IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. // Memory Allocators - // - All those functions are not reliant on the current context. - // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those. - IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); IMGUI_API void* MemAlloc(size_t size); IMGUI_API void MemFree(void* ptr); @@ -894,7 +952,6 @@ namespace ImGui // Read comments around the ImGuiPlatformIO structure for more details. // Note: You may use GetWindowViewport() to get the current viewport of the current window. IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list. - IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. In the future in "no main platform window" mode we will direct this to primary monitor. IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). @@ -930,7 +987,7 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) - ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker. + ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. ImGuiWindowFlags_NoDocking = 1 << 21, // Disable docking of this window ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, @@ -967,16 +1024,18 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally - ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) - ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) - // [Internal] - ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() - ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data + ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) + + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +#endif }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() @@ -1069,7 +1128,7 @@ enum ImGuiTabBarFlags_ enum ImGuiTabItemFlags_ { ImGuiTabItemFlags_None = 0, - ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() @@ -1129,7 +1188,7 @@ enum ImGuiTableFlags_ ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. - ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overriden by TableSetupColumn(). + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). // Sizing Extra Options ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. @@ -1163,28 +1222,30 @@ enum ImGuiTableColumnFlags_ { // Input configuration flags ImGuiTableColumnFlags_None = 0, - ImGuiTableColumnFlags_DefaultHide = 1 << 0, // Default as a hidden/disabled column. - ImGuiTableColumnFlags_DefaultSort = 1 << 1, // Default as a sorting column. - ImGuiTableColumnFlags_WidthStretch = 1 << 2, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). - ImGuiTableColumnFlags_WidthFixed = 1 << 3, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). - ImGuiTableColumnFlags_NoResize = 1 << 4, // Disable manual resizing. - ImGuiTableColumnFlags_NoReorder = 1 << 5, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. - ImGuiTableColumnFlags_NoHide = 1 << 6, // Disable ability to hide/disable this column. - ImGuiTableColumnFlags_NoClip = 1 << 7, // Disable clipping for this column (all NoClip columns will render in a same draw command). - ImGuiTableColumnFlags_NoSort = 1 << 8, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). - ImGuiTableColumnFlags_NoSortAscending = 1 << 9, // Disable ability to sort in the ascending direction. - ImGuiTableColumnFlags_NoSortDescending = 1 << 10, // Disable ability to sort in the descending direction. - ImGuiTableColumnFlags_NoHeaderWidth = 1 << 11, // Disable header text width contribution to automatic column width. - ImGuiTableColumnFlags_PreferSortAscending = 1 << 12, // Make the initial sort direction Ascending when first sorting on this column (default). - ImGuiTableColumnFlags_PreferSortDescending = 1 << 13, // Make the initial sort direction Descending when first sorting on this column. - ImGuiTableColumnFlags_IndentEnable = 1 << 14, // Use current Indent value when entering cell (default for column 0). - ImGuiTableColumnFlags_IndentDisable = 1 << 15, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. // Output status flags, read-only via TableGetColumnFlags() - ImGuiTableColumnFlags_IsEnabled = 1 << 20, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. - ImGuiTableColumnFlags_IsVisible = 1 << 21, // Status: is visible == is enabled AND not clipped by scrolling. - ImGuiTableColumnFlags_IsSorted = 1 << 22, // Status: is currently part of the sort specs - ImGuiTableColumnFlags_IsHovered = 1 << 23, // Status: is hovered by mouse + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse // [Internal] Combinations and masks ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, @@ -1678,6 +1739,7 @@ template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p // Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. //----------------------------------------------------------------------------- +IM_MSVC_RUNTIME_CHECKS_OFF template struct ImVector { @@ -1694,7 +1756,11 @@ struct ImVector inline ImVector() { Size = Capacity = 0; Data = NULL; } inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } - inline ~ImVector() { if (Data) IM_FREE(Data); } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. inline bool empty() const { return Size == 0; } inline int size() const { return Size; } @@ -1704,7 +1770,6 @@ struct ImVector inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } - inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } inline T* begin() { return Data; } inline const T* begin() const { return Data; } inline T* end() { return Data + Size; } @@ -1736,6 +1801,7 @@ struct ImVector inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } }; +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] ImGuiStyle @@ -1785,7 +1851,7 @@ struct ImGuiStyle bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. ImVec4 Colors[ImGuiCol_COUNT]; IMGUI_API ImGuiStyle(); @@ -1807,7 +1873,7 @@ struct ImGuiIO ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. - ImVec2 DisplaySize; // // Main display size, in pixels. This is for the default viewport. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size) float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. @@ -1828,7 +1894,6 @@ struct ImGuiIO // Docking options (when ImGuiConfigFlags_DockingEnable is set) bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. - bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. @@ -1900,7 +1965,7 @@ struct ImGuiIO bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). - float Framerate; // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. + float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. int MetricsRenderVertices; // Vertices output during last call to Render() int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 int MetricsRenderWindows; // Number of visible windows @@ -2003,7 +2068,6 @@ struct ImGuiWindowClass ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) - ImGuiDockNodeFlags DockNodeFlagsOverrideClear; // [EXPERIMENTAL] bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? @@ -2056,47 +2120,6 @@ struct ImGuiTableSortSpecs ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } }; -//----------------------------------------------------------------------------- -// [SECTION] Obsolete functions -// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) -// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. -//----------------------------------------------------------------------------- - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -namespace ImGui -{ - // OBSOLETED in 1.79 (from August 2020) - static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! - // OBSOLETED in 1.78 (from June 2020) - // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. - // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); - static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } - IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); - IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); - static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } - static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } - static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } - static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } - // OBSOLETED in 1.77 (from June 2020) - static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } - // OBSOLETED in 1.72 (from April 2019) - static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } - // OBSOLETED in 1.71 (from June 2019) - static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } - // OBSOLETED in 1.70 (from May 2019) - static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } - // OBSOLETED in 1.69 (from Mar 2019) - static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } - // OBSOLETED in 1.66 (from Sep 2018) - static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); } -} -#endif - //----------------------------------------------------------------------------- // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) //----------------------------------------------------------------------------- @@ -2342,6 +2365,9 @@ struct ImDrawCmd void* UserCallbackData; // 4-8 // The draw callback code can access this. ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + inline ImTextureID GetTexID() const { return TextureId; } }; // Vertex index, default to 16-bit @@ -2400,21 +2426,27 @@ struct ImDrawListSplitter IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); }; -enum ImDrawCornerFlags_ +// Flags for ImDrawList functions +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) +enum ImDrawFlags_ { - ImDrawCornerFlags_None = 0, - ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 - ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 - ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 - ImDrawCornerFlags_BotRight = 1 << 3, // 0x8 - ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3 - ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC - ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5 - ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA - ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone }; -// Flags for ImDrawList. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. // It is however possible to temporarily alter flags between calls to ImDrawList:: functions. enum ImDrawListFlags_ { @@ -2431,7 +2463,8 @@ enum ImDrawListFlags_ // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to // access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. -// All positions are generally in pixel coordinates (generally top-left at 0,0, bottom-right at io.DisplaySize, unless multiple viewports are used), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. struct ImDrawList { @@ -2473,8 +2506,8 @@ struct ImDrawList // In future versions we will use textures to provide cheaper and higher-quality circles. // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round - IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); @@ -2486,7 +2519,7 @@ struct ImDrawList IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); - IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) @@ -2497,19 +2530,19 @@ struct ImDrawList // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. - inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } - IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10); - IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle - IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) - IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) - IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); // Advanced IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. @@ -2547,9 +2580,13 @@ struct ImDrawList IMGUI_API void _ResetForNewFrame(); IMGUI_API void _ClearFreeMemory(); IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); IMGUI_API void _OnChangedClipRect(); IMGUI_API void _OnChangedTextureID(); IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); }; // All draw data to render a Dear ImGui frame @@ -2558,19 +2595,18 @@ struct ImDrawList struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. - ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. int CmdListsCount; // Number of ImDrawList* to render int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size - ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use) - ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use) + ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). // Functions - ImDrawData() { Valid = false; Clear(); } - ~ImDrawData() { Clear(); } - void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); OwnerViewport = NULL; } // The ImDrawList are owned by ImGuiContext! + ImDrawData() { Clear(); } + void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext! IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; @@ -2586,8 +2622,8 @@ struct ImFontConfig bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). int FontNo; // 0 // Index of font within TTF/OTF file float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). - int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. - int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. + int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. @@ -2610,8 +2646,9 @@ struct ImFontConfig // (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) struct ImFontGlyph { - unsigned int Codepoint : 31; // 0x0000..0xFFFF - unsigned int Visible : 1; // Flag to allow early out when rendering + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int Codepoint : 30; // 0x0000..0x10FFFF float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) float X0, Y0, X1, Y1; // Glyph corners float U0, V0, U1, V1; // Texture coordinates @@ -2695,7 +2732,7 @@ struct ImFontAtlas IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel - bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } + bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent... void SetTexID(ImTextureID id) { TexID = id; } //------------------------------------------- @@ -2719,11 +2756,12 @@ struct ImFontAtlas //------------------------------------------- // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. - // After calling Build(), you can query the rectangle position and render your pixels. - // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), - // so you can render e.g. custom colorful icons and use them as regular glyphs. - // Read docs/FONTS.md for more details about using colorful icons. - // Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + // - After calling Build(), you can query the rectangle position and render your pixels. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format. + // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. IMGUI_API int AddCustomRectRegular(int width, int height); IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } @@ -2736,14 +2774,16 @@ struct ImFontAtlas // Members //------------------------------------------- - bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. // [Internal] // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + bool TexReady; // Set when texture was built matching current font input + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 int TexWidth; // Texture width calculated during Build(). @@ -2787,8 +2827,9 @@ struct ImFont ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() - ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. + ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found. + ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering. + ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found) bool DirtyLookupTables; // 1 // out // float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] @@ -2818,10 +2859,71 @@ struct ImFont IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); - IMGUI_API void SetFallbackChar(ImWchar c); IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend) + ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_TopMost = 1 << 9, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_Minimized = 1 << 10, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_NoAutoMerge = 1 << 11, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 12 // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window). +}; + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + ImGuiID ID; // Unique identifier for the viewport + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + float DpiScale; // 1.0f = 96 DPI = No extra scale. + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + + // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. + // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled + // by the same system and you may not need to use all the UserData/Handle fields. + // The library never uses those fields, they are merely storage to facilitate backend implementation. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*) + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } +}; + //----------------------------------------------------------------------------- // [SECTION] Platform interface for multi-viewport support //----------------------------------------------------------------------------- @@ -2903,7 +3005,7 @@ struct ImGuiPlatformIO bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) - void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup window transparency + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). @@ -2944,57 +3046,67 @@ struct ImGuiPlatformMonitor ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; } }; -// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. -enum ImGuiViewportFlags_ +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui { - ImGuiViewportFlags_None = 0, - ImGuiViewportFlags_NoDecoration = 1 << 0, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) - ImGuiViewportFlags_NoTaskBarIcon = 1 << 1, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) - ImGuiViewportFlags_NoFocusOnAppearing = 1 << 2, // Platform Window: Don't take focus when created. - ImGuiViewportFlags_NoFocusOnClick = 1 << 3, // Platform Window: Don't take focus when clicked on. - ImGuiViewportFlags_NoInputs = 1 << 4, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. - ImGuiViewportFlags_NoRendererClear = 1 << 5, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). - ImGuiViewportFlags_TopMost = 1 << 6, // Platform Window: Display on top (for tooltips only). - ImGuiViewportFlags_Minimized = 1 << 7, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. - ImGuiViewportFlags_NoAutoMerge = 1 << 8, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). - ImGuiViewportFlags_CanHostOtherWindows = 1 << 9 // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window). + // OBSOLETED in 1.81 (from February 2021) + IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items + static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + static inline void ListBoxFooter() { EndListBox(); } + // OBSOLETED in 1.79 (from August 2020) + static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + // OBSOLETED in 1.78 (from June 2020) + // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. + // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); + static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } + static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } + static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } + static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } + // OBSOLETED in 1.77 (from June 2020) + static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } + // OBSOLETED in 1.72 (from April 2019) + static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } + // OBSOLETED in 1.71 (from June 2019) + static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } + // OBSOLETED in 1.70 (from May 2019) + static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } + // OBSOLETED in 1.69 (from Mar 2019) + static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } +} + +// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +typedef ImDrawFlags ImDrawCornerFlags; +enum ImDrawCornerFlags_ +{ + ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit + ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). + ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. + ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. + ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. + ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 + ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, + ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, + ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, + ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight }; -// The viewports created and managed by Dear ImGui. The role of the platform backend is to create the platform/OS windows corresponding to each viewport. -// - Main Area = entire viewport. -// - Work Area = entire viewport minus sections optionally used by menu bars, status bars. Some positioning code will prefer to use this. Window are also trying to stay within this area. -struct ImGuiViewport -{ - ImGuiID ID; // Unique identifier for the viewport - ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ - ImVec2 Pos; // Main Area: Position of the viewport (the imgui coordinates are the same as OS desktop/native coordinates) - ImVec2 Size; // Main Area: Size of the viewport. - ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) - ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). - float DpiScale; // 1.0f = 96 DPI = No extra scale. - ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. - ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. - // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled - // by the same system and you may not need to use all the UserData/Handle fields. - // The library never uses those fields, they are merely storage to facilitate backend implementation. - void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. - void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. - void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*) - void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) - bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) - bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) - bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) - - ImGuiViewport() { memset(this, 0, sizeof(*this)); } - ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } - - // Access work-area rectangle with GetWorkXXX functions (see comments above) - ImVec2 GetCenter() { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } - ImVec2 GetWorkPos() { return ImVec2(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y); } - ImVec2 GetWorkSize() { return ImVec2(Size.x - WorkOffsetMin.x + WorkOffsetMax.x, Size.y - WorkOffsetMin.y + WorkOffsetMax.y); } // This not clamped -}; +//----------------------------------------------------------------------------- #if defined(__clang__) #pragma clang diagnostic pop @@ -3002,6 +3114,10 @@ struct ImGuiViewport #pragma GCC diagnostic pop #endif +#ifdef _MSC_VER +#pragma warning (pop) +#endif + // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) #ifdef IMGUI_INCLUDE_IMGUI_USER_H #include "imgui_user.h" diff --git a/extern/imgui/src/imgui.cpp b/extern/imgui/src/imgui.cpp index 6f3e949..ebd2d10 100644 --- a/extern/imgui/src/imgui.cpp +++ b/extern/imgui/src/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.81 WIP +// dear imgui, v1.84 WIP // (main code and documentation) // Help: @@ -11,15 +11,16 @@ // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/3793 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Wiki https://github.com/ocornut/imgui/wiki // - Issues & support https://github.com/ocornut/imgui/issues +// - Discussions https://github.com/ocornut/imgui/discussions // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). // This library is free but needs your support to sustain development and maintenance. -// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.org". +// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com". // Individuals: you can support continued development via donations. See docs/README or web page. // It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. @@ -134,17 +135,17 @@ CODE READ FIRST ---------- - - Remember to read the FAQ (https://www.dearimgui.org/faq) - - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction - or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs. + - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or + destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). - You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in the FAQ. + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. - For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI, + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. - - Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). If you get an assert, read the messages and comments around the assert. @@ -157,8 +158,8 @@ CODE HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI ---------------------------------------------- - - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h) - - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over master. + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed @@ -173,12 +174,12 @@ CODE - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. - It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL). + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" - phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render(). + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. @@ -186,7 +187,7 @@ CODE HOW A SIMPLE APPLICATION MAY LOOK LIKE -------------------------------------- EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). - The sub-folders in examples/ contains examples applications following this structure. + The sub-folders in examples/ contain examples applications following this structure. // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); @@ -236,11 +237,11 @@ CODE unsigned char* pixels = NULL; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - // At this point you've got the texture data and you need to upload that your your graphic system: + // At this point you've got the texture data and you need to upload that to your graphic system: // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) - io.Fonts->TexID = (void*)texture; + io.Fonts->SetTexID((void*)texture); // Application main loop while (true) @@ -255,7 +256,7 @@ CODE io.MouseDown[1] = my_mouse_buttons[1]; // Call NewFrame(), after this point you can use ImGui::* functions anytime - // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use Dear ImGui everywhere) + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) ImGui::NewFrame(); // Most of your application code here @@ -275,14 +276,14 @@ CODE // Shutdown ImGui::DestroyContext(); - To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest your application, + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! Please read the FAQ and example applications for details about this! HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE --------------------------------------------- - The backends in impl_impl_XXX.cpp files contains many working implementations of a rendering function. + The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. void void MyImGuiRenderFunction(ImDrawData* draw_data) { @@ -304,17 +305,18 @@ CODE } else { - // The texture for the draw call is specified by pcmd->TextureId. + // The texture for the draw call is specified by pcmd->GetTexID(). // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. - MyEngineBindTexture((MyTexture*)pcmd->TextureId); + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); - // We are using scissoring to clip some objects. All low-level graphics API should supports it. + // We are using scissoring to clip some objects. All low-level graphics API should support it. // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches // (some elements visible outside their bounds) but you can fix that once everything else works! - // - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize) - // In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize. - // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github), - // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) ImVec2 pos = draw_data->DisplayPos; MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y)); @@ -350,7 +352,7 @@ CODE Note that io.NavInputs[] is cleared by EndFrame(). - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. - - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. + - We use a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo @@ -362,7 +364,7 @@ CODE Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. - (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!) + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!) (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want to set a boolean to ignore your other external mouse positions until the external source is moved again.) @@ -372,21 +374,46 @@ CODE Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. - When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. - (Docking/Viewport Branch) - - 2020/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: +(Docking/Viewport Branch) + - 2021/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) - likewise io.MousePos and GetMousePos() will use OS coordinates. If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. - - 2020/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. + - 2021/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. - - 2021/01/26 (1.81) - imgui_freetype: removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. - - imgui_freetype: renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. - - imgui_freetype: renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg @@ -410,7 +437,7 @@ CODE - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. - - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). @@ -419,7 +446,7 @@ CODE - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. see https://github.com/ocornut/imgui/issues/3361 for all details. - kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version were removed directly as they were most unlikely ever used. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. @@ -439,7 +466,7 @@ CODE - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS - - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was the vaguely documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API. + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. @@ -467,7 +494,7 @@ CODE - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrary small value! + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). @@ -562,12 +589,12 @@ CODE - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. - - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild(). + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. - - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. - If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. @@ -575,7 +602,7 @@ CODE - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. - - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337). + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. @@ -606,7 +633,7 @@ CODE - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence - - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry! + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. @@ -630,9 +657,9 @@ CODE - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; - - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->TexId = YourTexIdentifier; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. - - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) @@ -661,7 +688,7 @@ CODE =========== Q: Where is the documentation? - A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. - Run the examples/ and explore them. - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. - The demo covers most features of Dear ImGui, so you can read the code and see its output. @@ -671,7 +698,7 @@ CODE - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. - Your programming IDE is your friend, find the type or function declaration to find comments - associated to it. + associated with it. Q: What is this library called? Q: Which version should I get? @@ -684,15 +711,15 @@ CODE Q: How to get started? A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. - Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! - >> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this. + >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this. Q. How can I enable keyboard controls? Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) - Q: I integrated Dear ImGui in my engine and little squares are showing instead of text.. - Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries.. + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... >> See https://www.dearimgui.org/faq Q&A: Usage @@ -730,16 +757,16 @@ CODE ============== Q: How can I help? - A: - Businesses: please reach out to "contact AT dearimgui.org" if you work in a place using Dear ImGui! + A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. - This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project. - Individuals: you can support continued development via PayPal donations. See README. - - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt and see how you want to help and can help! - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. - You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers. - But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. - - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). */ @@ -768,6 +795,11 @@ CODE #include // intptr_t #endif +// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled +#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif + // [Windows] OS specific includes (optional) #if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) #define IMGUI_DISABLE_WIN32_FUNCTIONS @@ -802,6 +834,9 @@ CODE #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything @@ -844,7 +879,7 @@ static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) -static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). +static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. @@ -886,12 +921,13 @@ static void NavUpdateInitResult(); static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); static void NavEndFrame(); -static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand); -static void NavApplyItemToResult(ImGuiNavMoveResult* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel); +static bool NavScoreItem(ImGuiNavItemData* result, ImRect cand); +static void NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel); static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); static int FindWindowFocusIndex(ImGuiWindow* window); // Error Checking @@ -915,10 +951,10 @@ const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbi static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); static void UpdateViewportsNewFrame(); static void UpdateViewportsEndFrame(); -static void UpdateSelectWindowViewport(ImGuiWindow* window); +static void WindowSelectViewport(ImGuiWindow* window); +static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); -static void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); static int FindPlatformMonitorForPos(const ImVec2& pos); static int FindPlatformMonitorForRect(const ImRect& r); @@ -930,27 +966,33 @@ static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); // [SECTION] CONTEXT AND MEMORY ALLOCATORS //----------------------------------------------------------------------------- +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + // Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. -// ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext(). -// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call -// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading. -// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into. -// 2) Important: Dear ImGui functions are not thread-safe because of this pointer. -// If you want thread-safety to allow N threads to access N different contexts, you can: -// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h: -// struct ImGuiContext; -// extern thread_local ImGuiContext* MyImGuiTLS; -// #define GImGui MyImGuiTLS -// And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. -// - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 -// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. #ifndef GImGui ImGuiContext* GImGui = NULL; #endif // Memory Allocator functions. Use SetAllocatorFunctions() to change them. -// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file. -// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. #ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } @@ -958,10 +1000,9 @@ static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_d static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } #endif - -static void* (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper; -static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper; -static void* GImAllocatorUserData = NULL; +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- // [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) @@ -1007,7 +1048,7 @@ ImGuiStyle::ImGuiStyle() AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - CircleSegmentMaxError = 1.60f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. // Default theme ImGui::StyleColorsDark(this); @@ -1072,7 +1113,6 @@ ImGuiIO::ImGuiIO() // Docking options (when ImGuiConfigFlags_DockingEnable is set) ConfigDockingNoSplit = false; - ConfigDockingWithShift = false; ConfigDockingAlwaysTabBar = false; ConfigDockingTransparentPayload = false; @@ -1138,11 +1178,18 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) if (InputQueueSurrogate != 0) { if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); - else if (IM_UNICODE_CODEPOINT_MAX == (0xFFFF)) // Codepoint will not fit in ImWchar (extra parenthesis around 0xFFFF somehow fixes -Wunreachable-code with Clang) - cp = IM_UNICODE_CODEPOINT_INVALID; + } else + { +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + InputQueueSurrogate = 0; } InputQueueCharacters.push_back(cp); @@ -1693,7 +1740,7 @@ int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) } // Based on stb_to_utf8() from github.com/nothings/stb/ -static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) { if (c < 0x80) { @@ -1728,6 +1775,13 @@ static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) return 0; } +const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return out_buf; +} + // Not optimal but we very rarely use this function. int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) { @@ -1744,20 +1798,20 @@ static inline int ImTextCountUtf8BytesFromChar(unsigned int c) return 3; } -int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) { - char* buf_out = buf; - const char* buf_end = buf + buf_size; - while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c = (unsigned int)(*in_text++); if (c < 0x80) - *buf_out++ = (char)c; + *buf_p++ = (char)c; else - buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end - buf_out - 1), c); + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); } - *buf_out = 0; - return (int)(buf_out - buf); + *buf_p = 0; + return (int)(buf_p - out_buf); } int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) @@ -2778,7 +2832,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con int ellipsis_char_count = 1; if (ellipsis_char == (ImWchar)-1) { - ellipsis_char = (ImWchar)'.'; + ellipsis_char = font->DotChar; ellipsis_char_count = 3; } const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); @@ -2838,8 +2892,8 @@ void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, const float border_size = g.Style.FrameBorderSize; if (border && border_size > 0.0f) { - window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); - window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); } } @@ -2850,8 +2904,8 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) const float border_size = g.Style.FrameBorderSize; if (border_size > 0.0f) { - window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); - window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); } } @@ -2877,13 +2931,13 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl bool fully_visible = window->ClipRect.Contains(display_rect); if (!fully_visible) window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); - window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS); + window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); if (!fully_visible) window->DrawList->PopClipRect(); } if (flags & ImGuiNavHighlightFlags_TypeThin) { - window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); } } @@ -2923,8 +2977,7 @@ ImGuiWindow::~ImGuiWindow() { IM_ASSERT(DrawList == &DrawListInst); IM_DELETE(Name); - for (int i = 0; i != ColumnsStorage.Size; i++) - ColumnsStorage[i].~ImGuiOldColumns(); + ColumnsStorage.clear_destruct(); } ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) @@ -3058,6 +3111,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) g.ActiveIdTimer = 0.0f; g.ActiveIdHasBeenPressedBefore = false; g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; if (id != 0) { g.LastActiveId = id; @@ -3132,8 +3186,8 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla // FIXME-OPT: This could be cached/stored within the window. ImGuiContext& g = *GImGui; if (g.NavWindow) - if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) - if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) + if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) { // For the purpose of those flags we differentiate "standard popup" from "modal popup" // NB: The order of those two tests is important because Modal windows are also Popups. @@ -3145,7 +3199,7 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla // Filter by viewport if (window->Viewport != g.MouseViewport) - if (g.MovingWindow == NULL || window->RootWindow != g.MovingWindow->RootWindow) + if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) return false; return true; @@ -3162,20 +3216,22 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return IsItemFocused(); // Test for bounding box overlap, as updated as ItemAdd() - if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + ImGuiItemStatusFlags status_flags = window->DC.LastItemStatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) return false; IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function // Test if we are hovering the right window (our window could be behind another window) - // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself. - // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while. - //if (g.HoveredWindow != window) - // return false; - if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped)) - return false; + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0) + return false; // Test if another item is active (e.g. being dragged) - if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) return false; @@ -3185,7 +3241,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return false; // Test if the item is disabled - if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + if ((g.CurrentItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; // Special handling for calling after Begin() which represent the title bar or tab. @@ -3211,7 +3267,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return false; if (g.NavDisableMouseHover) return false; - if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (window->DC.ItemFlags & ImGuiItemFlags_Disabled)) + if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) { g.HoveredIdDisabled = true; return false; @@ -3220,9 +3276,17 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level // hover test in widgets code. We could also decide to split this function is two. if (id != 0) - { SetHoveredID(id); + // When disabled we'll return false but still set HoveredId + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + { + g.HoveredIdDisabled = true; + return false; + } + + if (id != 0) + { // [DEBUG] Item Picker tool! // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered @@ -3258,47 +3322,49 @@ void ImGui::SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatu } // Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. -bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) +void ImGui::ItemFocusable(ImGuiWindow* window, ImGuiID id) { ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0 && id == window->DC.LastItemId); // Increment counters - const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; + // FIXME: ImGuiItemFlags_Disabled should disable more. + const bool is_tab_stop = (g.CurrentItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; window->DC.FocusCounterRegular++; if (is_tab_stop) + { window->DC.FocusCounterTabStop++; + if (g.NavId == id) + g.NavIdTabCounter = window->DC.FocusCounterTabStop; + } // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. // (Note that we can always TAB out of a widget that doesn't allow tabbing in) - if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL) + if (g.ActiveId == id && g.TabFocusPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.TabFocusRequestNextWindow == NULL) { - g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. + g.TabFocusRequestNextWindow = window; + g.TabFocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. } // Handle focus requests - if (g.FocusRequestCurrWindow == window) + if (g.TabFocusRequestCurrWindow == window) { - if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular) - return true; - if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop) + if (window->DC.FocusCounterRegular == g.TabFocusRequestCurrCounterRegular) + { + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_FocusedByCode; + return; + } + if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop) { g.NavJustTabbedId = id; - return true; + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing; + return; } // If another item is about to be focused, we clear our own active id if (g.ActiveId == id) ClearActiveID(); } - - return false; -} - -void ImGui::FocusableItemUnregister(ImGuiWindow* window) -{ - window->DC.FocusCounterRegular--; - window->DC.FocusCounterTabStop--; } float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) @@ -3330,7 +3396,7 @@ void* ImGui::MemAlloc(size_t size) { if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations++; - return GImAllocatorAllocFunc(size, GImAllocatorUserData); + return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); } // IM_FREE() == ImGui::MemFree() @@ -3339,7 +3405,7 @@ void ImGui::MemFree(void* ptr) if (ptr) if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations--; - return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); } const char* ImGui::GetClipboardText() @@ -3376,13 +3442,21 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx) #endif } -void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) { GImAllocatorAllocFunc = alloc_func; GImAllocatorFreeFunc = free_func; GImAllocatorUserData = user_data; } +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) { ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); @@ -3448,7 +3522,8 @@ ImGuiPlatformIO& ImGui::GetPlatformIO() ImDrawData* ImGui::GetDrawData() { ImGuiContext& g = *GImGui; - return g.Viewports[0]->DrawDataP.Valid ? &g.Viewports[0]->DrawDataP : NULL; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; } double ImGui::GetTime() @@ -3475,12 +3550,12 @@ static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist } // Our ImDrawList system requires that there is always a command - if (viewport->LastFrameDrawLists[drawlist_no] != g.FrameCount) + if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount) { draw_list->_ResetForNewFrame(); draw_list->PushTextureID(g.IO.Fonts->TexID); draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); - viewport->LastFrameDrawLists[drawlist_no] = g.FrameCount; + viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount; } return draw_list; } @@ -3492,8 +3567,8 @@ ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) ImDrawList* ImGui::GetBackgroundDrawList() { - ImGuiWindow* window = GImGui->CurrentWindow; - return GetBackgroundDrawList(window->Viewport); + ImGuiContext& g = *GImGui; + return GetBackgroundDrawList(g.CurrentWindow->Viewport); } ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) @@ -3503,8 +3578,8 @@ ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) ImDrawList* ImGui::GetForegroundDrawList() { - ImGuiWindow* window = GImGui->CurrentWindow; - return GetForegroundDrawList(window->Viewport); + ImGuiContext& g = *GImGui; + return GetForegroundDrawList(g.CurrentWindow->Viewport); } ImDrawListSharedData* ImGui::GetDrawListSharedData() @@ -3521,11 +3596,12 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) FocusWindow(window); SetActiveID(window->MoveId, window); g.NavDisableHighlight = true; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; g.ActiveIdNoClearOnFocusLoss = true; - g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; + SetActiveIdUsingNavAndKeys(); bool can_move_window = true; - if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) can_move_window = false; if (ImGuiDockNode* node = window->DockNodeAsHost) if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) @@ -3573,8 +3649,8 @@ void ImGui::UpdateMouseMovingWindowNewFrame() // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. KeepAliveID(g.ActiveId); - IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); - ImGuiWindow* moving_window = g.MovingWindow->RootWindow; + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); + ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) { ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; @@ -3583,7 +3659,10 @@ void ImGui::UpdateMouseMovingWindowNewFrame() MarkIniSettingsDirty(moving_window); SetWindowPos(moving_window, pos, ImGuiCond_Always); if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + { moving_window->Viewport->Pos = pos; + moving_window->Viewport->UpdateWorkRect(); + } } FocusWindow(g.MovingWindow); } @@ -3601,8 +3680,8 @@ void ImGui::UpdateMouseMovingWindowNewFrame() // Clear the NoInput window flag set by the Viewport system moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL. - ClearActiveID(); g.MovingWindow = NULL; + ClearActiveID(); } } else @@ -3629,13 +3708,13 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (g.NavWindow && g.NavWindow->Appearing) return; - // Click on void to focus window and start moving + // Click on empty space to focus window and start moving // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) if (g.IO.MouseClicked[0]) { // Handle the edge case of a popup being closed while clicking in its empty space. // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. - ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindowDockStop : NULL; + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); if (root_window != NULL && !is_closed_popup) @@ -3801,7 +3880,7 @@ void ImGui::UpdateMouseWheel() const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); const float scale = new_font_scale / window->FontWindowScale; window->FontWindowScale = new_font_scale; - if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) + if (window == window->RootWindow) { const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; SetWindowPos(window, window->Pos + offset, 0); @@ -3813,10 +3892,17 @@ void ImGui::UpdateMouseWheel() // Mouse wheel scrolling // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent + if (g.IO.KeyCtrl) + return; + + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // (we avoid doing it on OSX as it the OS input layer handles this already) + const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; + const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel; + const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH; // Vertical Mouse Wheel scrolling - const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; - if (wheel_y != 0.0f && !g.IO.KeyCtrl) + if (wheel_y != 0.0f) { StartLockWheelingWindow(window); while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) @@ -3830,8 +3916,7 @@ void ImGui::UpdateMouseWheel() } // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held - const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; - if (wheel_x != 0.0f && !g.IO.KeyCtrl) + if (wheel_x != 0.0f) { StartLockWheelingWindow(window); while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) @@ -3850,32 +3935,34 @@ void ImGui::UpdateTabFocus() ImGuiContext& g = *GImGui; // Pressing TAB activate widget focus - g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); - if (g.ActiveId == 0 && g.FocusTabPressed) + g.TabFocusPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); + if (g.ActiveId == 0 && g.TabFocusPressed) { - // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also - // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. - g.FocusRequestNextWindow = g.NavWindow; - g.FocusRequestNextCounterRegular = INT_MAX; + // - This path is only taken when no widget are active/tabbed-into yet. + // Subsequent tabbing will be processed by FocusableItemRegister() + // - Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also + // manipulate the Next fields here even though they will be turned into Curr fields below. + g.TabFocusRequestNextWindow = g.NavWindow; + g.TabFocusRequestNextCounterRegular = INT_MAX; if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + g.TabFocusRequestNextCounterTabStop = g.NavIdTabCounter + (g.IO.KeyShift ? -1 : 0); else - g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; + g.TabFocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; } // Turn queued focus request into current one - g.FocusRequestCurrWindow = NULL; - g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX; - if (g.FocusRequestNextWindow != NULL) + g.TabFocusRequestCurrWindow = NULL; + g.TabFocusRequestCurrCounterRegular = g.TabFocusRequestCurrCounterTabStop = INT_MAX; + if (g.TabFocusRequestNextWindow != NULL) { - ImGuiWindow* window = g.FocusRequestNextWindow; - g.FocusRequestCurrWindow = window; - if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) - g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); - if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) - g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); - g.FocusRequestNextWindow = NULL; - g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX; + ImGuiWindow* window = g.TabFocusRequestNextWindow; + g.TabFocusRequestCurrWindow = window; + if (g.TabFocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) + g.TabFocusRequestCurrCounterRegular = ImModPositive(g.TabFocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); + if (g.TabFocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) + g.TabFocusRequestCurrCounterTabStop = ImModPositive(g.TabFocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); + g.TabFocusRequestNextWindow = NULL; + g.TabFocusRequestNextCounterRegular = g.TabFocusRequestNextCounterTabStop = INT_MAX; } g.NavIdTabCounter = INT_MAX; @@ -3885,6 +3972,7 @@ void ImGui::UpdateTabFocus() void ImGui::UpdateHoveredWindowAndCaptureFlags() { ImGuiContext& g = *GImGui; + g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); // Find the window hovered by mouse: // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. @@ -3896,7 +3984,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() // Modal windows prevents mouse from hovering behind them. ImGuiWindow* modal_window = GetTopMostPopupModal(); - if (modal_window && g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) + if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindowDockTree, modal_window)) clear_hovered_windows = true; // Disabled mouse? @@ -3924,7 +4012,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() clear_hovered_windows = true; if (clear_hovered_windows) - g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) if (g.WantCaptureMouseNextFrame != -1) @@ -3959,7 +4047,7 @@ void ImGui::NewFrame() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); ImGuiContext& g = *GImGui; - + // Remove pending delete hooks before frame start. // This deferred removal avoid issues of removal while iterating the hook vector for (int n = g.Hooks.Size - 1; n >= 0; n--) @@ -3987,7 +4075,8 @@ void ImGui::NewFrame() g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); - g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; UpdateViewportsNewFrame(); @@ -3999,9 +4088,9 @@ void ImGui::NewFrame() ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); for (int n = 0; n < g.Viewports.Size; n++) virtual_space.Add(g.Viewports[n]->GetMainRect()); - g.DrawListSharedData.ClipRectFullscreen = ImVec4(virtual_space.Min.x, virtual_space.Min.y, virtual_space.Max.x, virtual_space.Max.y); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; - g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError); + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; if (g.Style.AntiAliasedLines) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; @@ -4112,7 +4201,7 @@ void ImGui::NewFrame() UpdateTabFocus(); // Mark all windows as not visible and compact unused memory. - IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; for (int i = 0; i != g.Windows.Size; i++) { @@ -4131,6 +4220,9 @@ void ImGui::NewFrame() for (int i = 0; i < g.TablesLastTimeActive.Size; i++) if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (int i = 0; i < g.TablesTempDataStack.Size; i++) + if (g.TablesTempDataStack[i].LastTimeActive >= 0.0f && g.TablesTempDataStack[i].LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&g.TablesTempDataStack[i]); if (g.GcCompactAll) GcCompactTransientMiscBuffers(); g.GcCompactAll = false; @@ -4144,7 +4236,7 @@ void ImGui::NewFrame() g.CurrentWindowStack.resize(0); g.BeginPopupStack.resize(0); g.ItemFlagsStack.resize(0); - g.ItemFlagsStack.push_back(ImGuiItemFlags_Default_); + g.ItemFlagsStack.push_back(ImGuiItemFlags_None); g.GroupStack.resize(0); ClosePopupsOverWindow(g.NavWindow, false); @@ -4173,20 +4265,20 @@ void ImGui::UpdateDebugToolItemPicker() if (g.DebugItemPickerActive) { const ImGuiID hovered_id = g.HoveredIdPreviousFrame; - ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); - if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressedMap(ImGuiKey_Escape)) g.DebugItemPickerActive = false; - if (ImGui::IsMouseClicked(0) && hovered_id) + if (IsMouseClicked(0) && hovered_id) { g.DebugItemPickerBreakId = hovered_id; g.DebugItemPickerActive = false; } - ImGui::SetNextWindowBgAlpha(0.60f); - ImGui::BeginTooltip(); - ImGui::Text("HoveredId: 0x%08X", hovered_id); - ImGui::Text("Press ESC to abort picking."); - ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); - ImGui::EndTooltip(); + SetNextWindowBgAlpha(0.60f); + BeginTooltip(); + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + EndTooltip(); } } @@ -4208,23 +4300,22 @@ void ImGui::Initialize(ImGuiContext* context) g.SettingsHandlers.push_back(ini_handler); } -#ifdef IMGUI_HAS_TABLE // Add .ini handle for ImGuiTable type TableSettingsInstallHandler(context); -#endif // #ifdef IMGUI_HAS_TABLE -#ifdef IMGUI_HAS_DOCK // Create default viewport ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; viewport->Idx = 0; viewport->PlatformWindowCreated = true; + viewport->Flags = ImGuiViewportFlags_OwnedByApp; g.Viewports.push_back(viewport); g.PlatformIO.Viewports.push_back(g.Viewports[0]); - // Extensions +#ifdef IMGUI_HAS_DOCK + // Initialize Docking DockContextInitialize(&g); -#endif // #ifdef IMGUI_HAS_DOCK +#endif g.Initialized = true; } @@ -4266,16 +4357,14 @@ void ImGui::Shutdown(ImGuiContext* context) CallContextHooks(&g, ImGuiContextHookType_Shutdown); // Clear everything else - for (int i = 0; i < g.Windows.Size; i++) - IM_DELETE(g.Windows[i]); - g.Windows.clear(); + g.Windows.clear_delete(); g.WindowsFocusOrder.clear(); g.WindowsTempSortBuffer.clear(); g.CurrentWindow = NULL; g.CurrentWindowStack.clear(); g.WindowsById.Clear(); g.NavWindow = NULL; - g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; g.MovingWindow = NULL; g.ColorStack.clear(); @@ -4285,16 +4374,14 @@ void ImGui::Shutdown(ImGuiContext* context) g.BeginPopupStack.clear(); g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; - for (int i = 0; i < g.Viewports.Size; i++) - IM_DELETE(g.Viewports[i]); - g.Viewports.clear(); + g.Viewports.clear_delete(); g.TabBars.Clear(); g.CurrentTabBarStack.clear(); g.ShrinkWidthBuffer.clear(); g.Tables.Clear(); - g.CurrentTableStack.clear(); + g.TablesTempDataStack.clear_destruct(); g.DrawChannelsTempMergeBuffer.clear(); g.ClipboardHandlerData.clear(); @@ -4385,8 +4472,9 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d static void AddWindowToDrawData(ImGuiWindow* window, int layer) { ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = window->Viewport; g.IO.MetricsRenderWindows++; - AddDrawListToDrawData(&window->Viewport->DrawDataBuilder.Layers[layer], window->DrawList); + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList); for (int i = 0; i < window->DC.ChildWindows.Size; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; @@ -4429,6 +4517,7 @@ static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVectorFlags & ImGuiViewportFlags_Minimized) != 0; + ImGuiIO& io = ImGui::GetIO(); ImDrawData* draw_data = &viewport->DrawDataP; viewport->DrawData = draw_data; // Make publicly accessible draw_data->Valid = true; @@ -4437,7 +4526,7 @@ static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVectorTotalVtxCount = draw_data->TotalIdxCount = 0; draw_data->DisplayPos = viewport->Pos; draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; - draw_data->FramebufferScale = ImGui::GetIO().DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? + draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? draw_data->OwnerViewport = viewport; for (int n = 0; n < draw_lists->Size; n++) { @@ -4505,15 +4594,15 @@ static void ImGui::EndFrameDrawDimmedBackgrounds() // Choose a draw list that will be front-most across all our children // In the unlikely case that the window wasn't made active we can't rely on its drawlist and skip rendering all-together. ImGuiWindow* window = g.NavWindowingTargetAnim; - ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindow)->DrawList; + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; draw_list->PushClipRectFullScreen(); // Docking: draw modal whitening background on other nodes of a same dock tree // For CTRL+TAB within a docking node we need to render the dimming background in 8 steps // (Because the root node renders the background in one shot, in order to avoid flickering when a child dock node is not submitted) - if (window->RootWindowDockStop->DockIsActive) - if (window->RootWindow != window->RootWindowDockStop) - RenderRectFilledWithHole(draw_list, window->RootWindow->Rect(), window->RootWindowDockStop->Rect(), GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio), g.Style.WindowRounding); + if (window->RootWindow->DockIsActive) + if (window->RootWindowDockTree != window->RootWindow) + RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio), g.Style.WindowRounding); // Draw navigation selection/windowing rectangle border float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); @@ -4524,7 +4613,7 @@ static void ImGui::EndFrameDrawDimmedBackgrounds() bb.Expand(-g.FontSize - 1.0f); rounding = window->WindowRounding; } - draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, 0, 3.0f); draw_list->PopClipRect(); } } @@ -4622,6 +4711,9 @@ void ImGui::EndFrame() CallContextHooks(&g, ImGuiContextHookType_EndFramePost); } +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) void ImGui::Render() { ImGuiContext& g = *GImGui; @@ -4645,11 +4737,12 @@ void ImGui::Render() // Add ImDrawList to render ImGuiWindow* windows_to_render_top_most[2]; - windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); for (int n = 0; n != g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) AddRootWindowToDrawData(window); } @@ -4682,8 +4775,9 @@ void ImGui::Render() AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); - g.IO.MetricsRenderVertices += viewport->DrawData->TotalVtxCount; - g.IO.MetricsRenderIndices += viewport->DrawData->TotalIdxCount; + ImDrawData* draw_data = viewport->DrawData; + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; } CallContextHooks(&g, ImGuiContextHookType_RenderPost); @@ -4708,7 +4802,11 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); // Round - text_size.x = IM_FLOOR(text_size.x + 0.95f); + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_FLOOR(text_size.x + 0.99999f); return text_size; } @@ -4732,10 +4830,11 @@ static void FindHoveredWindow() hovered_window = g.MovingWindow; ImVec2 padding_regular = g.Style.TouchExtraPadding; - ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular; + ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. if (!window->Active || window->Hidden) continue; if (window->Flags & ImGuiWindowFlags_NoMouseInputs) @@ -4749,7 +4848,7 @@ static void FindHoveredWindow() if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) bb.Expand(padding_regular); else - bb.Expand(padding_for_resize_from_edges); + bb.Expand(padding_for_resize); if (!bb.Contains(g.IO.MousePos)) continue; @@ -4765,14 +4864,14 @@ static void FindHoveredWindow() if (hovered_window == NULL) hovered_window = window; - if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) hovered_window_ignoring_moving_window = window; if (hovered_window && hovered_window_ignoring_moving_window) break; } g.HoveredWindow = hovered_window; - g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; if (g.MovingWindow) @@ -5061,6 +5160,8 @@ bool ImGui::IsItemFocused() return true; } +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) { return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); @@ -5130,6 +5231,16 @@ void ImGui::SetItemUsingMouseWheel() g.ActiveIdUsingMouseWheel = true; } +void ImGui::SetActiveIdUsingNavAndKeys() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = ~(ImU32)0; + g.ActiveIdUsingNavInputMask = ~(ImU32)0; + g.ActiveIdUsingKeyInputMask = ~(ImU64)0; + NavMoveRequestCancel(); +} + ImVec2 ImGui::GetItemRectMin() { ImGuiWindow* window = GetCurrentWindowRead(); @@ -5188,7 +5299,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b parent_window->DC.CursorPos = child_window->Pos; // Process navigation-in immediately so NavInit can run on first frame - if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll)) + if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll)) { FocusWindow(child_window); NavInitWindow(child_window, false); @@ -5235,13 +5346,13 @@ void ImGui::EndChild() ImGuiWindow* parent_window = g.CurrentWindow; ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); ItemSize(sz); - if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) { ItemAdd(bb, window->ChildId); RenderNavHighlight(bb, window->ChildId); // When browsing a window that has no activable items (scroll only) we keep a highlight on the child - if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow) + if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow) RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); } else @@ -5249,8 +5360,11 @@ void ImGui::EndChild() // Not navigable into ItemAdd(bb, 0); } + if (g.HoveredWindow == window) + parent_window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow; } g.WithinEndChild = false; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } // Helper to create a child window / scrolling region that looks like a normal widget frame. @@ -5295,7 +5409,7 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name) static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) { - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); window->ViewportPos = main_viewport->Pos; if (settings->ViewportId) { @@ -5321,7 +5435,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) g.WindowsById.SetVoidPtr(window->ID, window); // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); window->Pos = main_viewport->Pos + ImVec2(60, 60); window->ViewportPos = main_viewport->Pos; @@ -5350,7 +5464,12 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); } - g.WindowsFocusOrder.push_back(window); + if (!(flags & ImGuiWindowFlags_ChildWindow)) + { + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) g.Windows.push_front(window); // Quite slow but rare and only once else @@ -5368,9 +5487,10 @@ static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; } -static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) { ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { // Using -1,-1 on either X/Y axis to preserve the current size. @@ -5395,8 +5515,9 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) { ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); + const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight(); new_size = ImMax(new_size, g.Style.WindowMinSize); - new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows } return new_size; } @@ -5425,9 +5546,9 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; - ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight()); + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); ImVec2 size_pad = window->WindowPadding * 2.0f; - ImVec2 size_desired = size_contents + size_pad + size_decorations; + ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height); if (window->Flags & ImGuiWindowFlags_Tooltip) { // Tooltip always resize @@ -5449,13 +5570,13 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize; - ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - g.Style.DisplaySafeAreaPadding * 2.0f)); + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f)); // When the window cannot fit all contents (either because of constraints, either because screen is too small), // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); - bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); - bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); if (will_have_scrollbar_x) size_auto_fit.y += style.ScrollbarSize; if (will_have_scrollbar_y) @@ -5497,53 +5618,64 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co *out_size = size_constrained; } +// Data for resizing from corner struct ImGuiResizeGripDef { ImVec2 CornerPosN; ImVec2 InnerDir; int AngleMin12, AngleMax12; }; - static const ImGuiResizeGripDef resize_grip_def[4] = { - { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right - { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left - { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) - { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }, // Upper-right (Unused) + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) }; +// Data for resizing from borders struct ImGuiResizeBorderDef { ImVec2 InnerDir; - ImVec2 CornerPosN1, CornerPosN2; + ImVec2 SegmentN1, SegmentN2; float OuterAngle; }; - static const ImGuiResizeBorderDef resize_border_def[4] = { - { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Top + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right - { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }, // Bottom - { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f } // Left + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down }; static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) { ImRect rect = window->Rect(); - if (thickness == 0.0f) rect.Max -= ImVec2(1, 1); - if (border_n == 0) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } // Top - if (border_n == 1) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } // Right - if (border_n == 2) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } // Bottom - if (border_n == 3) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } // Left + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } IM_ASSERT(0); return ImRect(); } // 0..3: corners (Lower-right, Lower-left, Unused, Unused) -// 4..7: borders (Top, Right, Bottom, Left) -ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) { - IM_ASSERT(n >= 0 && n <= 7); + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) +{ + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; id = ImHashStr("#RESIZE", 0, id); id = ImHashData(&n, sizeof(int), id); @@ -5566,7 +5698,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); - const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); @@ -5588,15 +5720,16 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s PushID("#RESIZE"); for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) { - const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window - ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size); + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); - bool hovered, held; - ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; @@ -5612,39 +5745,41 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s { // Resize from any of the four corners // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position - ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip - ImVec2 clamp_min = ImVec2(grip.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, grip.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); - ImVec2 clamp_max = ImVec2(grip.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, grip.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip corner_target = ImClamp(corner_target, clamp_min, clamp_max); - CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); } + + // Only lower-left grip is visible before hovering/activating if (resize_grip_n == 0 || held || hovered) resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); } for (int border_n = 0; border_n < resize_border_count; border_n++) { + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + bool hovered, held; - ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); - ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren); + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren); //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) { - g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; if (held) *border_held = border_n; } if (held) { + ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX); ImVec2 border_target = window->Pos; - ImVec2 border_posn; - if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top - if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right - if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom - if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left - ImVec2 clamp_min = ImVec2(border_n == 1 ? visibility_rect.Min.x : -FLT_MAX, border_n == 2 ? visibility_rect.Min.y : -FLT_MAX); - ImVec2 clamp_max = ImVec2(border_n == 3 ? visibility_rect.Max.x : +FLT_MAX, border_n == 0 ? visibility_rect.Max.y : +FLT_MAX); + border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; border_target = ImClamp(border_target, clamp_min, clamp_max); - CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); } } PopID(); @@ -5653,12 +5788,12 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s window->DC.NavLayerCurrent = ImGuiNavLayer_Main; // Navigation resize (keyboard/gamepad) - if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) { ImVec2 nav_resize_delta; - if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); - if (g.NavInputSource == ImGuiInputSource_NavGamepad) + if (g.NavInputSource == ImGuiInputSource_Gamepad) nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) { @@ -5704,16 +5839,16 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) float rounding = window->WindowRounding; float border_size = window->WindowBorderSize; if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) - window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); int border_held = window->ResizeBorderHeld; if (border_held != -1) { const ImGuiResizeBorderDef& def = resize_border_def[border_held]; ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); - window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual } if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { @@ -5783,7 +5918,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar if (override_alpha) bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); } - window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); } // Title bar @@ -5792,7 +5927,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); - window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); } // Menu bar @@ -5800,7 +5935,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar { ImRect menu_bar_rect = window->MenuBarRect(); menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. - window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); } @@ -5851,7 +5986,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar } // Render title text, collapse button, close button -// When inside a dock node, this is handled in DockNodeUpdateTabBar() instead. +// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) { ImGuiContext& g = *GImGui; @@ -5862,8 +5997,8 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; // Layout buttons @@ -5900,12 +6035,11 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl *p_open = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.ItemFlags = item_flags_backup; + g.CurrentItemFlags = item_flags_backup; // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. - const char* UNSAVED_DOCUMENT_MARKER = "*"; - const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, @@ -5924,26 +6058,31 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos; + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); + } + } //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); - if (flags & ImGuiWindowFlags_UnsavedDocument) - { - ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); - ImVec2 off = ImVec2(0.0f, IM_FLOOR(-g.FontSize * 0.25f)); - RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r); - } } void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) { window->ParentWindow = parent_window; - window->RootWindow = window->RootWindowDockStop = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + window->RootWindow = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) { - window->RootWindow = parent_window->RootWindow; + window->RootWindowDockTree = parent_window->RootWindowDockTree; if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) - window->RootWindowDockStop = parent_window->RootWindowDockStop; + window->RootWindow = parent_window->RootWindow; } if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; @@ -5986,22 +6125,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); - // Update the Appearing flag - bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on - const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed window_just_activated_by_user |= (window != popup_ref.Window); } - window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); - if (window->Appearing) - SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); // Update Flags, LastFrameActive, BeginOrderXXX fields + const bool window_was_appearing = window->Appearing; if (first_begin_of_the_frame) { + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + window->FlagsPreviousFrame = window->Flags; window->Flags = (ImGuiWindowFlags)flags; window->LastFrameActive = current_frame; @@ -6023,6 +6163,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + bool dock_node_was_visible = window->DockNodeIsVisible; + bool dock_tab_was_visible = window->DockTabIsVisible; if (has_dock_node || new_auto_dock_node) { BeginDocked(window, p_open); @@ -6032,6 +6174,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Docking currently override constraints g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; + + // Amend the Appearing flag + if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) + { + window->Appearing = true; + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + } + } + else + { + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; } } @@ -6059,9 +6212,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->PopupId = popup_ref.PopupId; } - if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) - window->NavLastIds[0] = 0; - // Update ->RootWindow and others pointers (before any possible call to FocusWindow) if (first_begin_of_the_frame) UpdateWindowParentAndRootLinks(window, flags, parent_window); @@ -6151,7 +6301,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS // Update contents size from last frame for auto-fitting (or use explicit size) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + + // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors + // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because + // it has a single usage before this code block and may be set below before it is finally checked. if (window->HiddenFramesCanSkipItems > 0) window->HiddenFramesCanSkipItems--; if (window->HiddenFramesCannotSkipItems > 0) @@ -6181,7 +6336,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SELECT VIEWPORT // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. - UpdateSelectWindowViewport(window); + WindowSelectViewport(window); SetCurrentViewport(window, window->Viewport); window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; SetCurrentWindow(window); @@ -6215,7 +6370,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { window->Collapsed = !window->Collapsed; MarkIniSettingsDirty(window); - FocusWindow(window); } } else @@ -6314,82 +6468,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetCurrentWindow(window); } - bool viewport_rect_changed = false; if (window->ViewportOwned) - { - // Synchronize window --> viewport in most situations - // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM - if (window->Viewport->PlatformRequestMove) - { - window->Pos = window->Viewport->Pos; - MarkIniSettingsDirty(window); - } - else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) - { - viewport_rect_changed = true; - window->Viewport->Pos = window->Pos; - } - - if (window->Viewport->PlatformRequestResize) - { - window->Size = window->SizeFull = window->Viewport->Size; - MarkIniSettingsDirty(window); - } - else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) - { - viewport_rect_changed = true; - window->Viewport->Size = window->Size; - } - - // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() - // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. - if (viewport_rect_changed) - UpdateViewportPlatformMonitor(window->Viewport); - - // Update common viewport flags - const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; - ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; - const bool is_modal = (flags & ImGuiWindowFlags_Modal) != 0; - const bool is_short_lived_floating_window = (flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; - if (flags & ImGuiWindowFlags_Tooltip) - viewport_flags |= ImGuiViewportFlags_TopMost; - if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) - viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; - if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) - viewport_flags |= ImGuiViewportFlags_NoDecoration; - - // Not correct to set modal as topmost because: - // - Because other popups can be stacked above a modal (e.g. combo box in a modal) - // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" - //if (flags & ImGuiWindowFlags_Modal) - // viewport_flags |= ImGuiViewportFlags_TopMost; - - // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them - // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). - // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, - // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. - if (is_short_lived_floating_window && !is_modal) - viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; - - // We can overwrite viewport flags using ImGuiWindowClass (advanced users) - // We don't default to the main viewport because. - if (window->WindowClass.ParentViewportId) - window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; - else if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack) - window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; - else - window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; - if (window->WindowClass.ViewportFlagsOverrideSet) - viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; - if (window->WindowClass.ViewportFlagsOverrideClear) - viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; - - // We also tell the backend that clearing the platform window won't be necessary, as our window is filling the viewport and we have disabled BgAlpha - if (!(flags & ImGuiWindowFlags_NoBackground)) - viewport_flags &= ~ImGuiViewportFlags_NoRendererClear; - - window->Viewport->Flags = viewport_flags; - } + WindowSyncOwnedViewport(window, parent_window_in_stack); // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. @@ -6409,19 +6489,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) { - if (window->Viewport->PlatformMonitor == -1) - { - // Fallback for "lost" window (e.g. a monitor disconnected): we move the window back over the main viewport - ImGuiViewport* main_viewport = GetMainViewport(); - SetWindowPos(window, main_viewport->Pos + style.DisplayWindowPadding, ImGuiCond_Always); - } - else - { - ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->Viewport->PlatformMonitor]; - visibility_rect.Min = monitor.WorkPos + visibility_padding; - visibility_rect.Max = monitor.WorkPos + monitor.WorkSize - visibility_padding; - ClampWindowRect(window, visibility_rect); - } + // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. + const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); + visibility_rect.Min = monitor->WorkPos + visibility_padding; + visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding; + ClampWindowRect(window, visibility_rect); } } window->Pos = ImFloor(window->Pos); @@ -6467,6 +6539,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Viewport->Pos = window->Pos; if (!window->Viewport->PlatformRequestResize) window->Viewport->Size = window->Size; + window->Viewport->UpdateWorkRect(); viewport_rect = window->Viewport->GetMainRect(); } @@ -6563,7 +6636,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame) ImGuiWindow* window_window_list = g.NavWindowingListWindow; const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; - const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindow) || (window == window_window_list && window_window_list->Viewport != g.NavWindowingTargetAnim->Viewport)); + const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindowDockTree) || (window == window_window_list && window_window_list->Viewport != g.NavWindowingTargetAnim->Viewport)); if (dim_bg_for_modal || dim_bg_for_window_list) { const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); @@ -6614,7 +6687,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) bb.Expand(-g.FontSize - 1.0f); rounding = window->WindowRounding; } - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, 0, 3.0f); } // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) @@ -6657,13 +6730,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; - window->DC.NavLayerActiveMaskNext = 0x00; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; window->DC.NavHideHighlightOneFrame = false; window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); window->DC.MenuBarAppending = false; - window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); window->DC.TreeDepth = 0; window->DC.TreeJumpToParentOnPopMask = 0x00; window->DC.ChildWindows.resize(0); @@ -6687,7 +6760,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (want_focus) { FocusWindow(window); - NavInitWindow(window, false); + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls } // Close requested by platform window @@ -6723,14 +6796,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. - if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift)) - if ((window->RootWindow->Flags & ImGuiWindowFlags_NoDocking) == 0) + if (g.MovingWindow == window && g.IO.KeyShift == false) + if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) BeginDockableDragDropSource(window); // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) - if (g.MovingWindow == NULL || g.MovingWindow->RootWindow != window) - if ((window == window->RootWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) + if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) BeginDockableDragDropTarget(window); } @@ -6754,8 +6827,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } // Pull/inherit current state - window->DC.ItemFlags = g.ItemFlagsStack.back(); // Inherit from shared stack - window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // Inherit from parent only // -V595 + g.CurrentItemFlags = g.ItemFlagsStack.back(); // Inherit from shared stack + window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595 if (!(flags & ImGuiWindowFlags_DockNodeHost)) PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); @@ -6804,12 +6877,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update the Hidden flag window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0) || (window->HiddenFramesForRenderOnly > 0); + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } + // Update the SkipItems flag, used to early out of all items functions (no layout required) bool skip_items = false; if (window->Collapsed || !window->Active || window->Hidden) if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) skip_items = true; window->SkipItems = skip_items; + + // Sanity check: there are two spots which can set Appearing = true + // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false + // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. + if (window->SkipItems && !window->Appearing) + IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 } return !window->SkipItems; @@ -6860,22 +6946,29 @@ void ImGui::End() void ImGui::BringWindowToFocusFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); if (g.WindowsFocusOrder.back() == window) return; - for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window - if (g.WindowsFocusOrder[i] == window) - { - memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*)); - g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window; - break; - } + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; } void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImGuiWindow* current_front_window = g.Windows.back(); - if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better) + if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) return; for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window if (g.Windows[i] == window) @@ -6910,11 +7003,12 @@ void ImGui::FocusWindow(ImGuiWindow* window) g.NavWindow = window; if (window && g.NavDisableMouseHover) g.NavMousePosDirty = true; - g.NavInitRequest = false; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId g.NavFocusScopeId = 0; g.NavIdIsAlive = false; g.NavLayer = ImGuiNavLayer_Main; + g.NavInitRequest = g.NavMoveRequest = false; + NavUpdateAnyRequestFlag(); //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); } @@ -6922,9 +7016,9 @@ void ImGui::FocusWindow(ImGuiWindow* window) ClosePopupsOverWindow(window, false); // Move the root window to the top of the pile - IM_ASSERT(window == NULL || window->RootWindow != NULL); - ImGuiWindow* focus_front_window = window ? window->RootWindowDockStop : NULL; - ImGuiWindow* display_front_window = window ? window->RootWindow : NULL; + IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; + ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; ImGuiDockNode* dock_node = window ? window->DockNode : NULL; bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); @@ -6932,7 +7026,7 @@ void ImGui::FocusWindow(ImGuiWindow* window) // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. - if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindowDockStop != focus_front_window) + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) ClearActiveID(); @@ -6955,18 +7049,13 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind { ImGuiContext& g = *GImGui; - int start_idx = g.WindowsFocusOrder.Size - 1; - if (under_this_window != NULL) - { - int under_this_window_idx = FindWindowFocusIndex(under_this_window); - if (under_this_window_idx != -1) - start_idx = under_this_window_idx - 1; - } + const int start_idx = ((under_this_window != NULL) ? FindWindowFocusIndex(under_this_window) : g.WindowsFocusOrder.Size) - 1; for (int i = start_idx; i >= 0; i--) { // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. ImGuiWindow* window = g.WindowsFocusOrder[i]; - if (window != ignore_window && window->WasActive && window->RootWindowDockStop == window) + IM_ASSERT(window == window->RootWindow); + if (window != ignore_window && window->WasActive) if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) { // FIXME-DOCK: This is failing (lagging by one frame) for docked windows. @@ -6981,6 +7070,7 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind FocusWindow(NULL); } +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. void ImGui::SetCurrentFont(ImFont* font) { ImGuiContext& g = *GImGui; @@ -7018,24 +7108,47 @@ void ImGui::PopFont() void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiItemFlags item_flags = window->DC.ItemFlags; + ImGuiItemFlags item_flags = g.CurrentItemFlags; IM_ASSERT(item_flags == g.ItemFlagsStack.back()); if (enabled) item_flags |= option; else item_flags &= ~option; - window->DC.ItemFlags = item_flags; + g.CurrentItemFlags = item_flags; g.ItemFlagsStack.push_back(item_flags); } void ImGui::PopItemFlag() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack. g.ItemFlagsStack.pop_back(); - window->DC.ItemFlags = g.ItemFlagsStack.back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); +} + +// PushDisabled()/PopDisabled() +// - Those can be nested but this cannot be used to enable an already disabled section (a single PushDisabled(true) in the stack is enough to keep things disabled) +// - Those are not yet exposed in imgui.h because we are unsure of how to alter the style in a way that works for everyone. +// We may rework this. Hypothetically, a future styling system may set a flag which make widgets use different colors. +// - Feedback welcome at https://github.com/ocornut/imgui/issues/211 +// - You may trivially implement your own variation of this if needed. +// Here we test (CurrentItemFlags & ImGuiItemFlags_Disabled) to allow nested PushDisabled() calls. +void ImGui::PushDisabled(bool disabled) +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.6f); + PushItemFlag(ImGuiItemFlags_Disabled, was_disabled || disabled); +} + +void ImGui::PopDisabled() +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + PopItemFlag(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + PopStyleVar(); } // FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. @@ -7073,9 +7186,10 @@ void ImGui::PopTextWrapPos() window->DC.TextWrapPosStack.pop_back(); } +// FIXME: We are exposing the docking hierarchy to end-user here (via IsWindowHovered, IsWindowFocused) which is unusual. bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) { - if (window->RootWindow == potential_parent) + if (window->RootWindowDockTree == potential_parent) return true; while (window != NULL) { @@ -7104,30 +7218,28 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function ImGuiContext& g = *GImGui; + if (g.HoveredWindow == NULL) + return false; - if (flags & ImGuiHoveredFlags_AnyWindow) - { - if (g.HoveredWindow == NULL) - return false; - } - else + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) { + ImGuiWindow* window = g.CurrentWindow; switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) { case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: - if (g.HoveredWindow == NULL || g.HoveredWindow->RootWindowDockStop != g.CurrentWindow->RootWindowDockStop) + if (g.HoveredWindow->RootWindow != window->RootWindow) return false; break; case ImGuiHoveredFlags_RootWindow: - if (g.HoveredWindow != g.CurrentWindow->RootWindowDockStop) + if (g.HoveredWindow != window->RootWindow) return false; break; case ImGuiHoveredFlags_ChildWindows: - if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow)) + if (!IsWindowChildOf(g.HoveredWindow, window)) return false; break; default: - if (g.HoveredWindow != g.CurrentWindow) + if (g.HoveredWindow != window) return false; break; } @@ -7152,9 +7264,9 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) { case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: - return g.NavWindow && g.NavWindow->RootWindowDockStop == g.CurrentWindow->RootWindowDockStop; + return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow; case ImGuiFocusedFlags_RootWindow: - return g.NavWindow == g.CurrentWindow->RootWindowDockStop; + return g.NavWindow == g.CurrentWindow->RootWindow; case ImGuiFocusedFlags_ChildWindows: return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow); default: @@ -7179,7 +7291,7 @@ bool ImGui::IsWindowDocked() // If you want a window to never be focused, you may use the e.g. NoInputs flag. bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) { - return window->WasActive && window == window->RootWindowDockStop && !(window->Flags & ImGuiWindowFlags_NoNavFocus); + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); } float ImGui::GetWindowWidth() @@ -7217,6 +7329,7 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) ImVec2 offset = window->Pos - old_pos; window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; window->DC.CursorStartPos += offset; } @@ -7501,9 +7614,9 @@ void ImGui::SetKeyboardFocusHere(int offset) IM_ASSERT(offset >= -1); // -1 is allowed but not below ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; - g.FocusRequestNextCounterTabStop = INT_MAX; + g.TabFocusRequestNextWindow = window; + g.TabFocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; + g.TabFocusRequestNextCounterTabStop = INT_MAX; } void ImGui::SetItemDefaultFocus() @@ -7512,11 +7625,11 @@ void ImGui::SetItemDefaultFocus() ImGuiWindow* window = g.CurrentWindow; if (!window->Appearing) return; - if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) + if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == window->DC.NavLayerCurrent) { g.NavInitRequest = false; - g.NavInitResultId = g.NavWindow->DC.LastItemId; - g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); + g.NavInitResultId = window->DC.LastItemId; + g.NavInitResultRectRel = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); NavUpdateAnyRequestFlag(); if (!IsItemVisible()) SetScrollHereY(); @@ -7654,7 +7767,7 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() ImGuiContext& g = *GImGui; // Check user IM_ASSERT macro - // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you assert macro is incorrectly defined! + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! @@ -7667,10 +7780,9 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); - IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); - IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); + IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); - IM_ASSERT(g.Style.CircleSegmentMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); @@ -7773,13 +7885,11 @@ void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, voi ImGuiContext& g = *GImGui; while (g.CurrentWindowStack.Size > 0) { -#ifdef IMGUI_HAS_TABLE while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) { if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); EndTable(); } -#endif ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(window != NULL); while (g.CurrentTabBar != NULL) //-V1044 @@ -7949,7 +8059,7 @@ void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) // Declare item bounding box for clipping and interaction. // Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface // declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. -bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemAddFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -7965,7 +8075,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. - window->DC.NavLayerActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) @@ -7998,6 +8108,11 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) return false; //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + // Tab stop handling (previously was using internal ItemFocusable() api) + // FIXME-NAV: We would now want to move this above the clipping test, but this would require being able to scroll and currently this would mean an extra frame. (#4079, #343) + if (flags & ImGuiItemAddFlags_Focusable) + ItemFocusable(window, id); + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) if (IsMouseHoveringRect(bb.Min, bb.Max)) window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; @@ -8283,6 +8398,7 @@ void ImGui::BeginGroup() group_data.BackupCurrLineSize = window->DC.CurrLineSize; group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; group_data.EmitItem = true; @@ -8291,7 +8407,7 @@ void ImGui::BeginGroup() window->DC.CursorMaxPos = window->DC.CursorPos; window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); if (g.LogEnabled) - g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } void ImGui::EndGroup() @@ -8312,7 +8428,7 @@ void ImGui::EndGroup() window->DC.CurrLineSize = group_data.BackupCurrLineSize; window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; if (g.LogEnabled) - g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return if (!group_data.EmitItem) { @@ -8336,6 +8452,11 @@ void ImGui::EndGroup() window->DC.LastItemId = g.ActiveIdPreviousFrame; window->DC.LastItemRect = group_bb; + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + // Forward Edited flag if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; @@ -8372,24 +8493,29 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) ImVec2 scroll = window->Scroll; if (window->ScrollTarget.x < FLT_MAX) { + float decoration_total_width = window->ScrollbarSizes.x; float center_x_ratio = window->ScrollTargetCenterRatio.x; float scroll_target_x = window->ScrollTarget.x; - float snap_x_min = 0.0f; - float snap_x_max = window->ScrollMax.x + window->Size.x; if (window->ScrollTargetEdgeSnapDist.x > 0.0f) + { + float snap_x_min = 0.0f; + float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width; scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio); - scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - window->ScrollbarSizes.x); + } + scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width); } if (window->ScrollTarget.y < FLT_MAX) { - float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y; float center_y_ratio = window->ScrollTargetCenterRatio.y; float scroll_target_y = window->ScrollTarget.y; - float snap_y_min = 0.0f; - float snap_y_max = window->ScrollMax.y + window->Size.y - decoration_up_height; if (window->ScrollTargetEdgeSnapDist.y > 0.0f) + { + float snap_y_min = 0.0f; + float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height; scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio); - scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); + } + scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height); } scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); @@ -8502,7 +8628,8 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) { IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect; + local_y -= decoration_up_height; window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset window->ScrollTargetCenterRatio.y = center_y_ratio; window->ScrollTargetEdgeSnapDist.y = 0.0f; @@ -8525,7 +8652,7 @@ void ImGui::SetScrollHereX(float center_x_ratio) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float spacing_x = g.Style.ItemSpacing.x; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); float target_pos_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio); SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos @@ -8538,7 +8665,7 @@ void ImGui::SetScrollHereY(float center_y_ratio) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float spacing_y = g.Style.ItemSpacing.y; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos @@ -8669,6 +8796,11 @@ void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags); } +void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + OpenPopupEx(id, popup_flags); +} + // Mark popup as open (toggle toward open state). // Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. // Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). @@ -8745,12 +8877,12 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: // Window -> Popup1 -> Popup2 -> Popup3 - // - Each popups may contain child windows, which is why we compare ->RootWindow! + // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child bool ref_window_is_descendent_of_popup = false; for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) - if (popup_window->RootWindow == ref_window->RootWindow) + if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) { ref_window_is_descendent_of_popup = true; break; @@ -8878,8 +9010,8 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) { - ImGuiViewportP* viewport = window->WasActive ? window->Viewport : (ImGuiViewportP*)GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? - SetNextWindowPos(viewport->GetMainRect().GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); } flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; @@ -8928,10 +9060,21 @@ void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags } // This is a helper to handle the simplest case of associating one named popup to one given widget. -// - You can pass a NULL str_id to use the identifier of the last item. -// - You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). -// - This is essentially the same as calling OpenPopupOnItemClick() + BeginPopup() but written to avoid -// computing the ID twice because BeginPopupContextXXX functions may be called very frequently. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiWindow* window = GImGui->CurrentWindow; @@ -9051,7 +9194,7 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s } // Note that this is used for popups, which can overlap the non work-area of individual viewports. -ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImRect r_screen; @@ -9065,8 +9208,7 @@ ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) else { // Use the full viewport area (not work area) for popups - r_screen.Min = window->Viewport->Pos; - r_screen.Max = window->Viewport->Pos + window->Viewport->Size; + r_screen = window->Viewport->GetMainRect(); } ImVec2 padding = g.Style.DisplaySafeAreaPadding; r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); @@ -9076,13 +9218,14 @@ ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) { ImGuiContext& g = *GImGui; + + ImRect r_outer = GetPopupAllowedExtentRect(window); if (window->Flags & ImGuiWindowFlags_ChildMenu) { // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. ImGuiWindow* parent_window = window->ParentWindow; float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). - ImRect r_outer = GetWindowAllowedExtentRect(window); ImRect r_avoid; if (parent_window->DC.MenuBarAppending) r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field @@ -9092,7 +9235,6 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) } if (window->Flags & ImGuiWindowFlags_Popup) { - ImRect r_outer = GetWindowAllowedExtentRect(window); ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1); return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); } @@ -9101,7 +9243,6 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) // Position tooltip (always follows mouse) float sc = g.Style.MouseCursorScale; ImVec2 ref_pos = NavCalcPreferredRefPos(); - ImRect r_outer = GetWindowAllowedExtentRect(window); ImRect r_avoid; if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); @@ -9117,26 +9258,19 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- -// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, -// and needs some explanation or serious refactoring. -void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id) +// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked. +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindow); - IM_ASSERT(nav_layer == 0 || nav_layer == 1); + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); g.NavId = id; + g.NavLayer = nav_layer; g.NavFocusScopeId = focus_scope_id; g.NavWindow->NavLastIds[nav_layer] = id; -} - -void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) -{ - ImGuiContext& g = *GImGui; - SetNavID(id, nav_layer, focus_scope_id); g.NavWindow->NavRectRel[nav_layer] = rect_rel; - g.NavMousePosDirty = true; - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; + //g.NavDisableHighlight = false; + //g.NavDisableMouseHover = g.NavMousePosDirty = true; } void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) @@ -9194,7 +9328,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect } // Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -9325,7 +9459,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) return new_best; } -static void ImGui::NavApplyItemToResult(ImGuiNavMoveResult* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel) +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel) { result->Window = window; result->ID = id; @@ -9340,19 +9474,20 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag. // return; - const ImGuiItemFlags item_flags = window->DC.ItemFlags; + const ImGuiItemFlags item_flags = g.CurrentItemFlags; const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); // Process Init Request if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) { // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback - if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0) + const bool candidate_for_nav_default_focus = (item_flags & (ImGuiItemFlags_NoNavDefaultFocus | ImGuiItemFlags_Disabled)) == 0; + if (candidate_for_nav_default_focus || g.NavInitResultId == 0) { g.NavInitResultId = id; g.NavInitResultRectRel = nav_bb_rel; } - if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) + if (candidate_for_nav_default_focus) { g.NavInitRequest = false; // Found a match, clear request NavUpdateAnyRequestFlag(); @@ -9363,7 +9498,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) { - ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; #if IMGUI_DEBUG_NAV_SCORING // [DEBUG] Score all items in NavWindow at all times if (!g.NavMoveRequest) @@ -9390,7 +9525,6 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con g.NavLayer = window->DC.NavLayerCurrent; g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; g.NavIdIsAlive = true; - g.NavIdTabCounter = window->DC.FocusCounterTabStop; window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) } } @@ -9435,7 +9569,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) { ImGuiWindow* parent = nav_window; - while (parent && parent->RootWindowDockStop != parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) parent = parent->ParentWindow; if (parent && parent != nav_window) parent->NavLastChildNavWindow = nav_window; @@ -9453,17 +9587,23 @@ static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) return window; } -static void NavRestoreLayer(ImGuiNavLayer layer) +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) { ImGuiContext& g = *GImGui; - g.NavLayer = layer; - if (layer == 0) - g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); + if (layer == ImGuiNavLayer_Main) + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); ImGuiWindow* window = g.NavWindow; if (window->NavLastIds[layer] != 0) - ImGui::SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, g.NavWindow->NavRectRel[layer]); + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; + } else - ImGui::NavInitWindow(window, true); + { + g.NavLayer = layer; + NavInitWindow(window, true); + } } static inline void ImGui::NavUpdateAnyRequestFlag() @@ -9477,16 +9617,23 @@ static inline void ImGui::NavUpdateAnyRequestFlag() // This needs to be called before we submit any widget (aka in or before Begin) void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) { + // FIXME: ChildWindow test here is wrong for docking ImGuiContext& g = *GImGui; IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = g.NavFocusScopeId = 0; + return; + } + bool init_for_nav = false; - if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) - if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) - init_for_nav = true; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); if (init_for_nav) { - SetNavID(0, g.NavLayer, 0); + SetNavID(0, g.NavLayer, 0, ImRect()); g.NavInitRequest = true; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; @@ -9515,8 +9662,8 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item. const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); - ImRect visible_rect = g.NavWindow->Viewport->GetMainRect(); - return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + ImGuiViewport* viewport = g.NavWindow->Viewport; + return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. } } @@ -9574,17 +9721,17 @@ static void ImGui::NavUpdate() // (do it before we map Keyboard input!) bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_NavGamepad) + if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad) { if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f) - g.NavInputSource = ImGuiInputSource_NavGamepad; + g.NavInputSource = ImGuiInputSource_Gamepad; } // Update Keyboard->Nav inputs mapping if (nav_keyboard_active) { - #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0) + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0) NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); @@ -9596,8 +9743,16 @@ static void ImGui::NavUpdate() io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; if (io.KeyShift) io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; - if (io.KeyAlt && !io.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. + + // AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl) + // But also even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. + if (io.KeyAlt && !io.KeyCtrl) io.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + + // We automatically cancel toggling nav layer when any text has been typed while holding Alt. (See #370) + if (io.KeyAlt && !io.KeyCtrl && g.NavWindowingToggleLayer && io.InputQueueCharacters.Size > 0) + g.NavWindowingToggleLayer = false; + #undef NAV_MAP_KEY } memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration)); @@ -9605,7 +9760,7 @@ static void ImGui::NavUpdate() io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f; // Process navigation init request (select first/default focus) - if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) + if (g.NavInitResultId != 0) NavUpdateInitResult(); g.NavInitRequest = false; g.NavInitRequestFromMove = false; @@ -9630,13 +9785,11 @@ static void ImGui::NavUpdate() { // Set mouse position given our knowledge of the navigated item position from last frame if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) - { if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) { io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); io.WantSetMousePos = true; } - } g.NavMousePosDirty = false; } g.NavIdIsAlive = false; @@ -9665,18 +9818,20 @@ static void ImGui::NavUpdate() if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) ClearActiveID(); } - else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow && g.NavWindow != g.NavWindow->RootWindowDockStop) + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) { // Exit child window ImGuiWindow* child_window = g.NavWindow; ImGuiWindow* parent_window = g.NavWindow->ParentWindow; IM_ASSERT(child_window->ChildId != 0); + ImRect child_rect = child_window->Rect(); FocusWindow(parent_window); - SetNavID(child_window->ChildId, 0, 0); - // Reassigning with same value, we're being explicit here. - g.NavIdIsAlive = false; // -V1048 - if (g.NavDisableMouseHover) - g.NavMousePosDirty = true; + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, ImRect(child_rect.Min - parent_window->Pos, child_rect.Max - parent_window->Pos)); } else if (g.OpenPopupStack.Size > 0) { @@ -9684,11 +9839,6 @@ static void ImGui::NavUpdate() if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); } - else if (g.NavLayer != ImGuiNavLayer_Main) - { - // Leave the "menu" layer - NavRestoreLayer(ImGuiNavLayer_Main); - } else { // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were @@ -9778,7 +9928,7 @@ static void ImGui::NavUpdate() // *Fallback* manual-scroll with Nav directional keys when window has no navigable item ImGuiWindow* window = g.NavWindow; const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) { if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); @@ -9803,7 +9953,7 @@ static void ImGui::NavUpdate() // When using gamepad, we project the reference nav bounding box into window visible area. // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative // (can't focus a visible object like we can with the mouse). - if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_NavGamepad && g.NavLayer == ImGuiNavLayer_Main) + if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main) { ImGuiWindow* window = g.NavWindow; ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1)); @@ -9844,12 +9994,14 @@ static void ImGui::NavUpdateInitResult() return; // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); + SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); if (g.NavInitRequestFromMove) - SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); - else - SetNavID(g.NavInitResultId, g.NavLayer, 0); - g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; + { + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; + } } // Apply result from previous frame navigation directional move request @@ -9868,7 +10020,7 @@ static void ImGui::NavUpdateMoveResult() } // Select which result to use - ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) @@ -9912,7 +10064,9 @@ static void ImGui::NavUpdateMoveResult() g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods; } IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); - SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; } // Handle PageUp/PageDown/Home/End keys @@ -9933,7 +10087,7 @@ static float ImGui::NavUpdatePageUpPageDown() const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed { - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) { // Fallback manual-scroll when window has no navigable item if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) @@ -10051,13 +10205,13 @@ static void ImGui::NavEndFrame() } } -static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) - if (g.WindowsFocusOrder[i] == window) - return i; - return -1; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; } static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) @@ -10113,15 +10267,15 @@ static void ImGui::NavUpdateWindowing() if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { - g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindowDockStop; + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; - g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; } // Gamepad update g.NavWindowingTimer += g.IO.DeltaTime; - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) { // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); @@ -10147,7 +10301,7 @@ static void ImGui::NavUpdateWindowing() } // Keyboard: Focus - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) { // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f @@ -10169,15 +10323,15 @@ static void ImGui::NavUpdateWindowing() if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) { ImVec2 move_delta; - if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) + if (g.NavInputSource == ImGuiInputSource_Keyboard && !g.IO.KeyShift) move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); - if (g.NavInputSource == ImGuiInputSource_NavGamepad) + if (g.NavInputSource == ImGuiInputSource_Gamepad) move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); if (move_delta.x != 0.0f || move_delta.y != 0.0f) { const float NAV_MOVE_SPEED = 800.0f; const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well - ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow; + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always); MarkIniSettingsDirty(moving_window); g.NavDisableMouseHover = true; @@ -10185,7 +10339,7 @@ static void ImGui::NavUpdateWindowing() } // Apply final focus - if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindowDockStop)) + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) { ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; ClearActiveID(); @@ -10197,8 +10351,14 @@ static void ImGui::NavUpdateWindowing() if (apply_focus_window->NavLastIds[0] == 0) NavInitWindow(apply_focus_window, false); - // If the window only has a menu layer, select it directly - if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu)) + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) g.NavLayer = ImGuiNavLayer_Menu; // Request OS level focus @@ -10211,10 +10371,12 @@ static void ImGui::NavUpdateWindowing() // Apply menu/layer toggle if (apply_toggle_layer && g.NavWindow) { + ClearActiveID(); + // Move to parent menu if necessary ImGuiWindow* new_nav_window = g.NavWindow; while (new_nav_window->ParentWindow - && (new_nav_window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) new_nav_window = new_nav_window->ParentWindow; @@ -10227,11 +10389,11 @@ static void ImGui::NavUpdateWindowing() g.NavDisableHighlight = false; g.NavDisableMouseHover = true; - // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID. It however persist on docking tab tabs. - const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + // Reinitialize navigation when entering menu bar with the Alt key. + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) - g.NavWindow->NavLastIds[ImGuiNavLayer_Menu] = 0; + g.NavWindow->NavLastIds[new_nav_layer] = 0; NavRestoreLayer(new_nav_layer); } } @@ -10259,14 +10421,15 @@ void ImGui::NavUpdateWindowingOverlay() if (g.NavWindowingListWindow == NULL) g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); - ImGuiViewportP* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ (ImGuiViewportP*)GetMainViewport(); + const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); - SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) { ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers if (!IsWindowNavFocusable(window)) continue; const char* label = window->Name; @@ -10297,27 +10460,45 @@ void ImGui::ClearDragDrop() memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); } -// Call when current ID is active. // When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + bool source_drag_active = false; ImGuiID source_id = 0; ImGuiID source_parent_id = 0; - ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; if (!(flags & ImGuiDragDropFlags_SourceExtern)) { source_id = window->DC.LastItemId; - if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case - return false; - if (g.IO.MouseDown[mouse_button] == false) - return false; - - if (source_id == 0) + if (source_id != 0) { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false) + return false; + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride. if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) @@ -10344,19 +10525,13 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. g.ActiveIdAllowOverlap = is_hovered; } - else - { - g.ActiveIdAllowOverlap = false; - } if (g.ActiveId != source_id) return false; source_parent_id = window->IDStack.back(); source_drag_active = IsMouseDragging(mouse_button); - // Disable navigation and key inputs while dragging - g.ActiveIdUsingNavDirMask = ~(ImU32)0; - g.ActiveIdUsingNavInputMask = ~(ImU32)0; - g.ActiveIdUsingKeyInputMask = ~(ImU64)0; + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingNavAndKeys(); } else { @@ -10471,7 +10646,7 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; - if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) return false; IM_ASSERT(id != 0); if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) @@ -10500,7 +10675,7 @@ bool ImGui::BeginDragDropTarget() if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) return false; ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; - if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) return false; const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; @@ -10546,17 +10721,11 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop } // Render default drop visuals + // FIXME-DRAGDROP: Settle on a proper default visuals for drop target. payload.Preview = was_accepted_previously; flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) - { - // FIXME-DRAG: Settle on a proper default visuals for drop target. - r.Expand(3.5f); - bool push_clip_rect = !window->ClipRect.Contains(r); - if (push_clip_rect) window->DrawList->PushClipRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1)); - window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f); - if (push_clip_rect) window->DrawList->PopClipRect(); - } + window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); g.DragDropAcceptFrameCount = g.FrameCount; payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() @@ -10589,14 +10758,8 @@ void ImGui::EndDragDropTarget() //----------------------------------------------------------------------------- // Pass text data straight to log (without being displayed) -void ImGui::LogText(const char* fmt, ...) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) { - ImGuiContext& g = *GImGui; - if (!g.LogEnabled) - return; - - va_list args; - va_start(args, fmt); if (g.LogFile) { g.LogBuffer.Buf.resize(0); @@ -10607,59 +10770,88 @@ void ImGui::LogText(const char* fmt, ...) { g.LogBuffer.appendfv(fmt, args); } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); va_end(args); } +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + // Internal version that takes a position to decide on newline placement and pad items according to their depth. // We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + if (!text_end) text_end = FindRenderedTextEnd(text, text_end); - const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1); + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); if (ref_pos) g.LogLinePosY = ref_pos->y; if (log_new_line) + { + LogText(IM_NEWLINE); g.LogLineFirstItem = true; + } - const char* text_remaining = text; - if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) g.LogDepthRef = window->DC.TreeDepth; const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; for (;;) { - // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry. - // We don't add a trailing \n to allow a subsequent item on the same line to be captured. + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. const char* line_start = text_remaining; const char* line_end = ImStreolRange(line_start, text_end); - const bool is_first_line = (line_start == text); const bool is_last_line = (line_end == text_end); - if (!is_last_line || (line_start != line_end)) + if (line_start != line_end || !is_last_line) { - const int char_count = (int)(line_end - line_start); - if (log_new_line || !is_first_line) - LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start); - else if (g.LogLineFirstItem) - LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start); - else - LogText(" %.*s", char_count, line_start); + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } } - else if (log_new_line) - { - // An empty "" string at a different Y position should output a carriage return. - LogText(IM_NEWLINE); - break; - } - if (is_last_line) break; text_remaining = line_end + 1; } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); } // Start logging/capturing text output @@ -10672,12 +10864,21 @@ void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) IM_ASSERT(g.LogBuffer.empty()); g.LogEnabled = true; g.LogType = type; + g.LogNextPrefix = g.LogNextSuffix = NULL; g.LogDepthRef = window->DC.TreeDepth; g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); g.LogLinePosY = FLT_MAX; g.LogLineFirstItem = true; } +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + void ImGui::LogToTTY(int auto_open_depth) { ImGuiContext& g = *GImGui; @@ -11121,7 +11322,6 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl buf->appendf("Collapsed=%d\n", settings->Collapsed); if (settings->DockId != 0) { - // Write DockId as 4 digits if possible. Automatic DockId are small numbers, but full explicit DockSpace() are full ImGuiID range. if (settings->DockOrder == -1) buf->appendf("DockId=0x%08X\n", settings->DockId); else @@ -11151,7 +11351,8 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl // - UpdateViewportsNewFrame() [Internal] // - UpdateViewportsEndFrame() [Internal] // - AddUpdateViewport() [Internal] -// - UpdateSelectWindowViewport() [Internal] +// - WindowSelectViewport() [Internal] +// - WindowSyncOwnedViewport() [Internal] // - UpdatePlatformWindows() // - RenderPlatformWindowsDefault() // - FindPlatformMonitorForPos() [Internal] @@ -11167,6 +11368,7 @@ ImGuiViewport* ImGui::GetMainViewport() return g.Viewports[0]; } +// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) { ImGuiContext& g = *GImGui; @@ -11358,7 +11560,7 @@ static void ImGui::UpdateViewportsNewFrame() main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) main_viewport_size = main_viewport->Size; } - AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_CanHostOtherWindows); + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); g.CurrentDpiScale = 0.0f; g.CurrentViewport = NULL; @@ -11398,6 +11600,7 @@ static void ImGui::UpdateViewportsNewFrame() // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available) { + // Viewport->WorkPos and WorkSize will be updated below if (viewport->PlatformRequestMove) viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); if (viewport->PlatformRequestResize) @@ -11408,10 +11611,11 @@ static void ImGui::UpdateViewportsNewFrame() // Update/copy monitor info UpdateViewportPlatformMonitor(viewport); - // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again. - viewport->WorkOffsetMin = viewport->CurrWorkOffsetMin; - viewport->WorkOffsetMax = viewport->CurrWorkOffsetMax; - viewport->CurrWorkOffsetMin = viewport->CurrWorkOffsetMax = ImVec2(0.0f, 0.0f); + // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again. + viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; + viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; + viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f); + viewport->UpdateWorkRect(); // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. viewport->Alpha = 1.0f; @@ -11447,6 +11651,17 @@ static void ImGui::UpdateViewportsNewFrame() viewport->DpiScale = new_dpi_scale; } + // Update fallback monitor + if (g.PlatformIO.Monitors.Size == 0) + { + ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; + monitor->MainPos = main_viewport->Pos; + monitor->MainSize = main_viewport->Size; + monitor->WorkPos = main_viewport->WorkPos; + monitor->WorkSize = main_viewport->WorkSize; + monitor->DpiScale = main_viewport->DpiScale; + } + if (!viewports_enabled) { g.MouseViewport = main_viewport; @@ -11489,6 +11704,7 @@ static void ImGui::UpdateViewportsNewFrame() // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) viewport_hovered = g.MouseLastHoveredViewport; @@ -11526,9 +11742,10 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImGuiContext& g = *GImGui; IM_ASSERT(id != 0); + flags |= ImGuiViewportFlags_IsPlatformWindow; if (window != NULL) { - if (g.MovingWindow && g.MovingWindow->RootWindow == window) + if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) flags |= ImGuiViewportFlags_NoInputs; @@ -11573,6 +11790,7 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const viewport->Window = window; viewport->LastFrameActive = g.FrameCount; + viewport->UpdateWorkRect(); IM_ASSERT(window == NULL || viewport->ID == window->ID); if (window != NULL) @@ -11582,14 +11800,14 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const } // FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. -static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) +static void ImGui::WindowSelectViewport(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; window->ViewportAllowPlatformMonitorExtend = -1; // Restore main viewport if multi-viewport is not supported by the backend - ImGuiViewportP* main_viewport = (ImGuiViewportP*)GetMainViewport(); + ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) { SetWindowViewport(window, main_viewport); @@ -11607,7 +11825,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) { // By default inherit from parent window - if (window->Viewport == NULL && window->ParentWindow && !window->ParentWindow->IsFallbackWindow) + if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) window->Viewport = window->ParentWindow->Viewport; // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file @@ -11640,7 +11858,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) { window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); } - else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid()) + else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) { if (window->Viewport != NULL && window->Viewport->Window == window) window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); @@ -11658,7 +11876,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) if (window->Viewport == NULL) if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); - + // Mark window as allowed to protrude outside of its viewport and into the current monitor if (!lock_viewport) { @@ -11709,6 +11927,92 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) // window->Flags |= ImGuiWindowFlags_NoTitleBar; } +void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) +{ + ImGuiContext& g = *GImGui; + + bool viewport_rect_changed = false; + + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + window->Viewport->UpdateWorkRect(); + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; + ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; + ImGuiWindowFlags window_flags = window->Flags; + const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; + const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (window_flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // Not correct to set modal as topmost because: + // - Because other popups can be stacked above a modal (e.g. combo box in a modal) + // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" + //if (flags & ImGuiWindowFlags_Modal) + // viewport_flags |= ImGuiViewportFlags_TopMost; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We can also tell the backend that clearing the platform window won't be necessary, + // as our window background is filling the viewport and we have disabled BgAlpha. + // FIXME: Work on support for per-viewport transparency (#2766) + if (!(window_flags & ImGuiWindowFlags_NoBackground)) + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; + + // Update parent viewport ID + // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) + if (window->WindowClass.ParentViewportId) + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + else + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; +} + // Called by user at the end of the main loop, after EndFrame() // This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. void ImGui::UpdatePlatformWindows() @@ -11803,7 +12107,7 @@ void ImGui::UpdatePlatformWindows() // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; - } + } // Clear request flags viewport->ClearRequestFlags(); @@ -11824,8 +12128,14 @@ void ImGui::UpdatePlatformWindows() } // Store a tag so we can infer z-order easily from all our windows - if (focused_viewport && focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) - focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; + // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag + // will keep the front most stamp instead of losing it back to their parent viewport. + if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) + { + if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) + focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; + g.PlatformLastFocusedViewportId = focused_viewport->ID; + } } } @@ -11915,6 +12225,17 @@ static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); } +// Return value is always != NULL, but don't hold on it across frames. +const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; + int monitor_idx = viewport->PlatformMonitor; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + return &g.PlatformIO.Monitors[monitor_idx]; + return &g.FallbackMonitor; +} + void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; @@ -12074,14 +12395,14 @@ struct ImGuiDockNodeSettings ImGuiID ID; ImGuiID ParentNodeId; ImGuiID ParentWindowId; - ImGuiID SelectedWindowId; + ImGuiID SelectedTabId; signed char SplitAxis; char Depth; ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) ImVec2ih Pos; ImVec2ih Size; ImVec2ih SizeRef; - ImGuiDockNodeSettings() { ID = ParentNodeId = ParentWindowId = SelectedWindowId = 0; SplitAxis = ImGuiAxis_None; Depth = 0; Flags = ImGuiDockNodeFlags_None; } + ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } }; //----------------------------------------------------------------------------- @@ -12123,7 +12444,7 @@ namespace ImGui static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); - static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } @@ -12281,8 +12602,8 @@ void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) { if (hovered_window->DockNodeAsHost) g.HoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); - else if (hovered_window->RootWindowDockStop->DockNode) - g.HoveredDockNode = hovered_window->RootWindowDockStop->DockNode; + else if (hovered_window->RootWindow->DockNode) + g.HoveredDockNode = hovered_window->RootWindow->DockNode; } // Process Docking requests @@ -12307,7 +12628,8 @@ static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) { // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) - // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry. We should poke in ctx->Nodes to find a suitable ID faster. + // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 + // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. ImGuiID id = 0x0001; while (DockContextFindNodeByID(ctx, id) != NULL) id++; @@ -12458,9 +12780,9 @@ static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDoc node->ParentNode->ChildNodes[0] = node; else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) node->ParentNode->ChildNodes[1] = node; - node->SelectedTabId = settings->SelectedWindowId; + node->SelectedTabId = settings->SelectedTabId; node->SplitAxis = (ImGuiAxis)settings->SplitAxis; - node->LocalFlags |= (settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); + node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); // Bind host window immediately if it already exist (in case of a rebuild) // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. @@ -12593,7 +12915,7 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) ImGuiDir split_dir = req->DockSplitDir; if (split_dir != ImGuiDir_None) { - // Split into one, one side will be our payload node unless we are dropping a loose window + // Split into two, one side will be our payload node unless we are dropping a loose window const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side const float split_ratio = req->DockSplitRatio; @@ -12602,7 +12924,7 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) new_node->HostWindow = node->HostWindow; node = new_node; } - node->LocalFlags &= ~ImGuiDockNodeFlags_HiddenTabBar; + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); if (node != payload_node) { @@ -12640,8 +12962,8 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) IM_ASSERT(last_focused_node != NULL); ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); - last_focused_node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; - node->LocalFlags &= ~ImGuiDockNodeFlags_CentralNode; + last_focused_node->SetLocalFlags(last_focused_node->LocalFlags |= ImGuiDockNodeFlags_CentralNode); + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); last_focused_root_node->CentralNode = last_focused_node; } @@ -12678,6 +13000,29 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) MarkIniSettingsDirty(); } +// Problem: +// Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more +// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic +// with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be +// due to missing ImGuiBackendFlags_HasMouseCursors backend flag). +// Solution: +// When undocking a window we currently force its maximum size to 90% of the host viewport or monitor. +// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). +static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) +{ + if (ref_viewport == NULL) + return size; + + ImGuiContext& g = *GImGui; + ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f); + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); + max_size = ImFloor(monitor->WorkSize * 0.90f); + } + return ImMin(size, max_size); +} + void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) { IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); @@ -12688,7 +13033,9 @@ void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* windo window->DockId = 0; window->Collapsed = false; window->DockIsActive = false; - window->DockTabIsVisible = false; + window->DockNodeIsVisible = window->DockTabIsVisible = false; + window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); + MarkIniSettingsDirty(); } @@ -12702,6 +13049,9 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) { // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); + new_node->Pos = node->Pos; + new_node->Size = node->Size; + new_node->SizeRef = node->SizeRef; DockNodeMoveWindows(new_node, node); DockSettingsRenameNodeReferences(node->ID, new_node->ID); for (int n = 0; n < new_node->Windows.Size; n++) @@ -12710,7 +13060,7 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) } else { - // Otherwise extract our node and merging our sibling back into the parent node. + // Otherwise extract our node and merge our sibling back into the parent node. IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; node->ParentNode->ChildNodes[index_in_parent] = NULL; @@ -12718,7 +13068,8 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport node->ParentNode = NULL; } - node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_Window; + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; + node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); node->WantMouseMove = true; MarkIniSettingsDirty(); } @@ -12726,20 +13077,16 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) // This is mostly used for automation. bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) { - if (split_outer) - { - IM_ASSERT(0); - } - else - { - ImGuiDockPreviewData split_data; - DockNodePreviewDockSetup(target, target_node, payload, &split_data, false, split_outer); - if (split_data.DropRectsDraw[split_dir+1].IsInverted()) - return false; - *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); - return true; - } - return false; + // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects + // (which would be functionally identical) we only show the outer one. Reflect this here. + if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) + split_outer = true; + ImGuiDockPreviewData split_data; + DockNodePreviewDockSetup(target, target_node, payload, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; } //----------------------------------------------------------------------------- @@ -12777,7 +13124,7 @@ bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* ImGuiDockNode::ImGuiDockNode(ImGuiID id) { ID = id; - SharedFlags = LocalFlags = ImGuiDockNodeFlags_None; + SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; TabBar = NULL; SplitAxis = ImGuiAxis_None; @@ -12792,7 +13139,7 @@ ImGuiDockNode::ImGuiDockNode(ImGuiID id) AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; AuthorityForViewport = ImGuiDataAuthority_Auto; IsVisible = true; - IsFocused = HasCloseButton = HasWindowMenuButton = EnableCloseButton = false; + IsFocused = HasCloseButton = HasWindowMenuButton = false; WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; MarkedForPosSizeWrite = false; } @@ -12813,6 +13160,12 @@ int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) return tab ? tab_bar->GetTabOrder(tab) : -1; } +static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) +{ + window->Hidden = true; + window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; +} + static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) { ImGuiContext& g = *GImGui; (void)g; @@ -12825,6 +13178,12 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); IMGUI_DEBUG_LOG_DOCKING("DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); + // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, + // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). + // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() + if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) + DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); + node->Windows.push_back(window); node->WantHiddenTabBarUpdate = true; window->DockNode = node; @@ -12832,14 +13191,6 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b window->DockIsActive = (node->Windows.Size > 1); window->DockTabWantClose = false; - // If more than 2 windows appeared on the same frame, we'll create a new hosting DockNode from the point of the second window submission. - // Then we need to hide the first window (after its been output) otherwise it would be visible as a standalone window for one frame. - if (node->HostWindow == NULL && node->Windows.Size == 2 && node->Windows[0]->WasActive == false) - { - node->Windows[0]->Hidden = true; - node->Windows[0]->HiddenFramesCanSkipItems = 1; - } - // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. if (node->HostWindow == NULL && node->IsFloatingNode()) @@ -12878,7 +13229,7 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window { ImGuiContext& g = *GImGui; IM_ASSERT(window->DockNode == node); - //IM_ASSERT(window->RootWindow == node->HostWindow); + //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); IMGUI_DEBUG_LOG_DOCKING("DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); @@ -13077,6 +13428,7 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod // Remove inactive windows // Merge node flags overrides stored in windows + node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; for (int window_n = 0; window_n < node->Windows.Size; window_n++) { ImGuiWindow* window = node->Windows[window_n]; @@ -13102,13 +13454,15 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod } else { - node->LocalFlags &= ~window->WindowClass.DockNodeFlagsOverrideClear; - node->LocalFlags |= window->WindowClass.DockNodeFlagsOverrideSet; + // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. + //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; } } + node->UpdateMergedFlags(); // Auto-hide tab bar option - ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); + ImGuiDockNodeFlags node_flags = node->MergedFlags; if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) node->WantHiddenTabBarToggle = true; node->WantHiddenTabBarUpdate = false; @@ -13119,9 +13473,9 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod // Apply toggles at a single point of the frame (here!) if (node->Windows.Size > 1) - node->LocalFlags &= ~ImGuiDockNodeFlags_HiddenTabBar; + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); else if (node->WantHiddenTabBarToggle) - node->LocalFlags ^= ImGuiDockNodeFlags_HiddenTabBar; + node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); node->WantHiddenTabBarToggle = false; DockNodeUpdateVisibleFlag(node); @@ -13177,6 +13531,20 @@ static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) } } +static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + // Remove ourselves from any previous different host window + // This can happen if a user mistakenly does (see #4295 for details): + // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace + // - N+1: NewFrame() // will create floating host window for that node + // - N+1: DockSpace(id) // requalify node as dockspace, moving host window + if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + + host_window->DockNodeAsHost = node; + node->HostWindow = host_window; +} + static void ImGui::DockNodeUpdate(ImGuiDockNode* node) { ImGuiContext& g = *GImGui; @@ -13226,7 +13594,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; node->WantCloseAll = false; node->WantCloseTabId = 0; - node->HasCloseButton = node->HasWindowMenuButton = node->EnableCloseButton = false; + node->HasCloseButton = node->HasWindowMenuButton = false; node->LastFrameActive = g.FrameCount; if (node->WantMouseMove && node->Windows.Size == 1) @@ -13259,7 +13627,20 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) } } - const ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + + // Decide if the node will have a close button and a window menu button + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + node->HasCloseButton = false; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. + ImGuiWindow* window = node->Windows[window_n]; + node->HasCloseButton |= window->HasCloseButton; + window->DockIsActive = (node->Windows.Size > 1); + } + if (node_flags & ImGuiDockNodeFlags_NoCloseButton) + node->HasCloseButton = false; // Bind or create host window ImGuiWindow* host_window = NULL; @@ -13268,25 +13649,11 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) { // [Explicit root dockspace node] IM_ASSERT(node->HostWindow); - node->EnableCloseButton = false; - node->HasCloseButton = (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0; - node->HasWindowMenuButton = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; host_window = node->HostWindow; } else { // [Automatic root or child nodes] - node->EnableCloseButton = false; - node->HasCloseButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0; - node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; - for (int window_n = 0; window_n < node->Windows.Size; window_n++) - { - // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. - ImGuiWindow* window = node->Windows[window_n]; - window->DockIsActive = (node->Windows.Size > 1); - node->EnableCloseButton |= window->HasCloseButton; - } - if (node->IsRootNode() && node->IsVisible) { ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; @@ -13326,8 +13693,8 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) PopStyleVar(); beginned_into_host_window = true; - node->HostWindow = host_window = g.CurrentWindow; - host_window->DockNodeAsHost = node; + host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); host_window->DC.CursorPos = host_window->Pos; node->Pos = host_window->Pos; node->Size = host_window->Size; @@ -13356,8 +13723,8 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) if (node->IsSplitNode()) IM_ASSERT(node->TabBar == NULL); if (node->IsRootNode()) - if (g.NavWindow && g.NavWindow->RootWindowDockStop->DockNode && g.NavWindow->RootWindowDockStop->ParentWindow == host_window) - node->LastFocusedNodeId = g.NavWindow->RootWindowDockStop->DockNode->ID; + if (g.NavWindow && g.NavWindow->RootWindow->DockNode && g.NavWindow->RootWindow->ParentWindow == host_window) + node->LastFocusedNodeId = g.NavWindow->RootWindow->DockNode->ID; // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! @@ -13385,10 +13752,10 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); - if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS; } - if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS; } - if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS; } - if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS; } + if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; } + if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; } //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); if (central_node_hole && !hole_rect.IsInverted()) { @@ -13437,7 +13804,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) // Draw payload drop target if (host_window && node->IsVisible) - if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindow != host_window)) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) BeginDockableDragDropTarget(host_window); // We update this after DockNodeUpdateTabBar() @@ -13512,13 +13879,13 @@ bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) { if (node->TabBar == NULL || node->HostWindow == NULL) return false; - if (node->SharedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) return false; Begin(node->HostWindow->Name); PushOverrideID(node->ID); bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags, node); IM_UNUSED(ret); - IM_ASSERT(ret); + IM_ASSERT(ret); return true; } @@ -13546,7 +13913,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w ImGuiDockNode* root_node = DockNodeGetRootNode(node); if (g.NavWindowingTarget) is_focused = (g.NavWindowingTarget->DockNode == node); - else if (g.NavWindow && g.NavWindow->RootWindowForTitleBarHighlight == host_window->RootWindow && root_node->LastFocusedNodeId == node->ID) + else if (g.NavWindow && g.NavWindow->RootWindowForTitleBarHighlight == host_window->RootWindowDockTree && root_node->LastFocusedNodeId == node->ID) is_focused = true; // Hidden tab bar will show a triangle on the upper-left (in Begin) @@ -13590,9 +13957,8 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w ImGuiID focus_tab_id = 0; node->IsFocused = is_focused; - const ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); + const ImGuiDockNodeFlags node_flags = node->MergedFlags; const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); - const bool has_close_button = (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0; // In a dock node, the Collapse Button turns into the Window Menu button. // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? @@ -13606,15 +13972,14 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w // Layout ImRect title_bar_rect, tab_bar_rect; ImVec2 window_menu_button_pos; - DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos); + ImVec2 close_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); - // Submit new tabs and apply NavWindow focus back to the tab bar. They will be added as Unsorted and sorted below based on relative DockOrder value. + // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. const int tabs_count_old = tab_bar->Tabs.Size; for (int window_n = 0; window_n < node->Windows.Size; window_n++) { ImGuiWindow* window = node->Windows[window_n]; - if (g.NavWindow && g.NavWindow->RootWindowDockStop == window) - tab_bar->SelectedTabId = window->ID; if (TabBarFindTabByID(tab_bar, window->ID) == NULL) TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); } @@ -13623,12 +13988,12 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w if (is_focused) node->LastFrameFocused = g.FrameCount; ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); - host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, ImDrawCornerFlags_Top); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, ImDrawFlags_RoundCornersTop); // Docking/Collapse button if (has_window_menu_button) { - if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) OpenPopup("#WindowMenu"); if (IsItemActive()) focus_tab_id = tab_bar->SelectedTabId; @@ -13651,6 +14016,10 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); } + // Apply NavWindow focus back to the tab bar + if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) + tab_bar->SelectedTabId = g.NavWindow->RootWindow->ID; + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; @@ -13702,7 +14071,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w window->DockTabItemRect = host_window->DC.LastItemRect; // Update navigation ID on menu layer - if (g.NavWindow && g.NavWindow->RootWindowDockStop == window && (window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) host_window->NavLastIds[1] = window->ID; } } @@ -13718,23 +14087,25 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w // Close button (after VisibleWindow was updated) // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->ID may be != from tab_bar->SelectedTabId - if (has_close_button && node->VisibleWindow) + const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; + const bool close_button_is_visible = node->HasCloseButton; + //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) + if (close_button_is_visible) { - if (!node->VisibleWindow->HasCloseButton) + if (!close_button_is_enabled) { PushItemFlag(ImGuiItemFlags_Disabled, true); - PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.5f)); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); + } + if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) + { + node->WantCloseAll = true; + for (int n = 0; n < tab_bar->Tabs.Size; n++) + TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); } - const float button_sz = g.FontSize; - if (CloseButton(host_window->GetID("#CLOSE"), title_bar_rect.GetTR() + ImVec2(-style.FramePadding.x * 2.0f - button_sz, 0.0f))) - if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->VisibleTabId)) - { - node->WantCloseTabId = tab->ID; - TabBarCloseTab(tab_bar, tab); - } //if (IsItemActive()) // focus_tab_id = tab_bar->SelectedTabId; - if (!node->VisibleWindow->HasCloseButton) + if (!close_button_is_enabled) { PopStyleColor(); PopItemFlag(); @@ -13844,27 +14215,35 @@ static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* } // window menu button == collapse button when not in a dock node. -// FIXME: This is similar to RenderWindowTitleBarContents, may want to share code. -static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos) +// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) { ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); if (out_title_rect) { *out_title_rect = r; } + r.Min.x += style.WindowBorderSize; + r.Max.x -= style.WindowBorderSize; + + float button_sz = g.FontSize; + ImVec2 window_menu_button_pos = r.Min; - r.Min.x += g.Style.FramePadding.x; - r.Max.x -= g.Style.FramePadding.x; + r.Min.x += style.FramePadding.x; + r.Max.x -= style.FramePadding.x; if (node->HasCloseButton) { - r.Max.x -= g.FontSize;// +1.0f; // In DockNodeUpdateTabBar() we currently display a disabled close button even if there is none. + r.Max.x -= button_sz; + if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y); } - if (node->HasWindowMenuButton && g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) { - r.Min.x += g.FontSize; // + g.Style.ItemInnerSpacing.x; // <-- Adding ItemInnerSpacing makes the title text moves slightly when in a docking tab bar. Instead we adjusted RenderArrowDockMenu() + r.Min.x += button_sz + style.ItemInnerSpacing.x; } - else if (node->HasWindowMenuButton && g.Style.WindowMenuButtonPosition == ImGuiDir_Right) + else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) { - r.Max.x -= g.FontSize + g.Style.FramePadding.x; + r.Max.x -= button_sz + style.FramePadding.x; window_menu_button_pos = ImVec2(r.Max.x, r.Min.y); } if (out_tab_bar_rect) { *out_tab_bar_rect = r; } @@ -13972,8 +14351,8 @@ static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockN IM_ASSERT(ref_node_for_rect->IsVisible); // Filter, figure out where we are allowed to dock - ImGuiDockNodeFlags src_node_flags = root_payload_as_host ? root_payload_as_host->GetMergedFlags() : root_payload->WindowClass.DockNodeFlagsOverrideSet; - ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->GetMergedFlags() : host_window->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags src_node_flags = root_payload_as_host ? root_payload_as_host->MergedFlags : root_payload->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; data->IsCenterAvailable = true; if (is_outer_docking) data->IsCenterAvailable = false; @@ -13983,7 +14362,11 @@ static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockN data->IsCenterAvailable = false; else if ((!host_node || !host_node->IsEmpty()) && root_payload_as_host && root_payload_as_host->IsSplitNode() && (root_payload_as_host->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? data->IsCenterAvailable = false; - else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther)) + else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) data->IsCenterAvailable = false; data->IsSidesAvailable = true; @@ -14019,9 +14402,9 @@ static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockN } } - // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + // We only allow and preview docking when hovering over a drop rect or over the title bar data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); - if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) + if (!is_explicit_target && !data->IsSplitDirExplicit) data->IsDropAllowed = false; // Calculate split area @@ -14081,7 +14464,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock { // Compute target tab bar geometry so we can locate our preview tabs ImRect tab_bar_rect; - DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL); + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); ImVec2 tab_pos = tab_bar_rect.Min; if (host_node && host_node->TabBar) { @@ -14153,7 +14536,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock } // Stop after ImGuiDir_None - if ((host_node && (host_node->GetMergedFlags() & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit) + if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit) return; } } @@ -14206,6 +14589,9 @@ void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + child_0->UpdateMergedFlags(); + child_1->UpdateMergedFlags(); + parent_node->UpdateMergedFlags(); if (child_inheritor->IsCentralNode()) DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; } @@ -14245,6 +14631,8 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows + parent_node->UpdateMergedFlags(); if (child_0) { @@ -14376,7 +14764,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); - const ImGuiDockNodeFlags merged_flags = child_0->GetMergedFlags() | child_1->GetMergedFlags(); + const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) { @@ -14409,7 +14797,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) /* // [DEBUG] Render limits - ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); for (int n = 0; n < 2; n++) if (axis == ImGuiAxis_X) draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); @@ -14423,7 +14811,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) float cur_size_1 = child_1->Size[axis]; float min_size_0 = resize_limits[0] - child_0->Pos[axis]; float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; - if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)) + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)) { if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) { @@ -14437,7 +14825,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) { ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; - //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); while (touching_node->ParentNode != node) { @@ -14549,13 +14937,13 @@ void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) // Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. // The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. // DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. -void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) +ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) { ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; ImGuiWindow* window = GetCurrentWindow(); if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) - return; + return 0; // Early out if parent window is hidden/collapsed // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. @@ -14570,7 +14958,7 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla { IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X created\n", id); node = DockContextAddNode(ctx, id); - node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); } if (window_class && window_class->ClassId != node->WindowClass.ClassId) IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId); @@ -14582,16 +14970,16 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) { IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); - node->LocalFlags |= ImGuiDockNodeFlags_DockSpace; - return; + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + return id; } - node->LocalFlags |= ImGuiDockNodeFlags_DockSpace; + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible if (flags & ImGuiDockNodeFlags_KeepAliveOnly) { node->LastFrameAlive = g.FrameCount; - return; + return id; } const ImVec2 content_avail = GetContentRegionAvail(); @@ -14608,27 +14996,23 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla SetNextWindowSize(node->Size); g.NextWindowData.PosUndock = false; - // FIXME-DOCK Why do we need a child window to host a dockspace, could we host it in the existing window? + // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? + // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + window_flags |= ImGuiWindowFlags_NoBackground; char title[256]; ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id); - // FIXME-DOCK: What is the reason for not simply calling BeginChild()? - if (node->Windows.Size > 0 || node->IsSplitNode()) - PushStyleColor(ImGuiCol_ChildBg, IM_COL32(0, 0, 0, 0)); PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); Begin(title, NULL, window_flags); PopStyleVar(); - if (node->Windows.Size > 0 || node->IsSplitNode()) - PopStyleColor(); ImGuiWindow* host_window = g.CurrentWindow; - host_window->DockNodeAsHost = node; + DockNodeSetupHostWindow(node, host_window); host_window->ChildId = window->GetID(title); - node->HostWindow = host_window; node->OnlyNodeWithWindows = NULL; IM_ASSERT(node->IsRootNode()); @@ -14640,26 +15024,27 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, // as it doesn't make sense for an empty dockspace to not have this property. if (node->IsLeafNode() && !node->IsCentralNode()) - node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); // Update the node DockNodeUpdate(node); End(); ItemSize(size); + return id; } // Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! // The limitation with this call is that your window won't have a menu bar. // Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. // But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. -ImGuiID ImGui::DockSpaceOverViewport(ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) { if (viewport == NULL) viewport = GetMainViewport(); - SetNextWindowPos(viewport->GetWorkPos()); - SetNextWindowSize(viewport->GetWorkSize()); + SetNextWindowPos(viewport->WorkPos); + SetNextWindowSize(viewport->WorkSize); SetNextWindowViewport(viewport->ID); ImGuiWindowFlags host_window_flags = 0; @@ -14765,11 +15150,11 @@ void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags) { ImGuiContext* ctx = GImGui; - ImGuiDockNode* node = NULL; if (id != 0) DockBuilderRemoveNode(id); + ImGuiDockNode* node = NULL; if (flags & ImGuiDockNodeFlags_DockSpace) { DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); @@ -14778,7 +15163,7 @@ ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags) else { node = DockContextAddNode(ctx, id); - node->LocalFlags = flags; + node->SetLocalFlags(flags); } node->LastFrameAlive = ctx->FrameCount; // Set this otherwise BeginDocked will undock during the same frame. return node->ID; @@ -14792,8 +15177,12 @@ void ImGui::DockBuilderRemoveNode(ImGuiID node_id) return; DockBuilderRemoveNodeDockedWindows(node_id, true); DockBuilderRemoveNodeChildNodes(node_id); + // Node may have moved or deleted if e.g. any merge happened + node = DockContextFindNodeByID(ctx, node_id); + if (node == NULL) + return; if (node->IsCentralNode() && node->ParentNode) - node->ParentNode->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); DockContextRemoveNode(ctx, node, true); } @@ -14863,8 +15252,8 @@ void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) } else if (has_central_node) { - root_node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; root_node->CentralNode = root_node; + root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); } } @@ -14946,10 +15335,12 @@ static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID ds ImGuiDockNode* dst_node = ImGui::DockContextAddNode(ctx, dst_node_id_if_known); dst_node->SharedFlags = src_node->SharedFlags; dst_node->LocalFlags = src_node->LocalFlags; + dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; dst_node->Pos = src_node->Pos; dst_node->Size = src_node->Size; dst_node->SizeRef = src_node->SizeRef; dst_node->SplitAxis = src_node->SplitAxis; + dst_node->UpdateMergedFlags(); out_node_remap_pairs->push_back(src_node->ID); out_node_remap_pairs->push_back(dst_node->ID); @@ -14972,11 +15363,12 @@ void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVect IM_ASSERT(dst_node_id != 0); IM_ASSERT(out_node_remap_pairs != NULL); + DockBuilderRemoveNode(dst_node_id); + ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id); IM_ASSERT(src_node != NULL); out_node_remap_pairs->clear(); - DockBuilderRemoveNode(dst_node_id); DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); @@ -15163,6 +15555,9 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; + // Clear fields ahead so most early-out paths don't have to do it + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); if (auto_dock_node) { @@ -15212,14 +15607,9 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() ImGuiDockNode* root_node = DockNodeGetRootNode(node); if (root_node->LastFrameAlive < g.FrameCount) - { DockContextProcessUndockWindow(ctx, window); - } else - { window->DockIsActive = true; - window->DockTabIsVisible = false; - } return; } @@ -15232,8 +15622,10 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) if (node->HostWindow == NULL) { - window->DockIsActive = (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing); - window->DockTabIsVisible = false; + if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) + window->DockIsActive = true; + if (node->Windows.Size > 1) + DockNodeHideWindowDuringHostWindowCreation(window); return; } @@ -15255,8 +15647,9 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) SetNextWindowSize(node->Size); g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() window->DockIsActive = true; + window->DockNodeIsVisible = true; window->DockTabIsVisible = false; - if (node->SharedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) return; // When the window is selected we mark it as visible. @@ -15271,9 +15664,9 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) else window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! - // Save new dock order only if the tab bar has been visible once. + // Save new dock order only if the window has been visible once already // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. - if (node->TabBar && node->TabBar->CurrFrameVisible != -1) + if (node->TabBar && window->WasActive) window->DockOrder = (short)DockNodeGetTabOrder(window); if ((node->WantCloseAll || node->WantCloseTabId == window->ID) && p_open != NULL) @@ -15291,9 +15684,9 @@ void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) IM_ASSERT(g.MovingWindow == window); window->DC.LastItemId = window->MoveId; - window = window->RootWindow; + window = window->RootWindowDockTree; IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); - bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); + bool is_drag_docking = ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload)) { SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); @@ -15310,7 +15703,7 @@ void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; - //IM_ASSERT(window->RootWindow == window); // May also be a DockSpace + //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); if (!g.DragDropActive) return; @@ -15354,7 +15747,7 @@ void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) } const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); - const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + const bool is_explicit_target = IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); // Preview docking request and find out split direction/ratio //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. @@ -15504,7 +15897,7 @@ static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettings if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } - if (sscanf(line, " Selected=0x%08X%n", &node.SelectedWindowId,&r) == 1) { line += r; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } if (node.ParentNodeId != 0) if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) node.Depth = parent_settings->Depth + 1; @@ -15518,7 +15911,7 @@ static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDo node_settings.ID = node->ID; node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; - node_settings.SelectedWindowId = node->SelectedTabId; + node_settings.SelectedTabId = node->SelectedTabId; node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); node_settings.Depth = (char)depth; node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); @@ -15584,8 +15977,8 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings buf->appendf(" NoWindowMenuButton=1"); if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) buf->appendf(" NoCloseButton=1"); - if (node_settings->SelectedWindowId) - buf->appendf(" Selected=0x%08X", node_settings->SelectedWindowId); + if (node_settings->SelectedTabId) + buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); #if IMGUI_DEBUG_INI_SETTINGS // [DEBUG] Include comments in the .ini file to ease debugging @@ -15762,7 +16155,7 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) #ifndef IMGUI_DISABLE_METRICS_WINDOW -static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -15774,27 +16167,24 @@ static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewp for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* thumb_window = g.Windows[i]; - if (!thumb_window->WasActive || ((thumb_window->Flags & ImGuiWindowFlags_ChildWindow))) - continue; - if (thumb_window->SkipItems && (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME-DOCK: Skip hidden docked windows. Identify those betters. + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) continue; if (thumb_window->Viewport != viewport) continue; ImRect thumb_r = thumb_window->Rect(); ImRect title_r = thumb_window->TitleBarRect(); - ImRect thumb_r_scaled = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); - ImRect title_r_scaled = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height - thumb_r_scaled.ClipWithFull(bb); - title_r_scaled.ClipWithFull(bb); + thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); + title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); - window->DrawList->AddRectFilled(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_WindowBg, alpha_mul)); - window->DrawList->AddRectFilled(title_r_scaled.Min, title_r_scaled.Max, ImGui::GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); - window->DrawList->AddRect(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul)); - if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(thumb_window)) - window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r_scaled.Min, ImGui::GetColorU32(ImGuiCol_Text, alpha_mul), window_for_title->Name, ImGui::FindRenderedTextEnd(window_for_title->Name)); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); } - draw_list->AddRect(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul)); + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); } static void RenderViewportsThumbnails() @@ -15804,24 +16194,27 @@ static void RenderViewportsThumbnails() // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. float SCALE = 1.0f / 8.0f; - ImRect bb_full; - //for (int n = 0; n < g.PlatformIO.Monitors.Size; n++) - // bb_full.Add(GetPlatformMonitorMainRect(g.PlatformIO.Monitors[n])); + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); for (int n = 0; n < g.Viewports.Size; n++) bb_full.Add(g.Viewports[n]->GetMainRect()); ImVec2 p = window->DC.CursorPos; ImVec2 off = p - bb_full.Min * SCALE; - //for (int n = 0; n < g.PlatformIO.Monitors.Size; n++) - // window->DrawList->AddRect(off + g.PlatformIO.Monitors[n].MainPos * SCALE, off + (g.PlatformIO.Monitors[n].MainPos + g.PlatformIO.Monitors[n].MainSize) * SCALE, ImGui::GetColorU32(ImGuiCol_Border)); for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); - RenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); } ImGui::Dummy(bb_full.GetSize() * SCALE); } +static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs) +{ + const ImGuiViewportP* a = *(const ImGuiViewportP* const *)lhs; + const ImGuiViewportP* b = *(const ImGuiViewportP* const *)rhs; + return b->LastFrontMostStampCount - a->LastFrontMostStampCount; +} + // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. static void MetricsHelpMarker(const char* desc) { @@ -15836,6 +16229,10 @@ static void MetricsHelpMarker(const char* desc) } } +#ifndef IMGUI_DISABLE_DEMO_WINDOWS +namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); } +#endif + void ImGui::ShowMetricsWindow(bool* p_open) { if (!Begin("Dear ImGui Metrics/Debugger", p_open)) @@ -15938,15 +16335,15 @@ void ImGui::ShowMetricsWindow(bool* p_open) cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); if (cfg->ShowTablesRects && g.NavWindow != NULL) { - for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) { - ImGuiTable* table = g.Tables.GetByIndex(table_n); - if (table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) continue; BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); if (IsItemHovered()) - GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f); + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); Indent(); char buf[128]; for (int rect_n = 0; rect_n < TRT_Count; rect_n++) @@ -15961,7 +16358,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); Selectable(buf); if (IsItemHovered()) - GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f); + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); } } else @@ -15970,7 +16367,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); Selectable(buf); if (IsItemHovered()) - GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f); + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); } } Unindent(); @@ -15980,16 +16377,41 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } - // Contents + // Windows DebugNodeWindowsList(&g.Windows, "Windows"); //DebugNodeWindowsList(&g.WindowsFocusOrder, "WindowsFocusOrder"); + + // DrawLists + int drawlist_count = 0; + for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) + drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount(); + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) + { + ImGuiViewportP* viewport = g.Viewports[viewport_i]; + bool viewport_has_drawlist = false; + for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) + for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) + { + if (!viewport_has_drawlist) + Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); + viewport_has_drawlist = true; + DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); + } + } + TreePop(); + } + + // Viewports if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) { Indent(GetTreeNodeToLabelSpacing()); RenderViewportsThumbnails(); Unindent(GetTreeNodeToLabelSpacing()); + bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); - ImGui::SameLine(); + SameLine(); MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); if (open) { @@ -16003,6 +16425,19 @@ void ImGui::ShowMetricsWindow(bool* p_open) } TreePop(); } + + if (TreeNode("Inferred order (front-to-back)")) + { + static ImVector viewports; + viewports.resize(g.Viewports.Size); + memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); + if (viewports.Size > 1) + ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount); + for (int i = 0; i < viewports.Size; i++) + BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, viewports[i]->ID, viewports[i]->LastFrontMostStampCount, viewports[i]->Window ? viewports[i]->Window->Name : "N/A"); + TreePop(); + } + for (int i = 0; i < g.Viewports.Size; i++) DebugNodeViewport(g.Viewports[i]); TreePop(); @@ -16020,22 +16455,36 @@ void ImGui::ShowMetricsWindow(bool* p_open) } // Details for TabBars - if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize())) + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) { - for (int n = 0; n < g.TabBars.GetSize(); n++) - DebugNodeTabBar(g.TabBars.GetByIndex(n), "TabBar"); + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } TreePop(); } // Details for Tables -#ifdef IMGUI_HAS_TABLE - if (TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) { - for (int n = 0; n < g.Tables.GetSize(); n++) - DebugNodeTable(g.Tables.GetByIndex(n)); + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); TreePop(); } -#endif // #ifdef IMGUI_HAS_TABLE + + // Details for Fonts +#ifndef IMGUI_DISABLE_DEMO_WINDOWS + ImFontAtlas* atlas = g.IO.Fonts; + if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } +#endif // Details for Docking #ifdef IMGUI_HAS_DOCK @@ -16086,38 +16535,36 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } -#ifdef IMGUI_HAS_TABLE if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) { for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) DebugNodeTableSettings(settings); TreePop(); } -#endif // #ifdef IMGUI_HAS_TABLE #ifdef IMGUI_HAS_DOCK - if (ImGui::TreeNode("SettingsDocking", "Settings packed data: Docking")) + if (TreeNode("SettingsDocking", "Settings packed data: Docking")) { ImGuiDockContext* dc = &g.DockContext; - ImGui::Text("In SettingsWindows:"); + Text("In SettingsWindows:"); for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->DockId != 0) - ImGui::BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId); - ImGui::Text("In SettingsNodes:"); + BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId); + Text("In SettingsNodes:"); for (int n = 0; n < dc->NodesSettings.Size; n++) { ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; const char* selected_tab_name = NULL; - if (settings->SelectedWindowId) + if (settings->SelectedTabId) { - if (ImGuiWindow* window = FindWindowByID(settings->SelectedWindowId)) + if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) selected_tab_name = window->Name; - else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedWindowId)) + else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedTabId)) selected_tab_name = window_settings->GetName(); } - ImGui::BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedWindowId, selected_tab_name ? selected_tab_name : settings->SelectedWindowId ? "N/A" : ""); + BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); } - ImGui::TreePop(); + TreePop(); } #endif // #ifdef IMGUI_HAS_DOCK @@ -16132,12 +16579,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Misc Details if (TreeNode("Internal state")) { - const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); Text("WINDOWING"); Indent(); Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); - Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); Text("HoveredDockNode: 0x%08X", g.HoveredDockNode ? g.HoveredDockNode->ID : 0); Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); @@ -16148,7 +16595,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) Indent(); Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); - Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not + Text("ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %llX", g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, g.ActiveIdUsingKeyInputMask); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); Unindent(); @@ -16192,14 +16640,13 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } -#ifdef IMGUI_HAS_TABLE // Overlay: Display Tables Rectangles if (cfg->ShowTablesRects) { - for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) { - ImGuiTable* table = g.Tables.GetByIndex(table_n); - if (table->LastFrameActive < g.FrameCount - 1) + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) continue; ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) @@ -16209,7 +16656,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; - draw_list->AddRect(r.Min, r.Max, col, 0.0f, ~0, thickness); + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); } } else @@ -16219,7 +16666,6 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } } -#endif // #ifdef IMGUI_HAS_TABLE #ifdef IMGUI_HAS_DOCK // Overlay: Display Docking info @@ -16228,7 +16674,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) char buf[64] = ""; char* p = buf; ImGuiDockNode* node = g.HoveredDockNode; - ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); @@ -16244,6 +16690,25 @@ void ImGui::ShowMetricsWindow(bool* p_open) End(); } +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (int i = 0; i < atlas->Fonts.Size; i++) + { + ImFont* font = atlas->Fonts[i]; + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} + // [DEBUG] Display contents of Columns void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) { @@ -16255,6 +16720,34 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) TreePop(); } +static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) +{ + using namespace ImGui; + PushID(label); + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); + Text("%s:", label); + if (!enabled) + PushDisabled(); + CheckboxFlags("NoSplit", p_flags, ImGuiDockNodeFlags_NoSplit); + CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); + CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); + CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); + CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); + CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); + CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); + CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); + CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); + CheckboxFlags("NoDockingSplitMe", p_flags, ImGuiDockNodeFlags_NoDockingSplitMe); + CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); + CheckboxFlags("NoDockingOverMe", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); + CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); + CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); + if (!enabled) + PopDisabled(); + PopStyleVar(); + PopID(); +} + // [DEBUG] Display contents of ImDockNode void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) { @@ -16285,17 +16778,16 @@ void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) node->IsCentralNode() ? " IsCentralNode" : "", is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->WantLockSizeOnce ? " WantLockSizeOnce" : ""); - if (TreeNode("flags", "LocalFlags: 0x%04X SharedFlags: 0x%04X", node->LocalFlags, node->SharedFlags)) + if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) { - CheckboxFlags("LocalFlags: NoDocking", &node->LocalFlags, ImGuiDockNodeFlags_NoDocking); - CheckboxFlags("LocalFlags: NoSplit", &node->LocalFlags, ImGuiDockNodeFlags_NoSplit); - CheckboxFlags("LocalFlags: NoResize", &node->LocalFlags, ImGuiDockNodeFlags_NoResize); - CheckboxFlags("LocalFlags: NoResizeX", &node->LocalFlags, ImGuiDockNodeFlags_NoResizeX); - CheckboxFlags("LocalFlags: NoResizeY", &node->LocalFlags, ImGuiDockNodeFlags_NoResizeY); - CheckboxFlags("LocalFlags: NoTabBar", &node->LocalFlags, ImGuiDockNodeFlags_NoTabBar); - CheckboxFlags("LocalFlags: HiddenTabBar", &node->LocalFlags, ImGuiDockNodeFlags_HiddenTabBar); - CheckboxFlags("LocalFlags: NoWindowMenuButton", &node->LocalFlags, ImGuiDockNodeFlags_NoWindowMenuButton); - CheckboxFlags("LocalFlags: NoCloseButton", &node->LocalFlags, ImGuiDockNodeFlags_NoCloseButton); + if (BeginTable("flags", 4)) + { + TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); + EndTable(); + } TreePop(); } if (node->ParentNode) @@ -16396,7 +16888,7 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con { ImDrawListFlags backup_flags = fg_draw_list->Flags; fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. - fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); fg_draw_list->Flags = backup_flags; } } @@ -16423,7 +16915,7 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co for (int n = 0; n < 3; n++, idx_n++) vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); if (show_mesh) - out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); // In yellow: mesh triangles + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles } // Draw bounding boxes if (show_aabb) @@ -16434,6 +16926,102 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co out_draw_list->Flags = backup_flags; } +// [DEBUG] Display details for a single font, called by ShowStyleEditor(). +void ImGui::DebugNodeFont(ImFont* font) +{ + bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", + font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + SameLine(); + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + if (!opened) + return; + + // Display preview text + PushFont(font); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + + // Display details + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + SameLine(); MetricsHelpMarker( + "Note than the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + char c_str[5]; + Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); + Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); + const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); + Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + + // Display all glyphs of the fonts in separate pages of 256 characters + if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = font->FontSize * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (glyph) + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (glyph && IsMouseHoveringRect(cell_p1, cell_p2)) + { + BeginTooltip(); + Text("Codepoint: U+%04X", base + n); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } + TreePop(); + } + TreePop(); +} + // [DEBUG] Display contents of ImGuiStorage void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) { @@ -16465,7 +17053,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) } p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } - bool open = TreeNode(tab_bar, "%s", buf); + bool open = TreeNode(label, "%s", buf); if (!is_active) { PopStyleColor(); } if (is_active && IsItemHovered()) { @@ -16500,12 +17088,21 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y, viewport->PlatformMonitor, viewport->DpiScale * 100.0f); - if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200,200); if (viewport->Window) viewport->Window->Pos = ImVec2(200,200); } } - BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s", viewport->Flags, - (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", - (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", - (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "", - (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : ""); + if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } + BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, + //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", + (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", + (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", + (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", + (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", + (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); @@ -16546,19 +17143,28 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); - BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); - BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); - if (!window->NavRectRel[0].IsInverted()) - BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y); - else - BulletText("NavRectRel[0]: "); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y) + { + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + continue; + } + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + if (IsItemHovered()) + GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255)); + } + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); if (window->DockNode || window->DockNodeAsHost) DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } - if (window->RootWindowDockStop != window->RootWindow) { DebugNodeWindow(window->RootWindowDockStop, "RootWindowDockStop"); } + if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) @@ -16594,9 +17200,11 @@ void ImGui::DebugNodeWindowsList(ImVector* windows, const char* la #else void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} diff --git a/extern/imgui/src/imgui_demo.cpp b/extern/imgui/src/imgui_demo.cpp index 4f6b9d1..8c9911e 100644 --- a/extern/imgui/src/imgui_demo.cpp +++ b/extern/imgui/src/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.81 WIP +// dear imgui, v1.84 WIP // (demo code) // Help: @@ -6,9 +6,9 @@ // - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // Read imgui.cpp for more details, documentation and comments. -// Get latest version at https://github.com/ocornut/imgui +// Get the latest version at https://github.com/ocornut/imgui -// Message to the person tempted to delete this file when integrating Dear ImGui into their code base: +// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: // Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other // coders will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available // debug menu of your game/app! Removing this file from your project is hindering access to documentation for everyone @@ -16,19 +16,19 @@ // Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). // If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be // linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. -// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. // Thank you, // -Your beloved friend, imgui_demo.cpp (which you won't delete) // Message to beginner C/C++ programmers about the meaning of the 'static' keyword: -// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, +// In this demo code, we frequently use 'static' variables inside functions. A static variable persists across calls, // so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to // gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller // in size. It also happens to be a convenient way of storing simple UI related information as long as your function // doesn't need to be reentrant or used in multiple threads. This might be a pattern you will want to use in your code, // but most of the real data you would be editing is likely going to be stored outside your functions. -// The Demo code in this file is designed to be easy to copy-and-paste in into your application! +// The Demo code in this file is designed to be easy to copy-and-paste into your application! // Because of this: // - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. // - We try to declare static variables in the local scope, as close as possible to the code using them. @@ -55,19 +55,20 @@ Index of this file: // - sub section: ShowDemoWindowMisc() // [SECTION] About Window / ShowAboutWindow() // [SECTION] Style Editor / ShowStyleEditor() -// [SECTION] Example app: Main Menu Bar / ShowExampleAppMainMenuBar() -// [SECTION] Example app: Debug Console / ShowExampleAppConsole() -// [SECTION] Example app: Debug Log / ShowExampleAppLog() -// [SECTION] Example app: Simple Layout / ShowExampleAppLayout() -// [SECTION] Example app: Property Editor / ShowExampleAppPropertyEditor() -// [SECTION] Example app: Long Text / ShowExampleAppLongText() -// [SECTION] Example app: Auto Resize / ShowExampleAppAutoResize() -// [SECTION] Example app: Constrained Resize / ShowExampleAppConstrainedResize() -// [SECTION] Example app: Simple Overlay / ShowExampleAppSimpleOverlay() -// [SECTION] Example app: Manipulating Window Titles / ShowExampleAppWindowTitles() -// [SECTION] Example app: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() -// [SECTION] Example app: Docking, DockSpace / ShowExampleAppDockSpace() -// [SECTION] Example app: Documents Handling / ShowExampleAppDocuments() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() */ @@ -92,7 +93,8 @@ Index of this file: // Visual Studio warnings #ifdef _MSC_VER -#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #endif // Clang/GCC warnings with -Weverything @@ -135,6 +137,16 @@ Index of this file: #define vsnprintf _vsnprintf #endif +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#ifdef _MSC_VER +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#endif + // Helpers macros // We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, // but making an exception here as those are largely simplifying code... @@ -170,6 +182,7 @@ static void ShowExampleAppLongText(bool* p_open); static void ShowExampleAppAutoResize(bool* p_open); static void ShowExampleAppConstrainedResize(bool* p_open); static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppFullscreen(bool* p_open); static void ShowExampleAppWindowTitles(bool* p_open); static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleMenuFile(); @@ -273,6 +286,7 @@ void ImGui::ShowDemoWindow(bool* p_open) static bool show_app_auto_resize = false; static bool show_app_constrained_resize = false; static bool show_app_simple_overlay = false; + static bool show_app_fullscreen = false; static bool show_app_window_titles = false; static bool show_app_custom_rendering = false; @@ -288,6 +302,7 @@ void ImGui::ShowDemoWindow(bool* p_open) if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay); + if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen); if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); @@ -317,6 +332,7 @@ void ImGui::ShowDemoWindow(bool* p_open) static bool no_background = false; static bool no_bring_to_front = false; static bool no_docking = false; + static bool unsaved_document = false; ImGuiWindowFlags window_flags = 0; if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; @@ -329,12 +345,13 @@ void ImGui::ShowDemoWindow(bool* p_open) if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; + if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; if (no_close) p_open = NULL; // Don't pass our bool* to Begin // We specify a default position/size in case there's no data in the .ini file. // We only do it to make the demo applications a little more welcoming, but typically this isn't required. - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - ImGui::SetNextWindowPos(ImVec2(main_viewport->GetWorkPos().x + 650, main_viewport->GetWorkPos().y + 20), ImGuiCond_FirstUseEver); + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); // Main body of the Demo window starts here. @@ -372,6 +389,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize); ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize); ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); + ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen); ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); ImGui::MenuItem("Dockspace", NULL, &show_app_dockspace); @@ -441,14 +459,12 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); - ImGui::SameLine(); HelpMarker(io.ConfigDockingWithShift ? "[beta] Use SHIFT to dock window into each others." : "[beta] Drag from title bar to dock windows into each others."); + ImGui::SameLine(); HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { ImGui::Indent(); ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); - ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); - ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allows to drop in wider space, reduce visual noise)"); ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); @@ -547,6 +563,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); + ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); ImGui::EndTable(); } } @@ -640,13 +657,12 @@ static void ShowDemoWindowWidgets() { // Using the _simplified_ one-liner Combo() api here - // See "Combo" section for examples of how to use the more complete BeginCombo()/EndCombo() api. + // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; static int item_current = 0; ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); HelpMarker( - "Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, " - "and demonstration of various flags.\n"); + "Using the simplified one-liner Combo API here.\nRefer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); } { @@ -745,14 +761,13 @@ static void ShowDemoWindowWidgets() } { - // List box + // Using the _simplified_ one-liner ListBox() api here + // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; static int item_current = 1; - ImGui::ListBox("listbox\n(single select)", &item_current, items, IM_ARRAYSIZE(items), 4); - - //static int listbox_item_current2 = 2; - //ImGui::SetNextItemWidth(-1); - //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4); + ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); } ImGui::TreePop(); @@ -964,7 +979,7 @@ static void ShowDemoWindowWidgets() // so you can safely copy & paste garbled characters into another application. ImGui::TextWrapped( "CJK text will only appears if the font was loaded with the appropriate CJK character ranges. " - "Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " "Read docs/FONTS.md for details."); ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); @@ -1065,9 +1080,9 @@ static void ShowDemoWindowWidgets() // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively // stored in the object itself, etc.) const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static int item_current_idx = 0; // Here our selection data is an index. - const char* combo_label = items[item_current_idx]; // Label to preview before opening the combo (technically it could be anything) - if (ImGui::BeginCombo("combo 1", combo_label, flags)) + static int item_current_idx = 0; // Here we store our selection data as an index. + const char* combo_preview_value = items[item_current_idx]; // Pass in the preview value visible before opening the combo (it could be anything) + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) { for (int n = 0; n < IM_ARRAYSIZE(items); n++) { @@ -1083,10 +1098,12 @@ static void ShowDemoWindowWidgets() } // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. static int item_current_2 = 0; ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); @@ -1098,6 +1115,48 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + if (ImGui::TreeNode("List boxes")) + { + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_current_idx = 0; // Here we store our selection data as an index. + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_current_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_current_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_current_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_current_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + if (ImGui::TreeNode("Selectables")) { // Selectable() has 2 overloads: @@ -1111,7 +1170,7 @@ static void ShowDemoWindowWidgets() static bool selection[5] = { false, true, false, false, false }; ImGui::Selectable("1. I am selectable", &selection[0]); ImGui::Selectable("2. I am selectable", &selection[1]); - ImGui::Text("3. I am not selectable"); + ImGui::Text("(I am not selectable)"); ImGui::Selectable("4. I am selectable", &selection[3]); if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick)) if (ImGui::IsMouseDoubleClicked(0)) @@ -1161,7 +1220,7 @@ static void ShowDemoWindowWidgets() { static bool selected[10] = {}; - if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) { for (int i = 0; i < 10; i++) { @@ -1172,8 +1231,8 @@ static void ShowDemoWindowWidgets() } ImGui::EndTable(); } - ImGui::Separator(); - if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) { for (int i = 0; i < 10; i++) { @@ -1552,7 +1611,7 @@ static void ShowDemoWindowWidgets() // Plot/Graph widgets are not very good. // Consider writing your own, or using a third-party one, see: // - ImPlot https://github.com/epezent/implot - // - others https://github.com/ocornut/imgui/wiki/Useful-Widgets + // - others https://github.com/ocornut/imgui/wiki/Useful-Extensions if (ImGui::TreeNode("Plots Widgets")) { static bool animate = true; @@ -1601,7 +1660,7 @@ static void ShowDemoWindowWidgets() }; static int func_type = 0, display_count = 70; ImGui::Separator(); - ImGui::SetNextItemWidth(100); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); ImGui::Combo("func", &func_type, "Sin\0Saw\0"); ImGui::SameLine(); ImGui::SliderInt("Sample count", &display_count, 1, 400); @@ -1927,12 +1986,12 @@ static void ShowDemoWindowWidgets() ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); - ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%I64d"); - ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%I64d"); - ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%I64d"); - ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%I64u ms"); - ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%I64u ms"); - ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%I64u ms"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" IM_PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" IM_PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" IM_PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" IM_PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" IM_PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" IM_PRIu64 " ms"); ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); @@ -1941,12 +2000,12 @@ static void ShowDemoWindowWidgets() ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); ImGui::Text("Sliders (reverse)"); - ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); - ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); - ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%I64d"); - ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%I64u ms"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" IM_PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" IM_PRIu64 " ms"); static bool inputs_step = true; ImGui::Text("Inputs"); @@ -2180,7 +2239,7 @@ static void ShowDemoWindowWidgets() const char* item_names[] = { "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputFloat", - "InputFloat3", "ColorEdit4", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" }; static int item_type = 1; ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); @@ -2201,11 +2260,12 @@ static void ShowDemoWindowWidgets() if (item_type == 6) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) - if (item_type == 10){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node - if (item_type == 11){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. - if (item_type == 12){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } - if (item_type == 13){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + if (item_type == 9) { ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 10){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 11){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 12){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 13){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } // Display the values of IsItemHovered() and other common item state functions. // Note that the ImGuiHoveredFlags_XXX flags can be combined. @@ -2394,7 +2454,7 @@ static void ShowDemoWindowLayout() // the POV of the parent window). See 'Demo->Querying Status (Active/Focused/Hovered etc.)' for details. { static int offset_x = 0; - ImGui::SetNextItemWidth(100); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); @@ -2416,15 +2476,15 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Widgets Width")) { + static float f = 0.0f; + static bool show_indented_items = true; + ImGui::Checkbox("Show indented items", &show_indented_items); + // Use SetNextItemWidth() to set the width of a single upcoming item. // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. // In real code use you'll probably want to choose width values that are proportional to your font size // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. - static float f = 0.0f; - static bool show_indented_items = true; - ImGui::Checkbox("Show indented items", &show_indented_items); - ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); ImGui::SameLine(); HelpMarker("Fixed width."); ImGui::PushItemWidth(100); @@ -2616,11 +2676,11 @@ static void ShowDemoWindowLayout() ImGui::Button("LEVERAGE\nBUZZWORD", size); ImGui::SameLine(); - if (ImGui::ListBoxHeader("List", size)) + if (ImGui::BeginListBox("List", size)) { ImGui::Selectable("Selected", true); ImGui::Selectable("Not Selected", false); - ImGui::ListBoxFooter(); + ImGui::EndListBox(); } ImGui::TreePop(); @@ -2840,6 +2900,8 @@ static void ShowDemoWindowLayout() { for (int item = 0; item < 100; item++) { + if (item > 0) + ImGui::SameLine(); if (enable_track && item == track_item) { ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); @@ -2849,7 +2911,6 @@ static void ShowDemoWindowLayout() { ImGui::Text("Item %d", item); } - ImGui::SameLine(); } } float scroll_x = ImGui::GetScrollX(); @@ -3193,46 +3254,84 @@ static void ShowDemoWindowPopups() if (ImGui::TreeNode("Context menus")) { + HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: - // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) - // OpenPopup(id); - // return BeginPopup(id); - // For more advanced uses you may want to replicate and customize this code. - // See details in BeginPopupContextItem(). - static float value = 0.5f; - ImGui::Text("Value = %.3f (<-- right-click here)", value); - if (ImGui::BeginPopupContextItem("item context menu")) + // if (id == 0) + // id = GetItemID(); // Use last item id + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For advanced advanced uses you may want to replicate and customize this code. + // See more details in BeginPopupContextItem(). + + // Example 1 + // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), + // and BeginPopupContextItem() will use the last item ID as the popup ID. { - if (ImGui::Selectable("Set to zero")) value = 0.0f; - if (ImGui::Selectable("Set to PI")) value = 3.1415f; - ImGui::SetNextItemWidth(-1); - ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); - ImGui::EndPopup(); + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + for (int n = 0; n < 5; n++) + { + ImGui::Selectable(names[n]); + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + { + ImGui::Text("This a popup for \"%s\"!", names[n]); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("Right-click to open popup"); + } } - // We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the - // Begin() call. So here we will make it that clicking on the text field with the right mouse button (1) - // will toggle the visibility of the popup above. - ImGui::Text("(You can also right-click me to open the same popup as above.)"); - ImGui::OpenPopupOnItemClick("item context menu", 1); - - // When used after an item that has an ID (e.g.Button), we can skip providing an ID to BeginPopupContextItem(). - // BeginPopupContextItem() will use the last item ID as the popup ID. - // In addition here, we want to include your editable label inside the button label. - // We use the ### operator to override the ID (read FAQ about ID for details) - static char name[32] = "Label1"; - char buf[64]; - sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label - ImGui::Button(buf); - if (ImGui::BeginPopupContextItem()) + // Example 2 + // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). + // Using an explicit identifier is also convenient if you want to activate the popups from different locations. { - ImGui::Text("Edit name:"); - ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); - if (ImGui::Button("Close")) - ImGui::CloseCurrentPopup(); - ImGui::EndPopup(); + HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); + static float value = 0.5f; + ImGui::Text("Value = %.3f <-- (1) right-click this value", value); + if (ImGui::BeginPopupContextItem("my popup")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. + // Here we make it that right-clicking this other text element opens the same popup as above. + // The popup itself will be submitted by the code above. + ImGui::Text("(2) Or right-click this text"); + ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); + + // Back to square one: manually open the same popup. + if (ImGui::Button("(3) Or click this button")) + ImGui::OpenPopup("my popup"); + } + + // Example 3 + // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), + // we need to make sure your item identifier is stable. + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). + { + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); } - ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); ImGui::TreePop(); } @@ -3246,9 +3345,6 @@ static void ShowDemoWindowPopups() // Always center this window when appearing ImVec2 center = ImGui::GetMainViewport()->GetCenter(); - //ImVec2 parent_pos = ImGui::GetWindowPos(); - //ImVec2 parent_size = ImGui::GetWindowSize(); - //ImVec2 center(parent_pos.x + parent_size.x * 0.5f, parent_pos.y + parent_size.y * 0.5f); ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) @@ -3461,6 +3557,7 @@ static void EditTableSizingFlags(ImGuiTableFlags* p_flags) static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) { + ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) @@ -3474,6 +3571,7 @@ static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); + ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); @@ -4871,6 +4969,9 @@ static void ShowDemoWindowTables() ImGui::TreePop(); } + // In this example we'll expose most table flags and settings. + // For specific flags and settings refer to the corresponding section for more detailed explanation. + // This section is mostly useful to experiment with combining certain flags or settings with each others. //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); @@ -5009,7 +5110,7 @@ static void ShowDemoWindowTables() ImGui::TreePop(); } - // Recreate/reset item list if we changed the number of items + // Update item list if we changed the number of items static ImVector items; static ImVector selection; static bool items_need_sort = false; @@ -5031,6 +5132,7 @@ static void ShowDemoWindowTables() ImVec2 table_scroll_cur, table_scroll_max; // For debug display const ImDrawList* table_draw_list = NULL; // " + // Submit table const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) { @@ -5089,9 +5191,9 @@ static void ShowDemoWindowTables() const bool item_is_selected = selection.contains(item->ID); ImGui::PushID(item->ID); ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); - ImGui::TableNextColumn(); // For the demo purpose we can select among different type of items submitted in the first column + ImGui::TableSetColumnIndex(0); char label[32]; sprintf(label, "%04d", item->ID); if (contents_type == CT_Text) @@ -5122,14 +5224,14 @@ static void ShowDemoWindowTables() } } - if (ImGui::TableNextColumn()) + if (ImGui::TableSetColumnIndex(1)) ImGui::TextUnformatted(item->Name); // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, // and we are currently sorting on the column showing the Quantity. // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes. - if (ImGui::TableNextColumn()) + if (ImGui::TableSetColumnIndex(2)) { if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } @@ -5138,16 +5240,16 @@ static void ShowDemoWindowTables() if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } } - if (ImGui::TableNextColumn()) + if (ImGui::TableSetColumnIndex(3)) ImGui::Text("%d", item->Quantity); - ImGui::TableNextColumn(); + ImGui::TableSetColumnIndex(4); if (show_wrapped_text) ImGui::TextWrapped("Lorem ipsum dolor sit amet"); else ImGui::Text("Lorem ipsum dolor sit amet"); - if (ImGui::TableNextColumn()) + if (ImGui::TableSetColumnIndex(5)) ImGui::Text("1234"); ImGui::PopID(); @@ -5414,29 +5516,34 @@ static void ShowDemoWindowMisc() ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible); - // Display Keyboard/Mouse state - if (ImGui::TreeNode("Keyboard, Mouse & Navigation State")) + // Display Mouse state + if (ImGui::TreeNode("Mouse State")) { if (ImGui::IsMousePosValid()) ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); else ImGui::Text("Mouse pos: "); ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); - ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } - ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } - ImGui::Text("Mouse dblclick:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } - ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse dblclick:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)){ ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + ImGui::TreePop(); + } - ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); } - ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } - ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } + // Display Keyboard/Mouse state + if (ImGui::TreeNode("Keyboard & Navigation State")) + { + ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyDown(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); } + ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } + ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); - ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. - ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); } + ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[i]); } ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); } - ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); } ImGui::Button("Hovering me sets the\nkeyboard capture flag"); if (ImGui::IsItemHovered()) @@ -5445,7 +5552,6 @@ static void ShowDemoWindowMisc() ImGui::Button("Holding me clears the\nthe keyboard capture flag"); if (ImGui::IsItemActive()) ImGui::CaptureKeyboardFromApp(false); - ImGui::TreePop(); } @@ -5458,7 +5564,7 @@ static void ShowDemoWindowMisc() ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); ImGui::PushAllowKeyboardFocus(false); ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); - //ImGui::SameLine(); HelpMarker("Use ImGui::PushAllowKeyboardFocus(bool) to disable tabbing through certain widgets."); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); ImGui::PopAllowKeyboardFocus(); ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); ImGui::TreePop(); @@ -5484,6 +5590,7 @@ static void ShowDemoWindowMisc() if (focus_3) ImGui::SetKeyboardFocusHere(); ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); ImGui::PopAllowKeyboardFocus(); if (has_focus) @@ -5680,7 +5787,6 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); - if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); @@ -5722,29 +5828,13 @@ void ImGui::ShowAboutWindow(bool* p_open) //----------------------------------------------------------------------------- // [SECTION] Style Editor / ShowStyleEditor() //----------------------------------------------------------------------------- -// - ShowStyleSelector() // - ShowFontSelector() +// - ShowStyleSelector() // - ShowStyleEditor() //----------------------------------------------------------------------------- -// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. -// Here we use the simplified Combo() api that packs items into a single literal string. -// Useful for quick combo boxes where the choices are known locally. -bool ImGui::ShowStyleSelector(const char* label) -{ - static int style_idx = -1; - if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) - { - switch (style_idx) - { - case 0: ImGui::StyleColorsDark(); break; - case 1: ImGui::StyleColorsLight(); break; - case 2: ImGui::StyleColorsClassic(); break; - } - return true; - } - return false; -} +// Forward declare ShowFontAtlas() which isn't worth putting in public API yet +namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } // Demo helper function to select among loaded fonts. // Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one. @@ -5772,92 +5862,23 @@ void ImGui::ShowFontSelector(const char* label) "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); } -// [Internal] Display details for a single font, called by ShowStyleEditor(). -static void NodeFont(ImFont* font) +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. +// Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) { - ImGuiIO& io = ImGui::GetIO(); - ImGuiStyle& style = ImGui::GetStyle(); - bool font_details_opened = ImGui::TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", - font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); - ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { io.FontDefault = font; } - if (!font_details_opened) - return; - - ImGui::PushFont(font); - ImGui::Text("The quick brown fox jumps over the lazy dog"); - ImGui::PopFont(); - ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font - ImGui::SameLine(); HelpMarker( - "Note than the default embedded font is NOT meant to be scaled.\n\n" - "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " - "You may oversample them to get some flexibility with scaling. " - "You can also render at multiple sizes and select which one to use at runtime.\n\n" - "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); - ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); - ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar); - ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar); - const int surface_sqrt = (int)sqrtf((float)font->MetricsTotalSurface); - ImGui::Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); - for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) - if (font->ConfigData) - if (const ImFontConfig* cfg = &font->ConfigData[config_i]) - ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", - config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); - if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) { - // Display all glyphs of the fonts in separate pages of 256 characters - const ImU32 glyph_col = ImGui::GetColorU32(ImGuiCol_Text); - for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + switch (style_idx) { - // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) - // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT - // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) - if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) - { - base += 4096 - 256; - continue; - } - - int count = 0; - for (unsigned int n = 0; n < 256; n++) - if (font->FindGlyphNoFallback((ImWchar)(base + n))) - count++; - if (count <= 0) - continue; - if (!ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) - continue; - float cell_size = font->FontSize * 1; - float cell_spacing = style.ItemSpacing.y; - ImVec2 base_pos = ImGui::GetCursorScreenPos(); - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - for (unsigned int n = 0; n < 256; n++) - { - // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions - // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. - ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); - ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); - const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); - draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); - if (glyph) - font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); - if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2)) - { - ImGui::BeginTooltip(); - ImGui::Text("Codepoint: U+%04X", base + n); - ImGui::Separator(); - ImGui::Text("Visible: %d", glyph->Visible); - ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX); - ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); - ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); - ImGui::EndTooltip(); - } - } - ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); - ImGui::TreePop(); + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; } - ImGui::TreePop(); + return true; } - ImGui::TreePop(); + return false; } void ImGui::ShowStyleEditor(ImGuiStyle* ref) @@ -6016,21 +6037,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGuiIO& io = ImGui::GetIO(); ImFontAtlas* atlas = io.Fonts; HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); - ImGui::PushItemWidth(120); - for (int i = 0; i < atlas->Fonts.Size; i++) - { - ImFont* font = atlas->Fonts[i]; - ImGui::PushID(font); - NodeFont(font); - ImGui::PopID(); - } - if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) - { - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); - ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); - ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col); - ImGui::TreePop(); - } + ImGui::ShowFontAtlas(atlas); // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). @@ -6042,6 +6049,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" "Using those settings here will give you poor quality results."); static float window_scale = 1.0f; + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window ImGui::SetWindowFontScale(window_scale); ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything @@ -6061,27 +6069,47 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); - ImGui::PushItemWidth(100); + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. - ImGui::DragFloat("Circle Segment Max Error", &style.CircleSegmentMaxError, 0.01f, 0.10f, 10.0f, "%.2f"); + ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); if (ImGui::IsItemActive()) { ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); ImGui::BeginTooltip(); - ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::TextUnformatted("(R = radius, N = number of segments)"); + ImGui::Spacing(); ImDrawList* draw_list = ImGui::GetWindowDrawList(); - float RAD_MIN = 10.0f, RAD_MAX = 80.0f; - float off_x = 10.0f; - for (int n = 0; n < 7; n++) + const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x; + for (int n = 0; n < 8; n++) { - const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (7.0f - 1.0f); - draw_list->AddCircle(ImVec2(p.x + off_x + rad, p.y + RAD_MAX), rad, ImGui::GetColorU32(ImGuiCol_Text), 0); - off_x += 10.0f + rad * 2.0f; + const float RAD_MIN = 5.0f; + const float RAD_MAX = 70.0f; + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + + ImGui::BeginGroup(); + + ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + + const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); + const float offset_x = floorf(canvas_width * 0.5f); + const float offset_y = floorf(RAD_MAX); + + const ImVec2 p1 = ImGui::GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + + /* + const ImVec2 p2 = ImGui::GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + */ + + ImGui::EndGroup(); + ImGui::SameLine(); } - ImGui::Dummy(ImVec2(off_x, RAD_MAX * 2.0f)); ImGui::EndTooltip(); } ImGui::SameLine(); @@ -6100,7 +6128,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) } //----------------------------------------------------------------------------- -// [SECTION] Example app: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() //----------------------------------------------------------------------------- // - ShowExampleAppMainMenuBar() // - ShowExampleMenuFile() @@ -6212,7 +6240,7 @@ static void ShowExampleMenuFile() } //----------------------------------------------------------------------------- -// [SECTION] Example app: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() //----------------------------------------------------------------------------- // Demonstrate creating a simple console window, with scrolling, filtering, completion and history. @@ -6570,7 +6598,7 @@ static void ShowExampleAppConsole(bool* p_open) } //----------------------------------------------------------------------------- -// [SECTION] Example app: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() //----------------------------------------------------------------------------- // Usage: @@ -6728,7 +6756,7 @@ static void ShowExampleAppLog(bool* p_open) } //----------------------------------------------------------------------------- -// [SECTION] Example app: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() //----------------------------------------------------------------------------- // Demonstrate create a window with multiple child windows. @@ -6753,6 +6781,7 @@ static void ShowExampleAppLayout(bool* p_open) ImGui::BeginChild("left pane", ImVec2(150, 0), true); for (int i = 0; i < 100; i++) { + // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav char label[128]; sprintf(label, "MyObject %d", i); if (ImGui::Selectable(label, selected == i)) @@ -6793,7 +6822,7 @@ static void ShowExampleAppLayout(bool* p_open) } //----------------------------------------------------------------------------- -// [SECTION] Example app: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() //----------------------------------------------------------------------------- static void ShowPlaceholderObject(const char* prefix, int uid) @@ -6875,7 +6904,7 @@ static void ShowExampleAppPropertyEditor(bool* p_open) } //----------------------------------------------------------------------------- -// [SECTION] Example app: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() //----------------------------------------------------------------------------- // Demonstrate/test rendering huge amount of text, and the incidence of clipping. @@ -6937,7 +6966,7 @@ static void ShowExampleAppLongText(bool* p_open) } //----------------------------------------------------------------------------- -// [SECTION] Example app: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() //----------------------------------------------------------------------------- // Demonstrate creating a window which gets auto-resized according to its content. @@ -6961,7 +6990,7 @@ static void ShowExampleAppAutoResize(bool* p_open) } //----------------------------------------------------------------------------- -// [SECTION] Example app: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() //----------------------------------------------------------------------------- // Demonstrate creating a window with custom resize constraints. @@ -7016,28 +7045,30 @@ static void ShowExampleAppConstrainedResize(bool* p_open) } //----------------------------------------------------------------------------- -// [SECTION] Example app: Simple Overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() //----------------------------------------------------------------------------- // Demonstrate creating a simple static window with no decoration // + a context-menu to choose which corner of the screen to use. static void ShowExampleAppSimpleOverlay(bool* p_open) { - // FIXME-VIEWPORT: Select a default viewport - const float DISTANCE = 10.0f; static int corner = 0; ImGuiIO& io = ImGui::GetIO(); ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; if (corner != -1) { - window_flags |= ImGuiWindowFlags_NoMove; - ImGuiViewport* viewport = ImGui::GetMainViewport(); - ImVec2 work_area_pos = viewport->GetWorkPos(); // Instead of using viewport->Pos we use GetWorkPos() to avoid menu bars, if any! - ImVec2 work_area_size = viewport->GetWorkSize(); - ImVec2 window_pos = ImVec2((corner & 1) ? (work_area_pos.x + work_area_size.x - DISTANCE) : (work_area_pos.x + DISTANCE), (corner & 2) ? (work_area_pos.y + work_area_size.y - DISTANCE) : (work_area_pos.y + DISTANCE)); - ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f); + const float PAD = 10.0f; + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; + ImVec2 window_pos, window_pos_pivot; + window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f; ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); ImGui::SetNextWindowViewport(viewport->ID); + window_flags |= ImGuiWindowFlags_NoMove; } ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) @@ -7063,7 +7094,43 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) } //----------------------------------------------------------------------------- -// [SECTION] Example app: Manipulating Window Titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window covering the entire screen/viewport +static void ShowExampleAppFullscreen(bool* p_open) +{ + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + + // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) + // Based on your use case you may want one of the other. + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); + ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); + + if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) + { + ImGui::Checkbox("Use work area instead of main area", &use_work_area); + ImGui::SameLine(); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + + ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); + ImGui::Unindent(); + + if (p_open && ImGui::Button("Close this window")) + *p_open = false; + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() //----------------------------------------------------------------------------- // Demonstrate using "##" and "###" in identifiers to manipulate ID generation. @@ -7071,16 +7138,19 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) // Read FAQ section "How can I have multiple widgets with the same label?" for details. static void ShowExampleAppWindowTitles(bool*) { + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + const ImVec2 base_pos = viewport->Pos; + // By default, Windows are uniquely identified by their title. // You can use the "##" and "###" markers to manipulate the display/ID. // Using "##" to display same title but have unique identifier. - ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); ImGui::Begin("Same title as another window##1"); ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); ImGui::End(); - ImGui::SetNextWindowPos(ImVec2(100, 200), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); ImGui::Begin("Same title as another window##2"); ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); ImGui::End(); @@ -7088,14 +7158,14 @@ static void ShowExampleAppWindowTitles(bool*) // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" char buf[128]; sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); - ImGui::SetNextWindowPos(ImVec2(100, 300), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); ImGui::Begin(buf); ImGui::Text("This window has a changing title."); ImGui::End(); } //----------------------------------------------------------------------------- -// [SECTION] Example app: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() //----------------------------------------------------------------------------- // Demonstrate using the low-level ImDrawList to draw custom shapes. @@ -7151,7 +7221,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) static bool curve_segments_override = false; static int curve_segments_override_v = 8; static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); - ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); @@ -7165,9 +7235,8 @@ static void ShowExampleAppCustomRendering(bool* p_open) const ImVec2 p = ImGui::GetCursorScreenPos(); const ImU32 col = ImColor(colf); const float spacing = 10.0f; - const ImDrawCornerFlags corners_none = 0; - const ImDrawCornerFlags corners_all = ImDrawCornerFlags_All; - const ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight; + const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; + const float rounding = sz / 5.0f; const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; float x = p.x + 4.0f; @@ -7178,9 +7247,9 @@ static void ShowExampleAppCustomRendering(bool* p_open) float th = (n == 0) ? 1.0f : thickness; draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) @@ -7337,17 +7406,27 @@ static void ShowExampleAppCustomRendering(bool* p_open) } //----------------------------------------------------------------------------- -// [SECTION] Example app: Docking, DockSpace / ShowExampleAppDockSpace() +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() //----------------------------------------------------------------------------- // Demonstrate using DockSpace() to create an explicit docking node within an existing window. -// Note that you dock windows into each others _without_ a dockspace, by just clicking on -// a window title bar and moving it (+ hold SHIFT if io.ConfigDockingWithShift is set). -// DockSpace() and DockSpaceOverViewport() are only useful to construct a central docking -// location for your application. +// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! +// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. +// - Drag from window menu button (upper-left button) to undock an entire node (all windows). +// About dockspaces: +// - Use DockSpace() to create an explicit dock node _within_ an existing window. +// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. +// This is often used with ImGuiDockNodeFlags_PassthruCentralNode. +// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*) +// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. +// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. +// (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, +// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create +// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. void ShowExampleAppDockSpace(bool* p_open) { - // In 99% case you should be able to just call DockSpaceOverViewport() and ignore all the code below! + // If you strip some features of, this demo is pretty much equivalent to calling DockSpaceOverViewport()! + // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! // In this specific demo, we are not using DockSpaceOverViewport() because: // - we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) // - we allow the host window to have padding (when opt_padding == true) @@ -7368,9 +7447,9 @@ void ShowExampleAppDockSpace(bool* p_open) ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; if (opt_fullscreen) { - ImGuiViewport* viewport = ImGui::GetMainViewport(); - ImGui::SetNextWindowPos(viewport->GetWorkPos()); - ImGui::SetNextWindowSize(viewport->GetWorkSize()); + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->WorkPos); + ImGui::SetNextWindowSize(viewport->WorkSize); ImGui::SetNextWindowViewport(viewport->ID); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); @@ -7401,7 +7480,7 @@ void ShowExampleAppDockSpace(bool* p_open) if (opt_fullscreen) ImGui::PopStyleVar(2); - // DockSpace + // Submit the DockSpace ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { @@ -7435,16 +7514,13 @@ void ShowExampleAppDockSpace(bool* p_open) ImGui::EndMenu(); } HelpMarker( - "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n\n" - " > if io.ConfigDockingWithShift==false (default):" "\n" - " drag windows from title bar to dock" "\n" - " > if io.ConfigDockingWithShift==true:" "\n" - " drag windows from anywhere and hold Shift to dock" "\n\n" + "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" + "- Drag from window title bar or their tab to dock/undock." "\n" + "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" + "- Hold SHIFT to disable docking." "\n" "This demo app has nothing to do with it!" "\n\n" - "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window. This is useful so you can decorate your main application window (e.g. with a menu bar)." "\n\n" - "ImGui::DockSpace() comes with one hard constraint: it needs to be submitted _before_ any window which may be docked into it. Therefore, if you use a dock spot as the central point of your application, you'll probably want it to be part of the very first window you are submitting to imgui every frame." "\n\n" - "(NB: because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, because that window is submitted as part of the NewFrame() call. An easy workaround is that you can create your own implicit \"Debug##2\" window after calling DockSpace() and leave it in the window stack for anyone to use.)" - ); + "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" + "Read comments in ShowExampleAppDockSpace() for more details."); ImGui::EndMenuBar(); } @@ -7453,7 +7529,7 @@ void ShowExampleAppDockSpace(bool* p_open) } //----------------------------------------------------------------------------- -// [SECTION] Example app: Documents Handling / ShowExampleAppDocuments() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() //----------------------------------------------------------------------------- // Simplified structure to mimic a Document model @@ -7625,6 +7701,16 @@ void ShowExampleAppDocuments(bool* p_open) ImGui::Separator(); + // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. + // They have multiple effects: + // - Display a dot next to the title. + // - Tab is selected when clicking the X close button. + // - Closure is not assumed (will wait for user to stop submitting the tab). + // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty + // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. + // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. + // Tabs if (opt_target == Target_Tab) { @@ -7749,19 +7835,20 @@ void ShowExampleAppDocuments(bool* p_open) { if (!ImGui::IsPopupOpen("Save?")) ImGui::OpenPopup("Save?"); - if (ImGui::BeginPopupModal("Save?")) + if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) { ImGui::Text("Save change to the following items?"); - ImGui::SetNextItemWidth(-1.0f); - if (ImGui::ListBoxHeader("##", close_queue_unsaved_documents, 6)) + float item_height = ImGui::GetTextLineHeightWithSpacing(); + if (ImGui::BeginChildFrame(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height))) { for (int n = 0; n < close_queue.Size; n++) if (close_queue[n]->Dirty) ImGui::Text("%s", close_queue[n]->Name); - ImGui::ListBoxFooter(); + ImGui::EndChildFrame(); } - if (ImGui::Button("Yes", ImVec2(80, 0))) + ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); + if (ImGui::Button("Yes", button_size)) { for (int n = 0; n < close_queue.Size; n++) { @@ -7773,7 +7860,7 @@ void ShowExampleAppDocuments(bool* p_open) ImGui::CloseCurrentPopup(); } ImGui::SameLine(); - if (ImGui::Button("No", ImVec2(80, 0))) + if (ImGui::Button("No", button_size)) { for (int n = 0; n < close_queue.Size; n++) close_queue[n]->DoForceClose(); @@ -7781,7 +7868,7 @@ void ShowExampleAppDocuments(bool* p_open) ImGui::CloseCurrentPopup(); } ImGui::SameLine(); - if (ImGui::Button("Cancel", ImVec2(80, 0))) + if (ImGui::Button("Cancel", button_size)) { close_queue.clear(); ImGui::CloseCurrentPopup(); diff --git a/extern/imgui/src/imgui_draw.cpp b/extern/imgui/src/imgui_draw.cpp index 960edaa..8d8c025 100644 --- a/extern/imgui/src/imgui_draw.cpp +++ b/extern/imgui/src/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.81 WIP +// dear imgui, v1.84 WIP // (drawing and font code) /* @@ -54,9 +54,12 @@ Index of this file: // Visual Studio warnings #ifdef _MSC_VER -#pragma warning (disable: 4127) // condition expression is constant -#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) -#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead. +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) #endif // Clang/GCC warnings with -Weverything @@ -105,6 +108,9 @@ namespace IMGUI_STB_NAMESPACE #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. #endif #if defined(__clang__) @@ -145,7 +151,7 @@ namespace IMGUI_STB_NAMESPACE #define STBTT_sqrt(x) ImSqrt(x) #define STBTT_pow(x,y) ImPow(x,y) #define STBTT_fabs(x) ImFabs(x) -#define STBTT_ifloor(x) ((int)ImFloorStd(x)) +#define STBTT_ifloor(x) ((int)ImFloorSigned(x)) #define STBTT_iceil(x) ((int)ImCeil(x)) #define STBTT_STATIC #define STB_TRUETYPE_IMPLEMENTATION @@ -380,19 +386,22 @@ ImDrawListSharedData::ImDrawListSharedData() const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } -void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error) +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) { if (CircleSegmentMaxError == max_error) return; + + IM_ASSERT(max_error > 0.0f); CircleSegmentMaxError = max_error; for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) { const float radius = (float)i; - const int segment_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError); - CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255); + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0); } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } // Initialize before use in a new frame. We always have a command ready in the buffer. @@ -488,6 +497,18 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) #define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset #define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +// Try to merge two last draw commands +void ImDrawList::_TryMergeDrawCmds() +{ + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + { + prev_cmd->ElemCount += curr_cmd->ElemCount; + CmdBuffer.pop_back(); + } +} + // Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. // The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. void ImDrawList::_OnChangedClipRect() @@ -549,6 +570,16 @@ void ImDrawList::_OnChangedVtxOffset() curr_cmd->VtxOffset = _CmdHeader.VtxOffset; } +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); +} + // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) { @@ -680,17 +711,20 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c } // On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. -// Those macros expects l-values. -#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0) -#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0) +// - Those macros expects l-values and need to be used as their own statement. +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 // TODO: Thickness anti-aliased lines cap are missing their AA fringe. // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. -void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness) +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) { if (points_count < 2) return; + const bool closed = (flags & ImDrawFlags_Closed) != 0; const ImVec2 opaque_uv = _Data->TexUvWhitePixel; const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw const bool thick_line = (thickness > _FringeScale); @@ -1022,32 +1056,101 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } } -void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) { - if (radius == 0.0f || a_min_of_12 > a_max_of_12) + if (radius <= 0.0f) { _Path.push_back(center); return; } - // For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12, - // but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise. -#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1 - a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; - a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; -#endif + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); - _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1)); - for (int a = a_min_of_12; a <= a_max_of_12; a++) + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) { - const ImVec2& c = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)]; - _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius)); + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); } -void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { - if (radius == 0.0f) + if (radius <= 0.0f) { _Path.push_back(center); return; @@ -1063,6 +1166,67 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa } } +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius <= 0.0f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius <= 0.0f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = (a_min_segment_angle - a_min) != 0.0f; + const bool a_emit_end = (a_max - a_max_segment_angle) != 0.0f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) { float u = 1.0f - t; @@ -1156,12 +1320,47 @@ void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, } } -void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners) +IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); +static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) { - rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f); - rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + // ~0 --> ImDrawFlags_RoundCornersAll or 0 + if (flags == ~0) + return ImDrawFlags_RoundCornersAll; - if (rounding <= 0.0f || rounding_corners == 0) + // Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations) + // 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!) + // 0x02 --> ImDrawFlags_RoundCornersTopRight + // 0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight + // 0x04 --> ImDrawFlags_RoundCornersBotLeft + // 0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft + // ... + // 0x0F --> ImDrawFlags_RoundCornersAll or 0 + // (See all values in ImDrawCornerFlags_) + if (flags >= 0x01 && flags <= 0x0F) + return (flags << 4); + + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif + + // If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc... + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; + + return flags; +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) +{ + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f); + + if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PathLineTo(a); PathLineTo(ImVec2(b.x, a.y)); @@ -1170,10 +1369,10 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr } else { - const float rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f; - const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f; - const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f; - const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? rounding : 0.0f; + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); @@ -1187,36 +1386,36 @@ void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float th return; PathLineTo(p1 + ImVec2(0.5f, 0.5f)); PathLineTo(p2 + ImVec2(0.5f, 0.5f)); - PathStroke(col, false, thickness); + PathStroke(col, 0, thickness); } // p_min = upper-left, p_max = lower-right // Note we don't render 1 pixels sized rectangles properly. -void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness) +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; if (Flags & ImDrawListFlags_AntiAliasedLines) - PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, rounding_corners); + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); else - PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. - PathStroke(col, true, thickness); + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); } -void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) { if ((col & IM_COL32_A_MASK) == 0) return; - if (rounding > 0.0f) - { - PathRect(p_min, p_max, rounding, rounding_corners); - PathFillConvex(col); - } - else + if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PrimReserve(6, 4); PrimRect(p_min, p_max, col); } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + } } // p_min = upper-left, p_max = lower-right @@ -1244,7 +1443,7 @@ void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, c PathLineTo(p2); PathLineTo(p3); PathLineTo(p4); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) @@ -1267,7 +1466,7 @@ void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p PathLineTo(p1); PathLineTo(p2); PathLineTo(p3); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) @@ -1290,11 +1489,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu if (num_segments <= 0) { // Automatic segment count - const int radius_idx = (int)radius; - if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) - num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value - else - num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + num_segments = _CalcCircleAutoSegmentCount(radius); } else { @@ -1308,7 +1503,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu PathArcToFast(center, radius - 0.5f, 0, 12 - 1); else PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) @@ -1320,11 +1515,7 @@ void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, if (num_segments <= 0) { // Automatic segment count - const int radius_idx = (int)radius; - if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) - num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value - else - num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + num_segments = _CalcCircleAutoSegmentCount(radius); } else { @@ -1350,7 +1541,7 @@ void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_ // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } // Guaranteed to honor 'num_segments' @@ -1373,7 +1564,7 @@ void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2 PathLineTo(p1); PathBezierCubicCurveTo(p2, p3, p4, num_segments); - PathStroke(col, false, thickness); + PathStroke(col, 0, thickness); } // Quadratic Bezier takes 3 controls points @@ -1384,7 +1575,7 @@ void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const Im PathLineTo(p1); PathBezierQuadraticCurveTo(p2, p3, num_segments); - PathStroke(col, false, thickness); + PathStroke(col, 0, thickness); } void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) @@ -1453,23 +1644,24 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, con PopTextureID(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) { if ((col & IM_COL32_A_MASK) == 0) return; - if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0) + flags = FixRectCornerFlags(flags); + if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; } - const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; if (push_texture_id) PushTextureID(user_texture_id); int vert_start_idx = VtxBuffer.Size; - PathRect(p_min, p_max, rounding, rounding_corners); + PathRect(p_min, p_max, rounding, flags); PathFillConvex(col); int vert_end_idx = VtxBuffer.Size; ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); @@ -1816,6 +2008,7 @@ void ImFontAtlas::ClearInputData() ConfigData.clear(); CustomRects.clear(); PackIdMouseCursors = PackIdLines = -1; + TexReady = false; } void ImFontAtlas::ClearTexData() @@ -1827,14 +2020,15 @@ void ImFontAtlas::ClearTexData() IM_FREE(TexPixelsRGBA32); TexPixelsAlpha8 = NULL; TexPixelsRGBA32 = NULL; + TexPixelsUseColors = false; + // Important: we leave TexReady untouched } void ImFontAtlas::ClearFonts() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - for (int i = 0; i < Fonts.Size; i++) - IM_DELETE(Fonts[i]); - Fonts.clear(); + Fonts.clear_delete(); + TexReady = false; } void ImFontAtlas::Clear() @@ -1848,11 +2042,7 @@ void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_wid { // Build atlas on demand if (TexPixelsAlpha8 == NULL) - { - if (ConfigData.empty()) - AddFontDefault(); Build(); - } *out_pixels = TexPixelsAlpha8; if (out_width) *out_width = TexWidth; @@ -1911,6 +2101,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; // Invalidate texture + TexReady = false; ClearTexData(); return new_font_cfg.DstFont; } @@ -1982,7 +2173,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float si IM_ASSERT(font_cfg.FontData == NULL); font_cfg.FontData = ttf_data; font_cfg.FontDataSize = ttf_size; - font_cfg.SizePixels = size_pixels; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; if (glyph_ranges) font_cfg.GlyphRanges = glyph_ranges; return AddFont(&font_cfg); @@ -2073,6 +2264,10 @@ bool ImFontAtlas::Build() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + // Default font is none are specified + if (ConfigData.Size == 0) + AddFontDefault(); + // Select builder // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are @@ -2394,9 +2589,8 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) } } - // Cleanup temporary (ImVector doesn't honor destructor) - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - src_tmp_array[src_i].~ImFontBuildSrcData(); + // Cleanup + src_tmp_array.clear_destruct(); ImFontAtlasBuildFinish(atlas); return true; @@ -2463,6 +2657,16 @@ void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; } +void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; +} + static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); @@ -2475,15 +2679,30 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); const int x_for_white = r->X; const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; - ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); - ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + if (atlas->TexPixelsAlpha8 != NULL) + { + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + } } else { // Render 4 white pixels IM_ASSERT(r->Width == 2 && r->Height == 2); const int offset = (int)r->X + (int)r->Y * w; - atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + if (atlas->TexPixelsAlpha8 != NULL) + { + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + else + { + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + } } atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); } @@ -2506,10 +2725,30 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) // Write each slice IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels - unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; - memset(write_ptr, 0x00, pad_left); - memset(write_ptr + pad_left, 0xFF, line_width); - memset(write_ptr + pad_left + line_width, 0x00, pad_right); + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else + { + unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32_BLACK_TRANS; + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS; + } // Calculate UVs for this line ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; @@ -2544,7 +2783,7 @@ void ImFontAtlasBuildInit(ImFontAtlas* atlas) void ImFontAtlasBuildFinish(ImFontAtlas* atlas) { // Render into our custom data blocks - IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); ImFontAtlasBuildRenderDefaultTexData(atlas); ImFontAtlasBuildRenderLinesTexData(atlas); @@ -2567,22 +2806,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) if (atlas->Fonts[i]->DirtyLookupTables) atlas->Fonts[i]->BuildLookupTable(); - // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). - // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. - // FIXME: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots. - for (int i = 0; i < atlas->Fonts.size(); i++) - { - ImFont* font = atlas->Fonts[i]; - if (font->EllipsisChar != (ImWchar)-1) - continue; - const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; - for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++) - if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists - { - font->EllipsisChar = ellipsis_variants[j]; - break; - } - } + atlas->TexReady = true; } // Retrieve list of range (2 int per range, values are inclusive) @@ -2603,6 +2827,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesKorean() 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x3131, 0x3163, // Korean alphabets 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid 0, }; return &ranges[0]; @@ -2617,6 +2842,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid 0x4e00, 0x9FAF, // CJK Ideograms 0, }; @@ -2693,7 +2919,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() 0x2000, 0x206F, // General Punctuation 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF // Half-width characters + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid }; static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; if (!full_ranges[0]) @@ -2782,7 +3009,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF // Half-width characters + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid }; static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; if (!full_ranges[0]) @@ -2881,8 +3109,9 @@ ImFont::ImFont() { FontSize = 0.0f; FallbackAdvanceX = 0.0f; - FallbackChar = (ImWchar)'?'; + FallbackChar = (ImWchar)-1; EllipsisChar = (ImWchar)-1; + DotChar = (ImWchar)-1; FallbackGlyph = NULL; ContainerAtlas = NULL; ConfigData = NULL; @@ -2913,6 +3142,14 @@ void ImFont::ClearOutputData() MetricsTotalSurface = 0; } +static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) +{ + for (int n = 0; n < candidate_chars_count; n++) + if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) + return candidate_chars[n]; + return (ImWchar)-1; +} + void ImFont::BuildLookupTable() { int max_codepoint = 0; @@ -2955,9 +3192,31 @@ void ImFont::BuildLookupTable() SetGlyphVisible((ImWchar)' ', false); SetGlyphVisible((ImWchar)'\t', false); - // Setup fall-backs + // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; + if (EllipsisChar == (ImWchar)-1) + EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); + if (DotChar == (ImWchar)-1) + DotChar = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); + + // Setup fallback character + const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; FallbackGlyph = FindGlyphNoFallback(FallbackChar); - FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f; + if (FallbackGlyph == NULL) + { + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackGlyph = &Glyphs.back(); + FallbackChar = (ImWchar)FallbackGlyph->Codepoint; + } + } + + FallbackAdvanceX = FallbackGlyph->AdvanceX; for (int i = 0; i < max_codepoint + 1; i++) if (IndexAdvanceX[i] < 0.0f) IndexAdvanceX[i] = FallbackAdvanceX; @@ -2982,12 +3241,6 @@ void ImFont::SetGlyphVisible(ImWchar c, bool visible) glyph->Visible = visible ? 1 : 0; } -void ImFont::SetFallbackChar(ImWchar c) -{ - FallbackChar = c; - BuildLookupTable(); -} - void ImFont::GrowIndex(int new_size) { IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); @@ -3026,6 +3279,7 @@ void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, floa ImFontGlyph& glyph = Glyphs.back(); glyph.Codepoint = (unsigned int)codepoint; glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.Colored = false; glyph.X0 = x0; glyph.Y0 = y0; glyph.X1 = x1; @@ -3271,11 +3525,14 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons return text_size; } +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const { const ImFontGlyph* glyph = FindGlyph(c); if (!glyph || !glyph->Visible) return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; pos.x = IM_FLOOR(pos.x); pos.y = IM_FLOOR(pos.y); @@ -3283,6 +3540,7 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { if (!text_end) @@ -3338,6 +3596,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col ImDrawIdx* idx_write = draw_list->_IdxWritePtr; unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + while (s < text_end) { if (word_wrap_enabled) @@ -3443,14 +3703,17 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col } } + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: { idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); - vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; - vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; - vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; - vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; vtx_write += 4; vtx_current_idx += 4; idx_write += 6; @@ -3535,7 +3798,7 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float draw_list->PathLineTo(ImVec2(bx - third, by - third)); draw_list->PathLineTo(ImVec2(bx, by)); draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); - draw_list->PathStroke(col, false, thickness); + draw_list->PathStroke(col, 0, thickness); } void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) @@ -3549,7 +3812,7 @@ void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, Im if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) { pos -= offset; - const ImTextureID tex_id = font_atlas->TexID; + ImTextureID tex_id = font_atlas->TexID; draw_list->PushTextureID(tex_id); draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); @@ -3576,8 +3839,8 @@ void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half // and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) { - draw_list->AddRectFilled(p_min + ImVec2(sz * 0.10f, sz * 0.15f), p_min + ImVec2(sz * 0.70f, sz * 0.30f), col); - RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.40f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); } static inline float ImAcos01(float x) @@ -3655,27 +3918,29 @@ void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect const bool fill_R = (inner.Max.x < outer.Max.x); const bool fill_U = (inner.Min.y > outer.Min.y); const bool fill_D = (inner.Max.y < outer.Max.y); - if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopLeft) | (fill_D ? 0 : ImDrawCornerFlags_BotLeft)); - if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopRight) | (fill_D ? 0 : ImDrawCornerFlags_BotRight)); - if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_TopLeft) | (fill_R ? 0 : ImDrawCornerFlags_TopRight)); - if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_BotLeft) | (fill_R ? 0 : ImDrawCornerFlags_BotRight)); - if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopLeft); - if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopRight); - if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotLeft); - if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotRight); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); } // Helper for ColorPicker4() // NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. // Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. // FIXME: uses ImGui::GetColorU32 -void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags) +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) { + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags = ImDrawFlags_RoundCornersDefault_; if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) { - ImU32 col_bg1 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); - ImU32 col_bg2 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); - draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags); + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); int yi = 0; for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) @@ -3688,17 +3953,19 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); if (x2 <= x1) continue; - int rounding_corners_flags_cell = 0; - if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; } - if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; } - rounding_corners_flags_cell &= rounding_corners_flags; - draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell); + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); } } } else { - draw_list->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags); + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); } } diff --git a/extern/imgui/src/imgui_internal.h b/extern/imgui/src/imgui_internal.h index 3ff8c52..d087d5a 100644 --- a/extern/imgui/src/imgui_internal.h +++ b/extern/imgui/src/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.81 WIP +// dear imgui, v1.84 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! @@ -51,10 +51,21 @@ Index of this file: #include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf #include // INT_MIN, INT_MAX +// Enable SSE intrinsics if available +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64) && !defined(IMGUI_DISABLE_SSE) +#define IMGUI_ENABLE_SSE +#include +#endif + // Visual Studio warnings #ifdef _MSC_VER #pragma warning (push) -#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif #endif // Clang/GCC warnings with -Weverything @@ -64,6 +75,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned() #pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h #pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h #pragma clang diagnostic ignored "-Wold-style-cast" @@ -110,7 +122,7 @@ struct ImGuiGroupData; // Stacked storage data for BeginGroup()/End struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box struct ImGuiLastItemDataBackup; // Backup and restore IsItemHovered() internal data struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only -struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions @@ -124,16 +136,18 @@ struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiTable; // Storage for a table struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. struct ImGuiTableSettings; // Storage for a table .ini settings struct ImGuiTableColumnsSettings; // Storage for a column .ini settings struct ImGuiWindow; // Storage for one window -struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() +typedef int ImGuiItemAddFlags; // -> enum ImGuiItemAddFlags_ // Flags: for ItemAdd() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() @@ -188,9 +202,9 @@ namespace ImStb // Debug Logging for selected systems. Remove the '((void)0) //' to enable. //#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log +//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log //#define IMGUI_DEBUG_LOG_VIEWPORT IMGUI_DEBUG_LOG // Enable log //#define IMGUI_DEBUG_LOG_DOCKING IMGUI_DEBUG_LOG // Enable log -//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log #define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log #define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log #define IMGUI_DEBUG_LOG_VIEWPORT(...) ((void)0) // Disable log @@ -226,6 +240,7 @@ namespace ImStb #define IM_NEWLINE "\n" #endif #define IM_TABSIZE (4) +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 #define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds @@ -238,6 +253,13 @@ namespace ImStb #define IMGUI_CDECL #endif +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + // Debug Tools // Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. #ifndef IM_DEBUG_BREAK @@ -314,17 +336,19 @@ static inline bool ImCharIsBlankA(char c) { return c == ' ' || c = static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } // Helpers: UTF-8 <> wchar conversions -IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count -IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count -IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count -IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) -IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 -IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 +IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 // Helpers: ImVec2/ImVec4 operators // We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) // We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. #ifdef IMGUI_DEFINE_MATH_OPERATORS +IM_MSVC_RUNTIME_CHECKS_OFF static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } @@ -340,6 +364,7 @@ static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +IM_MSVC_RUNTIME_CHECKS_RESTORE #endif // Helpers: File System @@ -365,6 +390,7 @@ IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 coun IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); // Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF // - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) #ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS #define ImFabs(X) fabsf(X) @@ -375,16 +401,23 @@ IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* #define ImAcos(X) acosf(X) #define ImAtan2(Y, X) atan2f((Y), (X)) #define ImAtof(STR) atof(STR) -#define ImFloorStd(X) floorf(X) // We already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by e.g. stb_truetype) +//#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned() #define ImCeil(X) ceilf(X) static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision static inline double ImPow(double x, double y) { return pow(x, y); } static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } static inline float ImAbs(float x) { return fabsf(x); } static inline double ImAbs(double x) { return fabs(x); } static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); } +#ifdef IMGUI_ENABLE_SSE +static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +#endif +static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } #endif // - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double // (Exceptionally using templates here but we could also redefine them for those types) @@ -405,14 +438,16 @@ static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } -static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } static inline float ImFloor(float f) { return (float)(int)(f); } +static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +IM_MSVC_RUNTIME_CHECKS_RESTORE // Helpers: Geometry IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); @@ -428,6 +463,7 @@ IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); // Helper: ImVec1 (1D vector) // (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec1 { float x; @@ -460,6 +496,7 @@ struct IMGUI_API ImRect ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } float GetWidth() const { return Max.x - Min.x; } float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } ImVec2 GetTL() const { return Min; } // Top-left ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left @@ -480,6 +517,7 @@ struct IMGUI_API ImRect bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } }; +IM_MSVC_RUNTIME_CHECKS_RESTORE // Helper: ImBitArray inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } @@ -499,12 +537,12 @@ inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on ran } // Helper: ImBitArray class (wrapper over ImBitArray functions) -// Store 1-bit per value. NOT CLEARED by constructor. +// Store 1-bit per value. template struct IMGUI_API ImBitArray { ImU32 Storage[(BITCOUNT + 31) >> 5]; - ImBitArray() { } + ImBitArray() { ClearAllBits(); } void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } bool TestBit(int n) const { IM_ASSERT(n < BITCOUNT); return ImBitArrayTestBit(Storage, n); } @@ -556,20 +594,22 @@ struct ImSpan // Helper: ImSpanAllocator<> // Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. template struct ImSpanAllocator { char* BasePtr; - int TotalSize; - int CurrSpan; + int CurrOff; + int CurrIdx; int Offsets[CHUNKS]; + int Sizes[CHUNKS]; ImSpanAllocator() { memset(this, 0, sizeof(*this)); } - inline void ReserveBytes(int n, size_t sz) { IM_ASSERT(n == CurrSpan && n < CHUNKS); IM_UNUSED(n); Offsets[CurrSpan++] = TotalSize; TotalSize += (int)sz; } - inline int GetArenaSizeInBytes() { return TotalSize; } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } - inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (void*)(BasePtr + Offsets[n]); } - inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (n + 1 < CHUNKS) ? BasePtr + Offsets[n + 1] : (void*)(BasePtr + TotalSize); } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } template inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } }; @@ -584,26 +624,36 @@ struct IMGUI_API ImPool ImVector Buf; // Contiguous data ImGuiStorage Map; // ID->Index ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) - ImPool() { FreeIdx = 0; } + ImPool() { FreeIdx = AliveCount = 0; } ~ImPool() { Clear(); } T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } - void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = 0; } - T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); return &Buf[idx]; } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } - void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } - int GetSize() const { return Buf.Size; } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) +#endif }; // Helper: ImChunkStream<> // Build and iterate a contiguous stream of variable-sized structures. // This is used by Settings to store persistent data while reducing allocation count. -// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for) +// We store the chunk size first, and align the final size on 4 bytes boundaries. // The tedious/zealous amount of casting is to avoid -Wcast-align warnings. template struct IMGUI_API ImChunkStream @@ -613,7 +663,7 @@ struct IMGUI_API ImChunkStream void clear() { Buf.clear(); } bool empty() const { return Buf.Size == 0; } int size() const { return Buf.Size; } - T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } int chunk_size(const T* p) { return ((const int*)p)[-1]; } @@ -629,15 +679,30 @@ struct IMGUI_API ImChunkStream //----------------------------------------------------------------------------- // ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. -// FIXME: the minimum number of auto-segment may be undesirably high for very small radiuses (e.g. 1.0f) -#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 12 +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +// +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 -#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos(((_RAD) - (_MAXERROR)) / (_RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) -// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path. -#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER -#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1 +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. #endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. // Data shared between all ImDrawList instances // You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. @@ -652,20 +717,22 @@ struct IMGUI_API ImDrawListSharedData ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) // [Internal] Lookup tables - ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas ImDrawListSharedData(); - void SetCircleSegmentMaxError(float max_error); + void SetCircleTessellationMaxError(float max_error); }; struct ImDrawDataBuilder { ImVector Layers[2]; // Global layers for: regular, tooltip - void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } - void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } + void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } + int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; } IMGUI_API void FlattenIntoSingleLayer(); }; @@ -678,38 +745,58 @@ struct ImDrawDataBuilder enum ImGuiItemFlags_ { ImGuiItemFlags_None = 0, - ImGuiItemFlags_NoTabStop = 1 << 0, // false - ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. - ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 - ImGuiItemFlags_NoNav = 1 << 3, // false - ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false - ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window - ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) - ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. - ImGuiItemFlags_Default_ = 0 + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav) + ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. + ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See PushDisabled()/PushDisabled(). See github.com/ocornut/imgui/issues/211 + ImGuiItemFlags_NoNav = 1 << 3, // false // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop) + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) + ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window + ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_ReadOnly = 1 << 7 // false // [ALPHA] Allow hovering interactions but underlying value is not changed. +}; + +// Flags for ItemAdd() +// FIXME-NAV: _Focusable is _ALMOST_ what you would expect to be called '_TabStop' but because SetKeyboardFocusHere() works on items with no TabStop we distinguish Focusable from TabStop. +enum ImGuiItemAddFlags_ +{ + ImGuiItemAddFlags_None = 0, + ImGuiItemAddFlags_Focusable = 1 << 0 // FIXME-NAV: In current/legacy scheme, Focusable+TabStop support are opt-in by widgets. We will transition it toward being opt-out, so this flag is expected to eventually disappear. }; // Storage for LastItem data enum ImGuiItemStatusFlags_ { ImGuiItemStatusFlags_None = 0, - ImGuiItemStatusFlags_HoveredRect = 1 << 0, - ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // window->DC.LastItemDisplayRect is valid ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) - ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. - ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_FocusedByCode = 1 << 8, // Set when the Focusable item just got focused from code. + ImGuiItemStatusFlags_FocusedByTabbing = 1 << 9, // Set when the Focusable item just got focused by Tabbing. + ImGuiItemStatusFlags_Focused = ImGuiItemStatusFlags_FocusedByCode | ImGuiItemStatusFlags_FocusedByTabbing #ifdef IMGUI_ENABLE_TEST_ENGINE , // [imgui_tests only] - ImGuiItemStatusFlags_Openable = 1 << 10, // - ImGuiItemStatusFlags_Opened = 1 << 11, // - ImGuiItemStatusFlags_Checkable = 1 << 12, // - ImGuiItemStatusFlags_Checked = 1 << 13 // + ImGuiItemStatusFlags_Openable = 1 << 20, // + ImGuiItemStatusFlags_Opened = 1 << 21, // + ImGuiItemStatusFlags_Checkable = 1 << 22, // + ImGuiItemStatusFlags_Checked = 1 << 23 // #endif }; +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data + ImGuiInputTextFlags_MergedItem = 1 << 28 // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. +}; + // Extend ImGuiButtonFlags_ enum ImGuiButtonFlagsPrivate_ { @@ -723,7 +810,7 @@ enum ImGuiButtonFlagsPrivate_ ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] - ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions + //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use PushDisabled() or ImGuiItemFlags_Disabled ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) @@ -733,6 +820,12 @@ enum ImGuiButtonFlagsPrivate_ ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease }; +// Extend ImGuiComboFlags_ +enum ImGuiComboFlagsPrivate_ +{ + ImGuiComboFlags_CustomPreview = 1 << 20 // enable BeginComboPreview() +}; + // Extend ImGuiSliderFlags_ enum ImGuiSliderFlagsPrivate_ { @@ -745,12 +838,13 @@ enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, - ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release) - ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release) - ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) - ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. - ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) - ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26 // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27 // Disable padding each side with ItemSpacing * 0.5f }; // Extend ImGuiTreeNodeFlags_ @@ -814,9 +908,10 @@ enum ImGuiInputSource { ImGuiInputSource_None = 0, ImGuiInputSource_Mouse, - ImGuiInputSource_Nav, - ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code - ImGuiInputSource_NavGamepad, // " + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only + ImGuiInputSource_Clipboard, // Currently only used by InputText() ImGuiInputSource_COUNT }; @@ -920,8 +1015,21 @@ struct ImGuiStyleMod ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } }; +// Storage data for BeginComboPreview()/EndComboPreview() +struct IMGUI_API ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; + + ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } +}; + // Stacked storage data for BeginGroup()/EndGroup() -struct ImGuiGroupData +struct IMGUI_API ImGuiGroupData { ImGuiID WindowID; ImVec2 BackupCursorPos; @@ -932,20 +1040,26 @@ struct ImGuiGroupData float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; + bool BackupHoveredIdIsAlive; bool EmitItem; }; // Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. struct IMGUI_API ImGuiMenuColumns { - float Spacing; - float Width, NextWidth; - float Pos[3], NextWidths[3]; + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } - void Update(int count, float spacing, bool clear); - float DeclColumns(float w0, float w1, float w2); - float CalcExtraSpace(float avail_w) const; + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); }; // Internal state of the currently focused/edited text input box @@ -965,7 +1079,7 @@ struct IMGUI_API ImGuiInputTextState bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection bool Edited; // edited this frame - ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback + ImGuiInputTextFlags Flags; // copy of InputText() flags ImGuiInputTextCallback UserCallback; // " void* UserCallbackData; // " @@ -981,6 +1095,9 @@ struct IMGUI_API ImGuiInputTextState void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } bool HasSelection() const { return Stb.select_start != Stb.select_end; } void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + int GetCursorPos() const { return Stb.cursor; } + int GetSelectionStart() const { return Stb.select_start; } + int GetSelectionEnd() const { return Stb.select_end; } void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } }; @@ -998,18 +1115,18 @@ struct ImGuiPopupData ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; } }; -struct ImGuiNavMoveResult +struct ImGuiNavItemData { - ImGuiWindow* Window; // Best candidate window - ImGuiID ID; // Best candidate ID - ImGuiID FocusScopeId; // Best candidate focus scope ID - float DistBox; // Best candidate box distance to current NavId - float DistCenter; // Best candidate center distance to current NavId - float DistAxial; - ImRect RectRel; // Best candidate bounding box in window relative space + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId - ImGuiNavMoveResult() { Clear(); } - void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; } }; enum ImGuiNextWindowDataFlags_ @@ -1174,9 +1291,10 @@ enum ImGuiDockNodeFlagsPrivate_ ImGuiDockNodeFlags_NoDockingSplitMe = 1 << 17, // [EXPERIMENTAL] Prevent another window/node from splitting this node. ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 18, // [EXPERIMENTAL] Prevent this node from splitting another window/node. ImGuiDockNodeFlags_NoDockingOverMe = 1 << 19, // [EXPERIMENTAL] Prevent another window/node to be docked over this node. - ImGuiDockNodeFlags_NoDockingOverOther = 1 << 20, // [EXPERIMENTAL] Prevent this node to be docked over another window/node. - ImGuiDockNodeFlags_NoResizeX = 1 << 21, // [EXPERIMENTAL] - ImGuiDockNodeFlags_NoResizeY = 1 << 22, // [EXPERIMENTAL] + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 20, // [EXPERIMENTAL] Prevent this node to be docked over another window or non-empty node. + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 21, // [EXPERIMENTAL] Prevent this node to be docked over an empty node (e.g. DockSpace with no other windows) + ImGuiDockNodeFlags_NoResizeX = 1 << 22, // [EXPERIMENTAL] + ImGuiDockNodeFlags_NoResizeY = 1 << 23, // [EXPERIMENTAL] ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, ImGuiDockNodeFlags_NoResizeFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking, @@ -1200,12 +1318,14 @@ enum ImGuiDockNodeState ImGuiDockNodeState_HostWindowVisible }; -// sizeof() 116~160 -struct ImGuiDockNode +// sizeof() 156~192 +struct IMGUI_API ImGuiDockNode { ImGuiID ID; - ImGuiDockNodeFlags SharedFlags; // Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) - ImGuiDockNodeFlags LocalFlags; // Flags specific to this node + ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node + ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows + ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) ImGuiDockNodeState State; ImGuiDockNode* ParentNode; ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. @@ -1232,9 +1352,8 @@ struct ImGuiDockNode ImGuiDataAuthority AuthorityForViewport :3; bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) bool IsFocused :1; - bool HasCloseButton :1; + bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. bool HasWindowMenuButton :1; - bool EnableCloseButton :1; bool WantCloseAll :1; // Set when closing all tabs at once. bool WantLockSizeOnce :1; bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window @@ -1245,16 +1364,18 @@ struct ImGuiDockNode ImGuiDockNode(ImGuiID id); ~ImGuiDockNode(); bool IsRootNode() const { return ParentNode == NULL; } - bool IsDockSpace() const { return (LocalFlags & ImGuiDockNodeFlags_DockSpace) != 0; } - bool IsFloatingNode() const { return ParentNode == NULL && (LocalFlags & ImGuiDockNodeFlags_DockSpace) == 0; } - bool IsCentralNode() const { return (LocalFlags & ImGuiDockNodeFlags_CentralNode) != 0; } - bool IsHiddenTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle - bool IsNoTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } + bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar bool IsSplitNode() const { return ChildNodes[0] != NULL; } bool IsLeafNode() const { return ChildNodes[0] == NULL; } bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } - ImGuiDockNodeFlags GetMergedFlags() const { return SharedFlags | LocalFlags; } ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + + void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } + void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } }; // List of colors that are stored at the time of Begin() into Docked Windows. @@ -1292,41 +1413,47 @@ struct ImGuiDockContext // [SECTION] Viewport support //----------------------------------------------------------------------------- -#ifdef IMGUI_HAS_VIEWPORT - // ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) -// Note that every instance of ImGuiViewport is in fact a ImGuiViewportP. +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. struct ImGuiViewportP : public ImGuiViewport { int Idx; - int LastFrameActive; // Last frame number this viewport was activated by a window - int LastFrameDrawLists[2]; // Last frame number the background (0) and foreground (1) draw lists were used - int LastFrontMostStampCount; // Last stamp number from when a window hosted by this viewport was made front-most (by comparing this value between two viewport we have an implicit viewport z-order + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFrontMostStampCount;// Last stamp number from when a window hosted by this viewport was made front-most (by comparing this value between two viewport we have an implicit viewport z-order ImGuiID LastNameHash; ImVec2 LastPos; - float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) float LastAlpha; short PlatformMonitor; bool PlatformWindowCreated; - ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) - ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. ImDrawData DrawDataP; ImDrawDataBuilder DrawDataBuilder; ImVec2 LastPlatformPos; ImVec2 LastPlatformSize; ImVec2 LastRendererSize; - ImVec2 CurrWorkOffsetMin; // Work area top-left offset being increased during the frame - ImVec2 CurrWorkOffsetMax; // Work area bottom-right offset being decreased during the frame + ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) + ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). + ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. + ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. - ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameDrawLists[0] = LastFrameDrawLists[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } - ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } - ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } - ImRect GetWorkRect() const { return ImRect(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y, Pos.x + Size.x + WorkOffsetMax.x, Pos.y + Size.y + WorkOffsetMax.y); } - void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + ImGuiViewportP() { Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } }; -#endif // #ifdef IMGUI_HAS_VIEWPORT - //----------------------------------------------------------------------------- // [SECTION] Settings support //----------------------------------------------------------------------------- @@ -1459,22 +1586,23 @@ struct ImGuiContext // Windows state ImVector Windows; // Windows, sorted in display order, back to front - ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic) + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child ImVector CurrentWindowStack; ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* int WindowsActiveCount; // Number of unique windows submitted by frame + ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING) ImGuiWindow* CurrentWindow; // Window being drawn into ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. - ImGuiWindow* HoveredRootWindow; // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation. ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. ImGuiDockNode* HoveredDockNode; // Hovered dock node. - ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. ImVec2 WheelingWindowRefMousePos; float WheelingWindowTimer; // Item/widgets state and tracking information + ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() ImGuiID HoveredId; // Hovered widget, filled during the frame ImGuiID HoveredIdPreviousFrame; bool HoveredIdAllowOverlap; @@ -1527,6 +1655,8 @@ struct ImGuiContext ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() ImGuiViewportP* MouseViewport; ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter // Gamepad/keyboard Navigation @@ -1562,9 +1692,9 @@ struct ImGuiContext ImGuiKeyModFlags NavMoveRequestKeyMods; ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? - ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow - ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) - ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around. ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags. @@ -1577,13 +1707,13 @@ struct ImGuiContext bool NavWindowingToggleLayer; // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) - ImGuiWindow* FocusRequestCurrWindow; // - ImGuiWindow* FocusRequestNextWindow; // - int FocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) - int FocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index - int FocusRequestNextCounterRegular; // Stored for next frame - int FocusRequestNextCounterTabStop; // " - bool FocusTabPressed; // + ImGuiWindow* TabFocusRequestCurrWindow; // + ImGuiWindow* TabFocusRequestNextWindow; // + int TabFocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) + int TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index + int TabFocusRequestNextCounterRegular; // Stored for next frame + int TabFocusRequestNextCounterTabStop; // " + bool TabFocusPressed; // Set in NewFrame() when user pressed Tab // Render float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) @@ -1610,8 +1740,9 @@ struct ImGuiContext // Table ImGuiTable* CurrentTable; + int CurrentTableStackIdx; ImPool Tables; - ImVector CurrentTableStack; + ImVector TablesTempDataStack; ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) ImVector DrawChannelsTempMergeBuffer; @@ -1631,6 +1762,7 @@ struct ImGuiContext float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips float ColorEditLastColor[3]; ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? bool DragCurrentAccumDirty; @@ -1667,6 +1799,8 @@ struct ImGuiContext ImGuiLogType LogType; // Capture target ImFileHandle LogFile; // If != NULL log to stdout/ file ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; float LogLinePosY; bool LogLineFirstItem; int LogDepthRef; @@ -1681,6 +1815,7 @@ struct ImGuiContext // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; float FramerateSecPerFrameAccum; int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags int WantCaptureKeyboardNextFrame; @@ -1707,13 +1842,13 @@ struct ImGuiContext WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; - HoveredRootWindow = NULL; HoveredWindowUnderMovingWindow = NULL; HoveredDockNode = NULL; MovingWindow = NULL; WheelingWindow = NULL; WheelingWindowTimer = 0.0f; + CurrentItemFlags = ImGuiItemFlags_None; HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false; @@ -1735,7 +1870,7 @@ struct ImGuiContext ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; - ActiveIdMouseButton = 0; + ActiveIdMouseButton = -1; ActiveIdPreviousFrame = 0; ActiveIdPreviousFrameIsAlive = false; ActiveIdPreviousFrameHasBeenEditedBefore = false; @@ -1746,6 +1881,7 @@ struct ImGuiContext CurrentDpiScale = 0.0f; CurrentViewport = NULL; MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewportId = 0; ViewportFrontMostStampCount = 0; NavWindow = NULL; @@ -1777,10 +1913,10 @@ struct ImGuiContext NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; - FocusRequestCurrWindow = FocusRequestNextWindow = NULL; - FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX; - FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX; - FocusTabPressed = false; + TabFocusRequestCurrWindow = TabFocusRequestNextWindow = NULL; + TabFocusRequestCurrCounterRegular = TabFocusRequestCurrCounterTabStop = INT_MAX; + TabFocusRequestNextCounterRegular = TabFocusRequestNextCounterTabStop = INT_MAX; + TabFocusPressed = false; DimBgRatio = 0.0f; MouseCursor = ImGuiMouseCursor_Arrow; @@ -1798,6 +1934,7 @@ struct ImGuiContext memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); CurrentTable = NULL; + CurrentTableStackIdx = -1; CurrentTabBar = NULL; LastValidMousePos = ImVec2(0.0f, 0.0f); @@ -1824,6 +1961,7 @@ struct ImGuiContext LogEnabled = false; LogType = ImGuiLogType_None; + LogNextPrefix = LogNextSuffix = NULL; LogFile = NULL; LogLinePosY = FLT_MAX; LogLineFirstItem = false; @@ -1834,7 +1972,7 @@ struct ImGuiContext DebugItemPickerBreakId = 0; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); - FramerateSecPerFrameIdx = 0; + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; FramerateSecPerFrameAccum = 0.0f; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; memset(TempBuffer, 0, sizeof(TempBuffer)); @@ -1872,8 +2010,8 @@ struct IMGUI_API ImGuiWindowTempData // Keyboard/Gamepad navigation ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) - int NavLayerActiveMask; // Which layers have been written to (result from previous frame) - int NavLayerActiveMaskNext; // Which layers have been written to (accumulator for current frame) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending bool NavHideHighlightOneFrame; bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) @@ -1895,7 +2033,6 @@ struct IMGUI_API ImGuiWindowTempData // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. - ImGuiItemFlags ItemFlags; // == g.ItemFlagsStack.back() float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). float TextWrapPos; // Current text wrap pos. ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) @@ -1946,8 +2083,9 @@ struct IMGUI_API ImGuiWindow bool HasCloseButton; // Set when the window has a close button (p_open != NULL) signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) - short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. - short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) ImS8 AutoFitFramesX, AutoFitFramesY; ImS8 AutoFitChildAxises; @@ -1956,6 +2094,7 @@ struct IMGUI_API ImGuiWindow ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. @@ -1991,8 +2130,8 @@ struct IMGUI_API ImGuiWindow ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) ImDrawList DrawListInst; ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL. - ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window == Top-level window. - ImGuiWindow* RootWindowDockStop; // Point to ourself or first ancestor that is not a child window. Doesn't cross through dock nodes. We use this so IsWindowFocused() can behave consistently regardless of docking state. + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through dock nodes. We use this so IsWindowFocused() can behave consistently regardless of docking state. + ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. @@ -2006,6 +2145,7 @@ struct IMGUI_API ImGuiWindow // Docking bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). + bool DockNodeIsVisible :1; bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? bool DockTabWantClose :1; short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. @@ -2065,13 +2205,14 @@ enum ImGuiTabBarFlagsPrivate_ // Extend ImGuiTabItemFlags_ enum ImGuiTabItemFlagsPrivate_ { + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. ImGuiTabItemFlags_Preview = 1 << 23 // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar) }; -// Storage for one active tab item (sizeof() 32~40 bytes) +// Storage for one active tab item (sizeof() 48 bytes) struct ImGuiTabItem { ImGuiID ID; @@ -2082,22 +2223,22 @@ struct ImGuiTabItem float Offset; // Position relative to beginning of tab float Width; // Width currently displayed float ContentWidth; // Width of label, stored during BeginTabItem() call - ImS16 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable ImS16 IndexDuringLayout; // Index only used during TabBarLayout() bool WantClose; // Marked as closed by SetTabItemClosed() - ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = BeginOrder = IndexDuringLayout = -1; } + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } }; // Storage for a tab bar (sizeof() 152 bytes) -struct ImGuiTabBar +struct IMGUI_API ImGuiTabBar { ImVector Tabs; ImGuiTabBarFlags Flags; ImGuiID ID; // Zero for tab-bars used by docking ImGuiID SelectedTabId; // Selected tab/window - ImGuiID NextSelectedTabId; + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) int CurrFrameVisible; int PrevFrameVisible; @@ -2113,7 +2254,7 @@ struct ImGuiTabBar float ScrollingRectMinX; float ScrollingRectMaxX; ImGuiID ReorderRequestTabId; - ImS8 ReorderRequestDir; + ImS16 ReorderRequestOffset; ImS8 BeginCount; bool WantLayout; bool VisibleTabWasSubmitted; @@ -2131,7 +2272,7 @@ struct ImGuiTabBar { if (tab->Window) return tab->Window->Name; - IM_ASSERT(tab->NameOffset != -1 && (int)tab->NameOffset < TabsNames.Buf.Size); + IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); return TabsNames.Buf.Data + tab->NameOffset; } }; @@ -2140,8 +2281,6 @@ struct ImGuiTabBar // [SECTION] Table support //----------------------------------------------------------------------------- -#ifdef IMGUI_HAS_TABLE - #define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. #define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. #define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels() @@ -2180,10 +2319,11 @@ struct ImGuiTableColumn ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] - ImGuiTableDrawChannelIdx DrawChannelFrozen; - ImGuiTableDrawChannelIdx DrawChannelUnfrozen; - bool IsEnabled; // Is the column not marked Hidden by the user? (even if off view, e.g. clipped by scrolling). - bool IsEnabledNextFrame; + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). bool IsVisibleY; bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. @@ -2218,12 +2358,13 @@ struct ImGuiTableCellData ImGuiTableColumnIdx Column; // Column number }; -// FIXME-TABLE: transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData +// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData struct ImGuiTable { ImGuiID ID; ImGuiTableFlags Flags; void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] ImSpan Columns; // Point within RawData[] ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. @@ -2275,22 +2416,13 @@ struct ImGuiTable ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. - ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() - ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() - ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() - ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() - ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() - ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() - ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() - float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() - int HostBackupItemWidthStackSize;// Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() ImGuiWindow* OuterWindow; // Parent window for the table ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names - ImDrawListSplitter DrawSplitter; // We carry our own ImDrawList splitter to allow recursion (FIXME: could be stored outside, worst case we need 1 splitter per recursing table) + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly ImGuiTableColumnSortSpecs SortSpecsSingle; - ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would work be good. + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() ImGuiTableColumnIdx SortSpecsCount; ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) @@ -2304,9 +2436,10 @@ struct ImGuiTable ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. - ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) @@ -2314,7 +2447,7 @@ struct ImGuiTable ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. - ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing accross columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). @@ -2328,7 +2461,7 @@ struct ImGuiTable bool IsResetAllRequest; bool IsResetDisplayOrderRequest; bool IsUnfrozenRows; // Set when we got past the frozen row. - bool IsDefaultSizingPolicy; // Set if user didn't explicitely set a sizing policy in BeginTable() + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() bool MemoryCompacted; bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis @@ -2336,6 +2469,29 @@ struct ImGuiTable IMGUI_API ~ImGuiTable() { IM_FREE(RawData); } }; +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +struct ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + + IMGUI_API ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } +}; + // sizeof() ~ 12 struct ImGuiTableColumnSettings { @@ -2374,8 +2530,6 @@ struct ImGuiTableSettings ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } }; -#endif // #ifdef IMGUI_HAS_TABLE - //----------------------------------------------------------------------------- // [SECTION] ImGui internal API // No guarantee of forward compatibility here! @@ -2397,7 +2551,6 @@ namespace ImGui IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); - IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); @@ -2432,9 +2585,11 @@ namespace ImGui IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); // Viewports - IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos); - IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); - IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos); + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); + IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); // Settings IMGUI_API void MarkIniSettingsDirty(); @@ -2458,7 +2613,7 @@ namespace ImGui inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } - inline ImGuiItemFlags GetItemsFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.ItemFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.CurrentItemFlags; } IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); IMGUI_API void ClearActiveID(); @@ -2472,24 +2627,38 @@ namespace ImGui // Basic Helpers for widget code IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); - IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemAddFlags flags = 0); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); + IMGUI_API void ItemFocusable(ImGuiWindow* window, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); IMGUI_API void SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); - IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested - IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API void PushMultiItemsWidths(int components, float width_full); - IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); - IMGUI_API void PopItemFlag(); IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) IMGUI_API ImVec2 GetContentRegionMaxAbs(); IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + // Parameter stacks + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); + IMGUI_API void PopItemFlag(); + IMGUI_API void PushDisabled(bool disabled = true); + IMGUI_API void PopDisabled(); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = FocusableItemRegister(...)' + // (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' + // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() + inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd() + inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif + // Logging/Capture IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); // Popups, Modals, Tooltips IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); @@ -2499,9 +2668,19 @@ namespace ImGui IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + + // Menus + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); // Gamepad/Keyboard Navigation IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); @@ -2513,8 +2692,7 @@ namespace ImGui IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. - IMGUI_API void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id); - IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); // Focus Scope (WIP) // This is generally used to identify a selection set (multiple of which may be in the same window), as selection @@ -2527,6 +2705,7 @@ namespace ImGui // Inputs // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. IMGUI_API void SetItemUsingMouseWheel(); + IMGUI_API void SetActiveIdUsingNavAndKeys(); inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; } @@ -2551,9 +2730,10 @@ namespace ImGui IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); IMGUI_API void DockNodeEndAmendTabBar(); - inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } - inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } - inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } + inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); @@ -2611,6 +2791,7 @@ namespace ImGui IMGUI_API void TablePopBackgroundChannel(); // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); @@ -2639,6 +2820,7 @@ namespace ImGui IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); IMGUI_API void TableRemove(ImGuiTable* table); IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); IMGUI_API void TableGcCompactSettings(); // Tables: Settings @@ -2657,7 +2839,8 @@ namespace ImGui IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); - IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos); IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); @@ -2674,10 +2857,9 @@ namespace ImGui IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); - IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. - IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); // Render helpers (those functions don't access any ImGui state!) IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); @@ -2702,11 +2884,12 @@ namespace ImGui IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); IMGUI_API void Scrollbar(ImGuiAxis axis); - IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawFlags flags); IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); - IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); @@ -2767,10 +2950,12 @@ namespace ImGui inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); IMGUI_API void DebugNodeTable(ImGuiTable* table); @@ -2779,6 +2964,7 @@ namespace ImGui IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); } // namespace ImGui @@ -2799,7 +2985,8 @@ IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int atlas_x, int atlas_y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); @@ -2808,22 +2995,18 @@ IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table //----------------------------------------------------------------------------- #ifdef IMGUI_ENABLE_TEST_ENGINE -extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); -extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); -extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id); -extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end); -extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id); +extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) #define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log -#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA)); -#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2)); +#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) if (g.TestEngineHookIdInfo == _ID) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA)); +#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) if (g.TestEngineHookIdInfo == _ID) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2)); #else -#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) do { } while (0) -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) do { } while (0) -#define IMGUI_TEST_ENGINE_LOG(_FMT,...) do { } while (0) -#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) do { } while (0) -#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) do { } while (0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)0) #endif //----------------------------------------------------------------------------- diff --git a/extern/imgui/src/imgui_tables.cpp b/extern/imgui/src/imgui_tables.cpp index ac38185..0623515 100644 --- a/extern/imgui/src/imgui_tables.cpp +++ b/extern/imgui/src/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.81 WIP +// dear imgui, v1.84 WIP // (tables and columns code) /* @@ -8,6 +8,7 @@ Index of this file: // [SECTION] Commentary // [SECTION] Header mess // [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors // [SECTION] Tables: Row changes // [SECTION] Tables: Columns changes // [SECTION] Tables: Columns width management @@ -73,7 +74,7 @@ Index of this file: // (Read carefully because this is subtle but it does make sense!) //----------------------------------------------------------------------------- // About 'outer_size': -// Its meaning needs to differ slightly depending of if we are using ScrollX/ScrollY flags. +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. // Default value is ImVec2(0.0f, 0.0f). // X // - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. @@ -90,7 +91,7 @@ Index of this file: // Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. // Important to that note how the two flags have slightly different behaviors! // - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. -// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. // In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. // This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not easily noticeable) //----------------------------------------------------------------------------- @@ -126,13 +127,13 @@ Index of this file: // - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width // - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f // - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents -// Default Width and default Weight can be overriden when calling TableSetupColumn(). +// Default Width and default Weight can be overridden when calling TableSetupColumn(). //----------------------------------------------------------------------------- // About mixing Fixed/Auto and Stretch columns together: // - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. // - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! -// that is, unless 'inner_width' is passed to BeginTable() to explicitely provide a total width to layout columns in. -// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the maximum contents width. +// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. // - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weight/widths. //----------------------------------------------------------------------------- // About using column width: @@ -140,9 +141,9 @@ Index of this file: // - you may use GetContentRegionAvail().x to query the width available in a given column. // - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. // If the column is not resizable and has no width specified with TableSetupColumn(): -// - its width will be automatic and be the set to the max of items submitted. +// - its width will be automatic and be set to the max of items submitted. // - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). -// - but if the column has one or more item of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). //----------------------------------------------------------------------------- @@ -161,18 +162,18 @@ Index of this file: // - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing // width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know // it is not going to contribute to row height. -// In many situations, you may skip submitting contents for every columns but one (e.g. the first one). +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). // - Case A: column is not hidden by user, and at least partially in sight (most common case). // - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. // - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). // -// [A] [B] [C] +// [A] [B] [C] // TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height. // SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. // ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. // ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). // -// - We need distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. // However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. //----------------------------------------------------------------------------- // About clipping/culling of whole Tables: @@ -209,6 +210,8 @@ Index of this file: #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything @@ -235,6 +238,19 @@ Index of this file: //----------------------------------------------------------------------------- // [SECTION] Tables: Main code //----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- // Configuration static const int TABLE_DRAW_CHANNEL_BG0 = 0; @@ -272,12 +288,7 @@ inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_w flags |= ImGuiTableFlags_NoSavedSettings; // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) -#ifdef IMGUI_HAS_DOCK - ImGuiWindow* window_for_settings = outer_window->RootWindowDockStop; -#else - ImGuiWindow* window_for_settings = outer_window->RootWindow; -#endif - if (window_for_settings->Flags & ImGuiWindowFlags_NoSavedSettings) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) flags |= ImGuiTableFlags_NoSavedSettings; return flags; @@ -327,6 +338,16 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG if (instance_no > 0) IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + g.CurrentTableStackIdx++; + if (g.CurrentTableStackIdx + 1 > g.TablesTempDataStack.Size) + g.TablesTempDataStack.resize(g.CurrentTableStackIdx + 1, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempDataStack[g.CurrentTableStackIdx]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + // Fix flags table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; flags = TableFixFlags(flags, outer_window); @@ -340,7 +361,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->ColumnsCount = columns_count; table->IsLayoutLocked = false; table->InnerWidth = inner_width; - table->UserOuterSize = outer_size; + temp_data->UserOuterSize = outer_size; // When not using a child window, WorkRect.Max will grow as we append contents. if (use_child_window) @@ -389,14 +410,14 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->HostIndentX = inner_window->DC.Indent.x; table->HostClipRect = inner_window->ClipRect; table->HostSkipItems = inner_window->SkipItems; - table->HostBackupWorkRect = inner_window->WorkRect; - table->HostBackupParentWorkRect = inner_window->ParentWorkRect; - table->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; - table->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; - table->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; - table->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; - table->HostBackupItemWidth = outer_window->DC.ItemWidth; - table->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // Padding and Spacing @@ -439,8 +460,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); // Make table current - const int table_idx = g.Tables.GetIndex(table); - g.CurrentTableStack.push_back(ImGuiPtrOrIndex(table_idx)); g.CurrentTable = table; outer_window->DC.CurrentTableIdx = table_idx; if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. @@ -453,13 +472,18 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG if (table_idx >= g.TablesLastTimeActive.Size) g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; table->MemoryCompacted = false; // Setup memory buffer (clear data if columns count changed) - const int stored_size = table->Columns.size(); - if (stored_size != 0 && stored_size != columns_count) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) { - IM_FREE(table->RawData); + // Attempt to preserve width on column count change (#4046) + old_columns_to_preserve = table->Columns.Data; + old_columns_raw_data = table->RawData; table->RawData = NULL; } if (table->RawData == NULL) @@ -482,14 +506,24 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG for (int n = 0; n < columns_count; n++) { ImGuiTableColumn* column = &table->Columns[n]; - float width_auto = column->WidthAuto; - *column = ImGuiTableColumn(); - column->WidthAuto = width_auto; - column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + } column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; - column->IsEnabled = column->IsEnabledNextFrame = true; } } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); // Load settings if (table->IsSettingsRequestLoad) @@ -538,9 +572,9 @@ void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) { // Allocate single buffer for our arrays ImSpanAllocator<3> span_allocator; - span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn)); - span_allocator.ReserveBytes(1, columns_count * sizeof(ImGuiTableColumnIdx)); - span_allocator.ReserveBytes(2, columns_count * sizeof(ImGuiTableCellData)); + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); span_allocator.SetArenaBasePtr(table->RawData); @@ -635,7 +669,7 @@ static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, I { IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. } - + // Resize if ((table->Flags & ImGuiTableFlags_Resizable) == 0) flags |= ImGuiTableColumnFlags_NoResize; @@ -687,13 +721,14 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) table->ColumnsEnabledCount = 0; table->EnabledMaskByIndex = 0x00; table->EnabledMaskByDisplayOrder = 0x00; + table->LeftMostEnabledColumn = -1; table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. // Process columns in their visible orders as we are building the Prev/Next indices. int count_fixed = 0; // Number of columns that have fixed sizing policies int count_stretch = 0; // Number of columns that have stretch sizing policies - int last_visible_column_idx = -1; + int prev_visible_column_idx = -1; bool has_auto_fit_request = false; bool has_resizable = false; float stretch_sum_width_auto = 0.0f; @@ -716,16 +751,18 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) column->InitStretchWeightOrWidth = -1.0f; } - // Update Enabled state, mark settings/sortspecs dirty + // Update Enabled state, mark settings and sort specs dirty if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) - column->IsEnabledNextFrame = true; - if (column->IsEnabled != column->IsEnabledNextFrame) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) { - column->IsEnabled = column->IsEnabledNextFrame; + column->IsUserEnabled = column->IsUserEnabledNextFrame; table->IsSettingsDirty = true; - if (!column->IsEnabled && column->SortOrder != -1) - table->IsSortSpecsDirty = true; } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) table->IsSortSpecsDirty = true; @@ -741,14 +778,16 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) } // Mark as enabled and link to previous/next enabled column - column->PrevEnabledColumn = (ImGuiTableColumnIdx)last_visible_column_idx; + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; column->NextEnabledColumn = -1; - if (last_visible_column_idx != -1) - table->Columns[last_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; table->EnabledMaskByIndex |= (ImU64)1 << column_n; table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder; - last_visible_column_idx = column_n; + prev_visible_column_idx = column_n; IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) @@ -778,8 +817,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) } if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) table->IsSortSpecsDirty = true; - table->RightMostEnabledColumn = (ImGuiTableColumnIdx)last_visible_column_idx; - IM_ASSERT(table->RightMostEnabledColumn >= 0); + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible // to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). @@ -805,7 +844,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // Apply same widths policy float width_auto = column->WidthAuto; if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) - width_auto = fixed_max_width_auto; + width_auto = fixed_max_width_auto; // Apply automatic width // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) @@ -1084,7 +1123,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // Initial state ImGuiWindow* inner_window = table->InnerWindow; if (table->Flags & ImGuiTableFlags_NoClip) - table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); else inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); } @@ -1122,9 +1161,8 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) continue; - if (table->FreezeColumnsCount > 0) - if (column->MaxX < table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsCount - 1]].MaxX) - continue; + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); @@ -1172,6 +1210,7 @@ void ImGui::EndTable() const ImGuiTableFlags flags = table->Flags; ImGuiWindow* inner_window = table->InnerWindow; ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; IM_ASSERT(inner_window == g.CurrentWindow); IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); @@ -1184,9 +1223,9 @@ void ImGui::EndTable() TableOpenContextMenu((int)table->HoveredColumnBody); // Finalize table height - inner_window->DC.PrevLineSize = table->HostBackupPrevLineSize; - inner_window->DC.CurrLineSize = table->HostBackupCurrLineSize; - inner_window->DC.CursorMaxPos = table->HostBackupCursorMaxPos; + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; const float inner_content_max_y = table->RowPosY2; IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); if (inner_window != outer_window) @@ -1233,10 +1272,11 @@ void ImGui::EndTable() #endif // Flatten channels and merge draw calls - table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0); + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); if ((table->Flags & ImGuiTableFlags_NoClip) == 0) TableMergeDrawChannels(table); - table->DrawSplitter.Merge(inner_window->DrawList); + splitter->Merge(inner_window->DrawList); // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); @@ -1278,18 +1318,18 @@ void ImGui::EndTable() // Pop from id stack IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!"); - IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= table->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); PopID(); // Restore window data that we modified const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; - inner_window->WorkRect = table->HostBackupWorkRect; - inner_window->ParentWorkRect = table->HostBackupParentWorkRect; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; inner_window->SkipItems = table->HostSkipItems; outer_window->DC.CursorPos = table->OuterRect.Min; - outer_window->DC.ItemWidth = table->HostBackupItemWidth; - outer_window->DC.ItemWidthStack.Size = table->HostBackupItemWidthStackSize; - outer_window->DC.ColumnsOffset = table->HostBackupColumnsOffset; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; // Layout in outer window // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding @@ -1312,20 +1352,20 @@ void ImGui::EndTable() IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); } - else if (table->UserOuterSize.x <= 0.0f) + else if (temp_data->UserOuterSize.x <= 0.0f) { const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f; - outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - table->UserOuterSize.x); + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); } else { outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); } - if (table->UserOuterSize.y <= 0.0f) + if (temp_data->UserOuterSize.y <= 0.0f) { const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f; - outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - table->UserOuterSize.y); + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y)); } else @@ -1341,8 +1381,15 @@ void ImGui::EndTable() // Clear or restore current table, if any IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); - g.CurrentTableStack.pop_back(); - g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : NULL; + IM_ASSERT(g.CurrentTableStackIdx >= 0); + g.CurrentTableStackIdx--; + temp_data = g.CurrentTableStackIdx >= 0 ? &g.TablesTempDataStack[g.CurrentTableStackIdx] : NULL; + g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; } @@ -1367,7 +1414,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. // Give a grace to users of ImGuiTableFlags_ScrollX. if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) - IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitely in either Table or Column."); + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); // When passing a width automatically enforce WidthFixed policy // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) @@ -1398,7 +1445,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo // Init default visibility/sort state if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) - column->IsEnabled = column->IsEnabledNextFrame = false; + column->IsUserEnabled = column->IsUserEnabledNextFrame = false; if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) { column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. @@ -1425,13 +1472,38 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows) IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit - table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)columns : 0; + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + + // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) + { + int order_n = table->DisplayOrderToIndex[column_n]; + if (order_n != column_n && order_n >= table->FreezeColumnsRequest) + { + ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); + ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); + } + } } +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + int ImGui::TableGetColumnCount() { ImGuiContext& g = *GImGui; @@ -1460,6 +1532,27 @@ const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) return &table->ColumnsNames.Buf[column->NameOffset]; } +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. +// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). +// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. +// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + if (!table) + return; + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsUserEnabledNextFrame = enabled; +} + // We allow querying for an extra column in order to poll the IsHovered state of the right-most section ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) { @@ -1639,6 +1732,10 @@ void ImGui::TableEndRow(ImGuiTable* table) if (table->CurrentColumn != -1) TableEndCell(table); + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. window->DC.CursorPos.y = table->RowPosY2; @@ -1679,7 +1776,7 @@ void ImGui::TableEndRow(ImGuiTable* table) // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. if ((table->Flags & ImGuiTableFlags_NoClip) == 0) window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); - table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); } // Draw row background @@ -1751,7 +1848,7 @@ void ImGui::TableEndRow(ImGuiTable* table) // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); - table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); } if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) @@ -1866,14 +1963,22 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n) if (table->Flags & ImGuiTableFlags_NoClip) { // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. - table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); } else { // FIXME-TABLE: Could avoid this if draw channel is dummy channel? SetWindowClipRectBeforeSetChannel(window, column->ClipRect); - table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + ImGuiContext& g = *GImGui; + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; } } @@ -1918,6 +2023,7 @@ float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) if (table->Flags & ImGuiTableFlags_ScrollX) { // Frozen columns can't reach beyond visible width else scrolling will naturally break. + // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) if (column->DisplayOrder < table->FreezeColumnsRequest) { max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; @@ -2113,7 +2219,7 @@ void ImGui::TablePushBackgroundChannel() // Optimization: avoid SetCurrentChannel() + PushClipRect() table->HostBackupInnerClipRect = window->ClipRect; SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); - table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); } void ImGui::TablePopBackgroundChannel() @@ -2125,7 +2231,7 @@ void ImGui::TablePopBackgroundChannel() // Optimization: avoid PopClipRect() + SetCurrentChannel() SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); - table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); } // Allocate draw channels. Called by TableUpdateLayout() @@ -2151,7 +2257,7 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table) const int channels_for_bg = 1 + 1 * freeze_row_multiplier; const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0; const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; - table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total); + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); @@ -2215,7 +2321,7 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table) void ImGui::TableMergeDrawChannels(ImGuiTable* table) { ImGuiContext& g = *GImGui; - ImDrawListSplitter* splitter = &table->DrawSplitter; + ImDrawListSplitter* splitter = table->DrawSplitter; const bool has_freeze_v = (table->FreezeRowsCount > 0); const bool has_freeze_h = (table->FreezeColumnsCount > 0); IM_ASSERT(splitter->_Current == 0); @@ -2226,10 +2332,11 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) ImRect ClipRect; int ChannelsCount; ImBitArray ChannelsMask; + + MergeGroup() { ChannelsCount = 0; } }; int merge_group_mask = 0x00; MergeGroup merge_groups[4]; - memset(merge_groups, 0, sizeof(merge_groups)); // 1. Scan channels and take note of those which can be merged for (int column_n = 0; column_n < table->ColumnsCount; column_n++) @@ -2307,7 +2414,6 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; ImBitArray remaining_mask; // We need 132-bit of storage - remaining_mask.ClearAllBits(); remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count); remaining_mask.ClearBit(table->Bg2DrawChannelUnfrozen); IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); @@ -2337,7 +2443,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); #if 0 - GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 1.0f); + GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); #endif @@ -2386,7 +2492,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table) return; ImDrawList* inner_drawlist = inner_window->DrawList; - table->DrawSplitter.SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); // Draw inner border and resizing feedback @@ -2406,7 +2512,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table) const bool is_hovered = (table->HoveredColumnBorder == column_n); const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; - const bool is_frozen_separator = (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1); + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) continue; @@ -2450,7 +2556,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table) const ImU32 outer_col = table->BorderColorStrong; if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) { - inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, ~0, border_size); + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); } else if (table->Flags & ImGuiTableFlags_BordersOuterV) { @@ -2502,8 +2608,7 @@ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() if (!table->IsLayoutLocked) TableUpdateLayout(table); - if (table->IsSortSpecsDirty) - TableSortSpecsBuild(table); + TableSortSpecsBuild(table); return &table->SortSpecs; } @@ -2642,28 +2747,33 @@ void ImGui::TableSortSpecsSanitize(ImGuiTable* table) void ImGui::TableSortSpecsBuild(ImGuiTable* table) { - IM_ASSERT(table->IsSortSpecsDirty); - TableSortSpecsSanitize(table); + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + TableSortSpecsSanitize(table); + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us + } // Write output - table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - if (column->SortOrder == -1) - continue; - IM_ASSERT(column->SortOrder < table->SortSpecsCount); - ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; - sort_spec->ColumnUserID = column->UserID; - sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; - sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; - sort_spec->SortDirection = column->SortDirection; - } + if (dirty && sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = column->SortDirection; + } + table->SortSpecs.Specs = sort_specs; table->SortSpecs.SpecsCount = table->SortSpecsCount; - table->SortSpecs.SpecsDirty = true; // Mark as dirty for user - table->IsSortSpecsDirty = false; // Mark as not dirty for us } //------------------------------------------------------------------------- @@ -2683,8 +2793,11 @@ float ImGui::TableGetHeaderRowHeight() float row_height = GetTextLineHeight(); int columns_count = TableGetColumnCount(); for (int column_n = 0; column_n < columns_count; column_n++) - if (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_IsEnabled) + { + ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n); + if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel)) row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); + } row_height += GetStyle().CellPadding.y * 2.0f; return row_height; } @@ -2721,7 +2834,7 @@ void ImGui::TableHeadersRow() // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier. - const char* name = TableGetColumnName(column_n); + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); PushID(table->InstanceCurrent * table->ColumnsCount + column_n); TableHeader(name); PopID(); @@ -2803,7 +2916,6 @@ void ImGui::TableHeader(const char* label) const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); } else { @@ -2811,6 +2923,7 @@ void ImGui::TableHeader(const char* label) if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); } + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); if (held) table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; @@ -2976,16 +3089,19 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) { ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + const char* name = TableGetColumnName(table, other_column_n); if (name == NULL || name[0] == 0) name = ""; // Make sure we can't hide the last active column bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; - if (other_column->IsEnabled && table->ColumnsEnabledCount <= 1) + if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) menu_item_active = false; - if (MenuItem(name, NULL, other_column->IsEnabled, menu_item_active)) - other_column->IsEnabledNextFrame = !other_column->IsEnabled; + if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) + other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; } PopItemFlag(); } @@ -3110,7 +3226,7 @@ void ImGui::TableSaveSettings(ImGuiTable* table) column_settings->DisplayOrder = column->DisplayOrder; column_settings->SortOrder = column->SortOrder; column_settings->SortDirection = column->SortDirection; - column_settings->IsEnabled = column->IsEnabled; + column_settings->IsEnabled = column->IsUserEnabled; column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) save_ref_scale = true; @@ -3124,7 +3240,7 @@ void ImGui::TableSaveSettings(ImGuiTable* table) settings->SaveFlags |= ImGuiTableFlags_Reorderable; if (column->SortOrder != -1) settings->SaveFlags |= ImGuiTableFlags_Sortable; - if (column->IsEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) settings->SaveFlags |= ImGuiTableFlags_Hideable; } settings->SaveFlags &= table->Flags; @@ -3182,7 +3298,7 @@ void ImGui::TableLoadSettings(ImGuiTable* table) else column->DisplayOrder = (ImGuiTableColumnIdx)column_n; display_order_mask |= (ImU64)1 << column->DisplayOrder; - column->IsEnabled = column->IsEnabledNextFrame = column_settings->IsEnabled; + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; column->SortOrder = column_settings->SortOrder; column->SortDirection = column_settings->SortDirection; } @@ -3201,8 +3317,9 @@ void ImGui::TableLoadSettings(ImGuiTable* table) static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; - for (int i = 0; i != g.Tables.GetSize(); i++) - g.Tables.GetByIndex(i)->SettingsOffset = -1; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; g.SettingsTables.clear(); } @@ -3210,12 +3327,12 @@ static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandle static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; - for (int i = 0; i != g.Tables.GetSize(); i++) - { - ImGuiTable* table = g.Tables.GetByIndex(i); - table->IsSettingsRequestLoad = true; - table->SettingsOffset = -1; - } + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } } static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) @@ -3288,6 +3405,9 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) { // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; buf->appendf("Column %-2d", column_n); if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID); if (save_size && column->IsStretch) buf->appendf(" Weight=%.4f", column->WidthOrWeight); @@ -3341,10 +3461,9 @@ void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) //IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); ImGuiContext& g = *GImGui; IM_ASSERT(table->MemoryCompacted == false); - table->DrawSplitter.ClearFreeMemory(); - table->SortSpecsMulti.clear(); table->SortSpecs.Specs = NULL; - table->IsSortSpecsDirty = true; + table->SortSpecsMulti.clear(); + table->IsSortSpecsDirty = true; // FIXME: shouldn't have to leak into user performing a sort table->ColumnsNames.clear(); table->MemoryCompacted = true; for (int n = 0; n < table->ColumnsCount; n++) @@ -3352,6 +3471,12 @@ void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; } +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->LastTimeActive = -1.0f; +} + // Compact and remove unused settings data (currently only used by TestEngine) void ImGui::TableGcCompactSettings() { diff --git a/extern/imgui/src/imgui_widgets.cpp b/extern/imgui/src/imgui_widgets.cpp index d053941..2cc2648 100644 --- a/extern/imgui/src/imgui_widgets.cpp +++ b/extern/imgui/src/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.81 WIP +// dear imgui, v1.84 WIP // (widgets code) /* @@ -59,6 +59,8 @@ Index of this file: #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything @@ -122,7 +124,7 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); //------------------------------------------------------------------------- // For InputTextEx() -static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data); +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); @@ -350,17 +352,20 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) const ImGuiStyle& style = g.Style; const float w = CalcItemWidth(); + const char* value_text_begin = &g.TempBuffer[0]; + const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2)); - const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y * 2) + label_size); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0)) return; // Render - const char* value_text_begin = &g.TempBuffer[0]; - const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f, 0.5f)); + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); } @@ -483,14 +488,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - if (flags & ImGuiButtonFlags_Disabled) - { - if (out_hovered) *out_hovered = false; - if (out_held) *out_held = false; - if (g.ActiveId == id) ClearActiveID(); - return false; - } - // Default only reacts to left mouse button if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) flags |= ImGuiButtonFlags_MouseButtonDefault_; @@ -500,7 +497,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool flags |= ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; - const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window->RootWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; if (flatten_hovered_children) g.HoveredWindow = window; @@ -522,7 +519,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool { hovered = true; SetHoveredID(id); - if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAGDROP_HOLD_TO_OPEN_TIMER, 0.00f)) + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) { pressed = true; g.DragDropHoldJustPressedId = id; @@ -614,6 +611,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } } + // Release active id if turning disabled + if (g.ActiveId == id && (g.CurrentItemFlags & ImGuiItemFlags_Disabled)) + ClearActiveID(); + // Process while held bool held = false; if (g.ActiveId == id) @@ -683,7 +684,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags if (!ItemAdd(bb, id)) return false; - if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + if (g.CurrentItemFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); @@ -692,6 +693,9 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); RenderNavHighlight(bb, id); RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); // Automatically close popups @@ -756,7 +760,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu if (!ItemAdd(bb, id)) return false; - if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + if (g.CurrentItemFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; bool hovered, held; @@ -779,22 +783,30 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) } // Button to close a window -bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. - // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + // 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? const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); - bool is_clipped = !ItemAdd(bb, id); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f)); + + // 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 regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + bool is_clipped = !ItemAdd(bb_interact, id); bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); if (is_clipped) return pressed; // Render + // FIXME: Clarify this mess ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); ImVec2 center = bb.GetCenter(); if (hovered) @@ -822,12 +834,11 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no // Render //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); - ImVec2 off = dock_node ? ImVec2(IM_FLOOR(-g.Style.ItemInnerSpacing.x * 0.5f) + 0.5f, 0.0f) : ImVec2(0.0f, 0.0f); ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); ImVec2 center = bb.GetCenter(); if (hovered || held) - window->DrawList->AddCircleFilled(center + off + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); + window->DrawList->AddCircleFilled(center + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); if (dock_node) RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col); @@ -870,19 +881,19 @@ void ImGui::Scrollbar(ImGuiAxis axis) // Calculate scrollbar bounding box ImRect bb = GetWindowScrollbarRect(window, axis); - ImDrawCornerFlags rounding_corners = 0; + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; if (axis == ImGuiAxis_X) { - rounding_corners |= ImDrawCornerFlags_BotLeft; + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; if (!window->ScrollbarY) - rounding_corners |= ImDrawCornerFlags_BotRight; + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; } else { if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) - rounding_corners |= ImDrawCornerFlags_TopRight; + rounding_corners |= ImDrawFlags_RoundCornersTopRight; if (!window->ScrollbarX) - rounding_corners |= ImDrawCornerFlags_BotRight; + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; } float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; @@ -895,7 +906,7 @@ void ImGui::Scrollbar(ImGuiAxis axis) // - 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.. -bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners) +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -975,7 +986,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa // Render const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); - window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, rounding_corners); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); ImRect grab_rect; if (axis == ImGuiAxis_X) grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); @@ -1074,7 +1085,7 @@ bool ImGui::Checkbox(const char* label, bool* v) ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id)) { - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return false; } @@ -1090,7 +1101,7 @@ bool ImGui::Checkbox(const char* label, bool* v) RenderNavHighlight(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); - bool mixed_value = (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + bool mixed_value = (g.CurrentItemFlags & ImGuiItemFlags_MixedValue) != 0; if (mixed_value) { // Undocumented tristate/mixed/indeterminate checkbox (#2644) @@ -1104,12 +1115,13 @@ bool ImGui::Checkbox(const char* label, bool* v) RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); } + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); if (g.LogEnabled) - LogRenderedText(&total_bb.Min, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); if (label_size.x > 0.0f) - RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + RenderText(label_pos, label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return pressed; } @@ -1121,11 +1133,11 @@ bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) bool pressed; if (!all_on && any_on) { - ImGuiWindow* window = GetCurrentWindow(); - ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_MixedValue; + ImGuiContext& g = *GImGui; + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_MixedValue; pressed = Checkbox(label, &all_on); - window->DC.ItemFlags = backup_item_flags; + g.CurrentItemFlags = backup_item_flags; } else { @@ -1205,12 +1217,13 @@ bool ImGui::RadioButton(const char* label, bool active) window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); } + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); if (g.LogEnabled) - LogRenderedText(&total_bb.Min, active ? "(x)" : "( )"); + LogRenderedText(&label_pos, active ? "(x)" : "( )"); if (label_size.x > 0.0f) - RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + RenderText(label_pos, label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); return pressed; } @@ -1392,7 +1405,8 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) // Draw window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); if (g.LogEnabled) - LogRenderedText(&bb.Min, "--------------------------------"); + LogRenderedText(&bb.Min, "--------------------------------\n"); + } if (columns) { @@ -1421,10 +1435,10 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; bool item_add = ItemAdd(bb, id); - window->DC.ItemFlags = item_flags_backup; + g.CurrentItemFlags = item_flags_backup; if (!item_add) return false; @@ -1432,10 +1446,12 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float ImRect bb_interact = bb; bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); + if (hovered) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb if (g.ActiveId != id) SetItemAllowOverlap(); - if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); ImRect bb_render = bb; @@ -1525,8 +1541,12 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc //------------------------------------------------------------------------- // [SECTION] Widgets: ComboBox //------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] // - BeginCombo() +// - BeginComboPopup() [Internal] // - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] // - Combo() //------------------------------------------------------------------------- @@ -1540,74 +1560,99 @@ static float CalcMaxPopupHeightFromItemCount(int items_count) bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) { - // Always consume the SetNextWindowSizeConstraint() call in our early return paths ImGuiContext& g = *GImGui; - bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0; - g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; - ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values if (window->SkipItems) return false; - IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together - const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float expected_w = CalcItemWidth(); - const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &bb)) return false; + // Open on click bool hovered, held; - bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); - bool popup_open = IsPopupOpen(id, ImGuiPopupFlags_None); + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if ((pressed || g.NavActivateId == id) && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + // Render shape const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); - RenderNavHighlight(frame_bb, id); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavHighlight(bb, id); if (!(flags & ImGuiComboFlags_NoPreview)) - window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left); + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); if (!(flags & ImGuiComboFlags_NoArrowButton)) { ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); - window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); - if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x) - RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); } - RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); - if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) - RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f, 0.0f)); - if (label_size.x > 0) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); - if ((pressed || g.NavActivateId == id) && !popup_open) + // Custom preview + if (flags & ImGuiComboFlags_CustomPreview) { - if (window->DC.NavLayerCurrent == 0) - window->NavLastIds[0] = id; - OpenPopupEx(id, ImGuiPopupFlags_None); - popup_open = true; + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + IM_ASSERT(preview_value == NULL || preview_value[0] == 0); + preview_value = NULL; } + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + { + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); + } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); + if (!popup_open) return false; - if (has_window_size_constraint) + g.NextWindowData.Flags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); } else { if ((flags & ImGuiComboFlags_HeightMask_) == 0) flags |= ImGuiComboFlags_HeightRegular; - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one int popup_max_height_in_items = -1; if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; @@ -1615,30 +1660,27 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); } + // This is essentially a specialized version of BeginPopupEx() char name[16]; ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth - // Position the window given a custom constraint (peak into expected window size so we can position it) - // This might be easier to express with an hypothetical SetNextWindowPosConstraints() function. + // 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()? if (ImGuiWindow* popup_window = FindWindowByName(name)) if (popup_window->WasActive) { // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); - if (flags & ImGuiComboFlags_PopupAlignLeft) - popup_window->AutoPosLastDirection = ImGuiDir_Left; // "Below, Toward Left" - else - popup_window->AutoPosLastDirection = ImGuiDir_Down; // "Below, Toward Right (default)" - ImRect r_outer = GetWindowAllowedExtentRect(popup_window); - ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); SetNextWindowPos(pos); } // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; - - // Horizontally align ourselves with the framed text - PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text bool ret = Begin(name, NULL, window_flags); PopStyleVar(); if (!ret) @@ -1655,6 +1697,57 @@ void ImGui::EndCombo() EndPopup(); } +// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements +// (Experimental, see GitHub issues: #1658, #4168) +bool ImGui::BeginComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + if (window->SkipItems || !window->ClipRect.Overlaps(window->DC.LastItemRect)) // FIXME: Because we don't have a ImGuiItemStatusFlags_Visible flag to test last ItemAdd() result + return false; + IM_ASSERT(window->DC.LastItemRect.Min.x == preview_data->PreviewRect.Min.x && window->DC.LastItemRect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional) + return false; + + // FIXME: This could be contained in a PushWorkRect() api + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + preview_data->BackupLayout = window->DC.LayoutType; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + + return true; +} + +void ImGui::EndComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future + ImDrawList* draw_list = window->DrawList; + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + { + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_TryMergeDrawCmds(); + } + PopClipRect(); + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->DC.LayoutType = preview_data->BackupLayout; + preview_data->PreviewRect = ImRect(); +} + // Getter for the old Combo() API: const char*[] static bool Items_ArrayGetter(void* data, int idx, const char** out_text) { @@ -1778,7 +1871,7 @@ static const ImGuiDataTypeInfo GDataTypeInfo[] = { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 { sizeof(ImU64), "U64", "%llu", "%llu" }, #endif - { sizeof(float), "float", "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double }; IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); @@ -1965,13 +2058,15 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b { // All other types assign constant // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. - sscanf(buf, format, p_data); + if (sscanf(buf, format, p_data) < 1) + return false; } else { // Small types need a 32-bit buffer to receive the result from scanf() int v32; - sscanf(buf, format, &v32); + if (sscanf(buf, format, &v32) < 1) + return false; if (data_type == ImGuiDataType_S8) *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); else if (data_type == ImGuiDataType_U8) @@ -2065,12 +2160,36 @@ static const char* ImAtoi(const char* src, TYPE* output) return src; } +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +static void SanitizeFormatString(const char* fmt, char* fmt_out, size_t fmt_out_size) +{ + IM_UNUSED(fmt_out_size); + const char* fmt_end = ImParseFormatFindEnd(fmt); + IM_ASSERT((size_t)(fmt_end - fmt + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt < fmt_end) + { + char c = *(fmt++); + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + template TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) { const char* fmt_start = ImParseFormatFindStart(format); if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string return v; + + // Sanitize format + char fmt_sanitized[32]; + SanitizeFormatString(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back char v_str[64]; ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); const char* p = v_str; @@ -2108,9 +2227,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const { ImGuiContext& g = *GImGui; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); const bool is_clamped = (v_min < v_max); - const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); // Default tweak speed if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) @@ -2128,7 +2247,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { - int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); } @@ -2168,7 +2287,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const if (is_logarithmic) { // 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. - const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); // Convert to parametric space, apply delta, convert back @@ -2206,9 +2325,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Clamp values (+ handle overflow/wrap-around for integer types) if (*v != v_cur && is_clamped) { - if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) v_cur = v_min; - if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal)) + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) v_cur = v_max; } @@ -2234,7 +2353,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v } if (g.ActiveId != id) return false; - if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + if ((g.CurrentItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) @@ -2267,12 +2386,14 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const float w = CalcItemWidth(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0)) return false; // Default format string when passing NULL @@ -2283,11 +2404,10 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, // Tabbing or CTRL-clicking on Drag turns it into an InputText const bool hovered = ItemHoverable(frame_bb, id); - const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); + const bool focus_requested = temp_input_allowed && (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Focused) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]); if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id) @@ -2297,10 +2417,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, FocusWindow(window); g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)) - { temp_input_is_active = true; - FocusableItemUnregister(window); - } } // Experimental: simple click (without moving) turns Drag into an InputText // FIXME: Currently polling ImGuiConfigFlags_IsTouchScreen, may either poll an hypothetical ImGuiBackendFlags_HasKeyboard and/or an explicit drag settings. @@ -2309,7 +2426,6 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, { g.NavInputId = id; temp_input_is_active = true; - FocusableItemUnregister(window); } } @@ -2321,7 +2437,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, } // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); @@ -2333,12 +2449,14 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); return value_changed; } @@ -2596,8 +2714,8 @@ template TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) { if (v_min == v_max) - return (TYPE)0.0f; - const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + return v_min; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); TYPE result; if (is_logarithmic) @@ -2645,7 +2763,7 @@ TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, T else { // Linear slider - if (is_decimal) + if (is_floating_point) { result = ImLerp(v_min, v_max, t); } @@ -2678,14 +2796,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ const ImGuiStyle& style = g.Style; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); const float grab_padding = 2.0f; const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; float grab_sz = style.GrabMinSize; SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); - if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows + if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit grab_sz = ImMin(grab_sz, slider_sz); const float slider_usable_sz = slider_sz - grab_sz; @@ -2697,7 +2815,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ if (is_logarithmic) { // 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. - const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); } @@ -2735,7 +2853,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y; if (input_delta != 0.0f) { - const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; if (decimal_precision > 0) { input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds @@ -2838,7 +2956,7 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); ImGuiContext& g = *GImGui; - if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + if ((g.CurrentItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) @@ -2888,8 +3006,9 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0)) return false; // Default format string when passing NULL @@ -2900,11 +3019,10 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat // Tabbing or CTRL-clicking on Slider turns it into an input box const bool hovered = ItemHoverable(frame_bb, id); - const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); + const bool focus_requested = temp_input_allowed && (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Focused) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) { @@ -2913,10 +3031,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat FocusWindow(window); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)) - { temp_input_is_active = true; - FocusableItemUnregister(window); - } } } @@ -2928,7 +3043,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat } // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); @@ -2945,12 +3060,14 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); return value_changed; } @@ -3074,7 +3191,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d } // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); @@ -3241,7 +3358,7 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* ClearActiveID(); g.CurrentWindow->DC.CursorPos = bb.Min; - bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags); + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); if (init) { // First frame we started displaying the InputText widget, we expect it to take the active id. @@ -3278,7 +3395,7 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); if (p_clamp_min || p_clamp_max) { - if (DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) ImSwap(p_clamp_min, p_clamp_max); DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); } @@ -3329,7 +3446,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data style.FramePadding.x = style.FramePadding.y; ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; if (flags & ImGuiInputTextFlags_ReadOnly) - button_flags |= ImGuiButtonFlags_Disabled; + PushDisabled(true); SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) { @@ -3342,6 +3459,8 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } + if (flags & ImGuiInputTextFlags_ReadOnly) + PopDisabled(); const char* label_end = FindRenderedTextEnd(label); if (label != label_end) @@ -3538,12 +3657,12 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t namespace ImStb { -static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } -static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; } +static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; -static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) { const ImWchar* text = obj->TextW.Data; const ImWchar* text_remaining = NULL; @@ -3556,19 +3675,20 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* ob r->num_chars = (int)(text_remaining - (text + line_start_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. static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; } -static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } -static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } #ifdef __APPLE__ // FIXME: Move setting to IO structure -static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; } -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } #else -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } #endif #define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h #define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL -static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) { ImWchar* dst = obj->TextW.Data + pos; @@ -3584,9 +3704,9 @@ static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) *dst = '\0'; } -static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len) +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len) { - const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0; + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; const int text_len = obj->CurLenW; IM_ASSERT(pos <= text_len); @@ -3640,7 +3760,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im // 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?) -static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) { stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); @@ -3723,8 +3843,9 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons } // Return false to discard a character. -static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) { + IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard); unsigned int c = *p_char; // Filter non-printable (NB: isprint is unreliable! see #2467) @@ -3737,15 +3858,18 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return false; } - // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) - if (c == 127) - return false; + if (input_source != ImGuiInputSource_Clipboard) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; - // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) - if (c >= 0xE000 && c <= 0xF8FF) - return false; + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } - // Filter Unicode ranges we are not handling in this build. + // Filter Unicode ranges we are not handling in this build if (c > IM_UNICODE_CODEPOINT_MAX) return false; @@ -3849,7 +3973,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ ImVec2 inner_size = frame_size; if (is_multiline) { - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) { ItemSize(total_bb, style.FramePadding.y); EndGroup(); @@ -3860,9 +3984,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); - PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); - bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding); - PopStyleVar(3); + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove); + PopStyleVar(2); PopStyleColor(); if (!child_visible) { @@ -3871,14 +3994,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ return false; } draw_window = g.CurrentWindow; // Child window - draw_window->DC.NavLayerActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; inner_size.x -= draw_window->ScrollbarSizes.x; } else { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) - return false; + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) + return false; } const bool hovered = ItemHoverable(frame_bb, id); if (hovered) @@ -3887,12 +4013,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // We are only allowed to access the state if we are already the active widget. ImGuiInputTextState* state = GetInputTextState(id); - const bool focus_requested = FocusableItemRegister(window, id); - const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular); - const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + const bool focus_requested_by_code = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_FocusedByCode) != 0; + const bool focus_requested_by_tabbing = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); + const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); @@ -3902,7 +4027,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); - const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); + const bool init_make_active = (user_clicked || user_scroll_finish || user_nav_input_start || focus_requested_by_code || focus_requested_by_tabbing); const bool init_state = (init_make_active || user_scroll_active); if ((init_state && g.ActiveId != id) || init_changed_specs) { @@ -3941,9 +4066,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (!is_multiline && focus_requested_by_code) select_all = true; } - if (flags & ImGuiInputTextFlags_AlwaysInsertMode) - state->Stb.insert_mode = 1; - if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) + if (!is_multiline && (focus_requested_by_tabbing || (user_clicked && io.KeyCtrl))) select_all = true; } @@ -4021,7 +4146,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ backup_current_text_length = state->CurLenA; state->Edited = false; state->BufCapacityA = buf_size; - state->UserFlags = flags; + state->Flags = flags; state->UserCallback = callback; state->UserCallbackData = callback_user_data; @@ -4032,7 +4157,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Edit in progress const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; - const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize * 0.5f)); + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); const bool is_osx = io.ConfigMacOSXBehaviors; if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) @@ -4070,7 +4195,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (!io.InputQueueCharacters.contains('\t')) { unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } @@ -4085,7 +4210,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ unsigned int c = (unsigned int)io.InputQueueCharacters[n]; if (c == '\t' && io.KeyShift) continue; - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } @@ -4149,7 +4274,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else if (!is_readonly) { unsigned int c = '\n'; // Insert new line - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } } @@ -4202,7 +4327,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ s += ImTextCharFromUtf8(&c, s, NULL); if (c == 0) break; - if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) continue; clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; } @@ -4374,7 +4499,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // Clear temporary user storage - state->UserFlags = 0; + state->Flags = ImGuiInputTextFlags_None; state->UserCallback = NULL; state->UserCallbackData = NULL; } @@ -4481,10 +4606,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) { const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; if (cursor_offset.x < state->ScrollX) state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); - else if (cursor_offset.x - inner_size.x >= state->ScrollX) - state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x); + else if (cursor_offset.x - visible_width >= state->ScrollX) + state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x); } else { @@ -4557,7 +4683,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { state->CursorAnim += io.DeltaTime; bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; - ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; + ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll); ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); @@ -4592,14 +4718,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (is_multiline) { - Dummy(text_size); + Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); EndChild(); EndGroup(); } // Log as text if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); LogRenderedText(&draw_pos, buf_display, buf_display_end); + } if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -4607,7 +4736,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) MarkItemEdited(id); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) return enter_pressed; else @@ -4763,11 +4892,14 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag char* p = buf; while (*p == '#' || ImCharIsBlankA(*p)) p++; - i[0] = i[1] = i[2] = i[3] = 0; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; if (alpha) - sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) else - sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context"); @@ -5191,7 +5323,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; const int vert_start_idx = draw_list->VtxBuffer.Size; draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); - draw_list->PathStroke(col_white, false, wheel_thickness); + draw_list->PathStroke(col_white, 0, wheel_thickness); const int vert_end_idx = draw_list->VtxBuffer.Size; // Paint colors over existing vertices @@ -5317,8 +5449,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); - RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); } else { @@ -5327,7 +5459,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (col_source.w < 1.0f) RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); else - window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All); + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); } RenderNavHighlight(bb, id); if ((flags & ImGuiColorEditFlags_NoBorder) == 0) @@ -5705,7 +5837,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.LastItemStatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -5806,19 +5938,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l text_pos.x -= text_offset_x; if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) - { - // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. - const char log_prefix[] = "\n##"; - const char log_suffix[] = "##"; - LogRenderedText(&text_pos, log_prefix, log_prefix + 3); - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - LogRenderedText(&text_pos, log_suffix, log_suffix + 2); - } - else - { - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - } + LogSetNextTextDecoration("###", "###"); + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); } else { @@ -5827,20 +5950,20 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); - RenderNavHighlight(frame_bb, id, nav_highlight_flags); } + RenderNavHighlight(frame_bb, id, nav_highlight_flags); if (flags & ImGuiTreeNodeFlags_Bullet) RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); else if (!is_leaf) RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) - LogRenderedText(&text_pos, ">"); + LogSetNextTextDecoration(">", NULL); RenderText(text_pos, label, label_end, false); } if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -5882,7 +6005,7 @@ void ImGui::TreePop() if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) { - SetNavID(window->IDStack.back(), g.NavLayer, 0); + SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect()); NavMoveRequestCancel(); } window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; @@ -5985,7 +6108,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ItemSize(size, 0.0f); // Fill horizontal space - // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitely right-aligned sizes not visibly match other widgets. + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; @@ -6021,12 +6144,13 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl } bool item_add; - if (flags & ImGuiSelectableFlags_Disabled) + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + if (disabled_item) { - ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_Disabled; item_add = ItemAdd(bb, id); - window->DC.ItemFlags = backup_item_flags; + g.CurrentItemFlags = backup_item_flags; } else { @@ -6042,6 +6166,10 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (!item_add) return false; + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (disabled_item && !disabled_global) + PushDisabled(true); + // 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 && window->DC.CurrentColumns) @@ -6054,24 +6182,31 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } - if (flags & ImGuiSelectableFlags_Disabled) { button_flags |= ImGuiButtonFlags_Disabled; } if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } - if (flags & ImGuiSelectableFlags_Disabled) - selected = false; - const bool was_selected = selected; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + // 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 ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent) + if (g.NavJustMovedToId == id) + selected = pressed = true; + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { + SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, ImRect(bb.Min - window->Pos, bb.Max - window->Pos)); g.NavDisableHighlight = true; - SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent); } } if (pressed) @@ -6091,23 +6226,24 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl { const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(bb.Min, bb.Max, col, false, 0.0f); - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); } + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); if (span_all_columns && window->DC.CurrentColumns) PopColumnsBackground(); else if (span_all_columns && g.CurrentTable) TablePopBackgroundChannel(); - if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); - if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); // Automatically close popups - if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.CurrentItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) CloseCurrentPopup(); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + if (disabled_item && !disabled_global) + PopDisabled(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); return pressed; } @@ -6124,18 +6260,14 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags //------------------------------------------------------------------------- // [SECTION] Widgets: ListBox //------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() // - ListBox() -// - ListBoxHeader() -// - ListBoxFooter() -//------------------------------------------------------------------------- -// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox -// and promote using them over existing ListBox() functions, similarly to change with combo boxes. //------------------------------------------------------------------------- -// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature. -// Helper to calculate the size of a listbox and display a label on the right. -// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" -bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) +// 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. 10.25 * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); @@ -6146,12 +6278,12 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) const ImGuiID id = GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. g.NextItemData.ClearFlags(); if (!IsRectVisible(bb.Min, bb.Max)) @@ -6161,50 +6293,42 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) return false; } + // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well. BeginGroup(); - if (label_size.x > 0) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + } BeginChildFrame(id, frame_bb.GetSize()); return true; } -// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// OBSOLETED in 1.81 (from February 2021) bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) { - // Size default to hold ~7.25 items. - // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar. - // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. - // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution. - if (height_in_items < 0) - height_in_items = ImMin(items_count, 7); - const ImGuiStyle& style = GetStyle(); - float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f); - - // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). + // If height_in_items == -1, default height is maximum 7. + ImGuiContext& g = *GImGui; + float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f; ImVec2 size; size.x = 0.0f; - size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f); - return ListBoxHeader(label, size); + size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f; + return BeginListBox(label, size); } +#endif -// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. -void ImGui::ListBoxFooter() +void ImGui::EndListBox() { - ImGuiWindow * window = GetCurrentWindow(); - IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched ListBoxHeader/ListBoxFooter calls. Did you test the return value of ListBoxHeader()?"); - ImGuiWindow* parent_window = window->ParentWindow; - const ImRect bb = parent_window->DC.LastItemRect; - const ImGuiStyle& style = GetStyle(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); EndChildFrame(); - - // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect) - // We call SameLine() to restore DC.CurrentLine* data - SameLine(); - parent_window->DC.CursorPos = bb.Min; - ItemSize(bb, style.FramePadding.y); - EndGroup(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label } bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) @@ -6213,25 +6337,35 @@ bool ImGui::ListBox(const char* label, int* current_item, const char* const item return value_changed; } +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) { - if (!ListBoxHeader(label, items_count, height_in_items)) + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) return false; - // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper. - ImGuiContext& g = *GImGui; + // 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. bool value_changed = false; ImGuiListClipper clipper; clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. while (clipper.Step()) for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) { - const bool item_selected = (i == *current_item); const char* item_text; if (!items_getter(data, i, &item_text)) item_text = "*Unknown item*"; PushID(i); + const bool item_selected = (i == *current_item); if (Selectable(item_text, item_selected)) { *current_item = i; @@ -6241,7 +6375,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v SetItemDefaultFocus(); PopID(); } - ListBoxFooter(); + EndListBox(); if (value_changed) MarkItemEdited(g.CurrentWindow->DC.LastItemId); @@ -6258,7 +6392,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v // Plot/Graph widgets are not very good. // Consider writing your own, or using a third-party one, see: // - ImPlot https://github.com/epezent/implot -// - others https://github.com/ocornut/imgui/wiki/Useful-Widgets +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions //------------------------------------------------------------------------- int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) @@ -6466,38 +6600,46 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) //------------------------------------------------------------------------- // Helpers for internal use -void ImGuiMenuColumns::Update(int count, float spacing, bool clear) +void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) { - IM_ASSERT(count == IM_ARRAYSIZE(Pos)); - IM_UNUSED(count); - Width = NextWidth = 0.0f; - Spacing = spacing; - if (clear) - memset(NextWidths, 0, sizeof(NextWidths)); - for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; +} + +void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) +{ + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) { - if (i > 0 && NextWidths[i] > 0.0f) - Width += Spacing; - Pos[i] = IM_FLOOR(Width); - Width += NextWidths[i]; - NextWidths[i] = 0.0f; + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; } + NextTotalWidth = offset; } -float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double +float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) { - NextWidth = 0.0f; - NextWidths[0] = ImMax(NextWidths[0], w0); - NextWidths[1] = ImMax(NextWidths[1], w1); - NextWidths[2] = ImMax(NextWidths[2], w2); - for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) - NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f); - return ImMax(Width, NextWidth); -} - -float ImGuiMenuColumns::CalcExtraSpace(float avail_w) const -{ - return ImMax(0.0f, avail_w - Width); + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); } // FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. @@ -6523,7 +6665,7 @@ bool ImGui::BeginMenuBar() clip_rect.ClipWith(window->OuterRectClipped); 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 analoguous here, maybe a BeginGroupEx() with flags). + // 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). window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); window->DC.LayoutType = ImGuiLayoutType_Horizontal; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; @@ -6550,21 +6692,22 @@ void ImGui::EndMenuBar() // 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 the hassle/cost) const ImGuiNavLayer layer = ImGuiNavLayer_Menu; - IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check FocusWindow(window); - SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); - g.NavLayer = layer; + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. + g.NavDisableMouseHover = g.NavMousePosDirty = true; g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; NavMoveRequestCancel(); } } + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); IM_ASSERT(window->DC.MenuBarAppending); PopClipRect(); PopID(); - window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + 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. g.GroupStack.back().EmitItem = false; EndGroup(); // Restore position on layer 0 window->DC.LayoutType = ImGuiLayoutType_Vertical; @@ -6572,46 +6715,67 @@ void ImGui::EndMenuBar() window->DC.MenuBarAppending = false; } +// 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) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) +{ + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkOffsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkOffsetMax[axis] -= axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + bool ImGui::BeginMainMenuBar() { ImGuiContext& g = *GImGui; - ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport(); - ImGuiWindow* menu_bar_window = FindWindowByName("##MainMenuBar"); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + + // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change + SetCurrentViewport(NULL, 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, 0.0f)); - - // Get our rectangle at the top of the work area - if (menu_bar_window == NULL || menu_bar_window->BeginCount == 0) - { - // Set window position - // We don't attempt to calculate our height ahead, as it depends on the per-viewport font size. However menu-bar will affect the minimum window size so we'll get the right height. - ImVec2 menu_bar_pos = viewport->Pos + viewport->CurrWorkOffsetMin; - ImVec2 menu_bar_size = ImVec2(viewport->Size.x - viewport->CurrWorkOffsetMin.x + viewport->CurrWorkOffsetMax.x, 1.0f); - SetNextWindowPos(menu_bar_pos); - SetNextWindowSize(menu_bar_size); - } - - // Create window - SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. - PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); - PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint, however the presence of a menu-bar will give us the minimum height we want. - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; - bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); - PopStyleVar(2); - - // Report our size into work area (for next frame) using actual window size - menu_bar_window = GetCurrentWindow(); - if (menu_bar_window->BeginCount == 1) - viewport->CurrWorkOffsetMin.y += menu_bar_window->Size.y; - + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - if (!is_open) - { + + if (is_open) + BeginMenuBar(); + else End(); - return false; - } - return true; //-V1020 + return is_open; } void ImGui::EndMainMenuBar() @@ -6669,6 +6833,10 @@ bool ImGui::BeginMenu(const char* label, bool enabled) // 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. ImVec2 popup_pos, pos = window->DC.CursorPos; + PushID(label); + if (!enabled) + PushDisabled(); + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Menu inside an horizontal menu bar @@ -6678,7 +6846,9 @@ bool ImGui::BeginMenu(const char* label, bool enabled) window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); float w = label_size.x; - pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups, ImVec2(w, 0.0f)); + RenderText(text_pos, label); PopStyleVar(); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } @@ -6688,14 +6858,20 @@ bool ImGui::BeginMenu(const char* label, bool enabled) // (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. popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); - float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame + float icon_w = 0.0f; // FIXME: This not currently exposed for BeginMenu() however you can call window->DC.MenuColumns.DeclColumns(w, 0, 0, 0) yourself + float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); - pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(min_w, 0.0f)); - ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); - RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + RenderText(text_pos, label); + RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); } + if (!enabled) + PopDisabled(); + PopID(); - const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); + const bool hovered = (g.HoveredId == id) && enabled; if (menuset_is_open) g.NavWindow = backed_nav_window; @@ -6722,6 +6898,8 @@ bool ImGui::BeginMenu(const char* label, bool enabled) moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] } + + // FIXME: Hovering a disabled BeginMenu or MenuItem won't close us if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) want_close = true; @@ -6765,7 +6943,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) ClosePopupToLevel(g.BeginPopupStack.Size, true); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) { @@ -6780,7 +6958,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (menu_is_open) { - SetNextWindowPos(popup_pos, ImGuiCond_Always); + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as reference for FindBestWindowPosForPopup(), not actual pos. menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) } else @@ -6807,7 +6985,7 @@ void ImGui::EndMenu() EndPopup(); } -bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -6820,17 +6998,22 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo // 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. - ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled); bool pressed; + PushID(label); + if (!enabled) + PushDisabled(true); + const ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // 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 render neither the shortcut neither the selected tick mark + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. float w = label_size.x; window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); - pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); + pressed = Selectable("", selected, flags, ImVec2(w, 0.0f)); PopStyleVar(); + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else @@ -6838,27 +7021,40 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo // 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. - float shortcut_w = shortcut ? CalcTextSize(shortcut, NULL).x : 0.0f; - float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_w, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame - float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); - pressed = Selectable(label, false, flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable("", false, flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); if (shortcut_w > 0.0f) { - PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderText(pos + ImVec2(window->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); PopStyleColor(); } if (selected) - RenderCheckMark(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); } + if (!enabled) + PopDisabled(); + PopID(); - IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); return pressed; } +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + return MenuItemEx(label, NULL, shortcut, selected, enabled); +} + bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) { - if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled)) + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) { if (p_selected) *p_selected = !*p_selected; @@ -6902,7 +7098,7 @@ namespace ImGui static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); static float TabBarCalcMaxTabWidth(); static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); - static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); } @@ -6914,12 +7110,17 @@ ImGuiTabBar::ImGuiTabBar() LastTabItemIdx = -1; } +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) { const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; - const int a_section = (a->Flags & ImGuiTabItemFlags_Leading) ? 0 : (a->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; - const int b_section = (b->Flags & ImGuiTabItemFlags_Leading) ? 0 : (b->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); if (a_section != b_section) return a_section - b_section; return (int)(a->IndexDuringLayout - b->IndexDuringLayout); @@ -7095,11 +7296,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) tab->IndexDuringLayout = (ImS16)tab_dst_n; // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) - int curr_tab_section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + int curr_tab_section_n = TabItemGetSectionIdx(tab); if (tab_dst_n > 0) { ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; - int prev_tab_section_n = (prev_tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (prev_tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); if (curr_tab_section_n == 0 && prev_tab_section_n != 0) need_sort_by_section = true; if (prev_tab_section_n == 2 && curr_tab_section_n != 2) @@ -7120,12 +7321,12 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; // Setup next selected tab - ImGuiID scroll_track_selected_tab_id = 0; + ImGuiID scroll_to_tab_id = 0; if (tab_bar->NextSelectedTabId) { tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; tab_bar->NextSelectedTabId = 0; - scroll_track_selected_tab_id = tab_bar->SelectedTabId; + scroll_to_tab_id = tab_bar->SelectedTabId; } // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). @@ -7133,7 +7334,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) { if (TabBarProcessReorder(tab_bar)) if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) - scroll_track_selected_tab_id = tab_bar->ReorderRequestTabId; + scroll_to_tab_id = tab_bar->ReorderRequestTabId; tab_bar->ReorderRequestTabId = 0; } @@ -7141,7 +7342,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; if (tab_list_popup_button) if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! - scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; // 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) @@ -7161,8 +7362,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) most_recently_selected_tab = tab; if (tab->ID == tab_bar->SelectedTabId) found_selected_tab_id = true; - if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) - scroll_track_selected_tab_id = tab->ID; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; // 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, @@ -7171,12 +7372,13 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0; tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; - int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + int section_n = TabItemGetSectionIdx(tab); ImGuiTabBarSection* section = §ions[section_n]; section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); curr_section_n = section_n; // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); int shrink_buffer_index = shrink_buffer_indexes[section_n]++; g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n; g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth; @@ -7193,11 +7395,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Horizontal scrolling buttons // (note that TabBarScrollButtons() will alter BarRect.Max.x) if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) - if (ImGuiTabItem* scroll_track_selected_tab = TabBarScrollingButtons(tab_bar)) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) { - scroll_track_selected_tab_id = scroll_track_selected_tab->ID; - if (!(scroll_track_selected_tab->Flags & ImGuiTabItemFlags_Button)) - tab_bar->SelectedTabId = scroll_track_selected_tab_id; + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; } // Shrink widths if full tabs don't fit in their allocated space @@ -7226,7 +7428,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (shrinked_width < 0.0f) continue; - int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + int section_n = TabItemGetSectionIdx(tab); sections[section_n].Width -= (tab->Width - shrinked_width); tab->Width = shrinked_width; } @@ -7261,7 +7463,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (found_selected_tab_id == false) tab_bar->SelectedTabId = 0; if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) - scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; // Lock in visible tab tab_bar->VisibleTabId = tab_bar->SelectedTabId; @@ -7269,12 +7471,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // CTRL+TAB can override visible tab temporarily if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) - tab_bar->VisibleTabId = scroll_track_selected_tab_id = g.NavWindowingTarget->ID; + tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->ID; // Update scrolling - if (scroll_track_selected_tab_id) - if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id)) - TabBarScrollToTab(tab_bar, scroll_track_selected_tab, sections); + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) @@ -7355,6 +7556,9 @@ void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGu IM_ASSERT(TabBarFindTabByID(tab_bar, window->ID) == NULL); 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 (!window->HasCloseButton) + tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. + ImGuiTabItem new_tab; new_tab.ID = window->ID; new_tab.Flags = tab_flags; @@ -7404,9 +7608,13 @@ static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) return ImMax(scrolling, 0.0f); } -static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections) +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) { - if (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) return; ImGuiContext& g = *GImGui; @@ -7435,12 +7643,48 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, Im } } -void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset) { - IM_ASSERT(dir == -1 || dir == +1); + IM_ASSERT(offset != 0); IM_ASSERT(tab_bar->ReorderRequestTabId == 0); tab_bar->ReorderRequestTabId = tab->ID; - tab_bar->ReorderRequestDir = (ImS8)dir; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + 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. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //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 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); } bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) @@ -7450,19 +7694,23 @@ bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) return false; //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools - int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir; + int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestOffset; if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) return false; - // Reordered TabItem must share the same position flags than target + // 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) ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; if (tab2->Flags & ImGuiTabItemFlags_NoReorder) return false; - if ((tab1->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (tab2->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing))) + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) return false; ImGuiTabItem item_tmp = *tab1; - *tab1 = *tab2; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); *tab2 = item_tmp; if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) @@ -7712,7 +7960,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, else { IM_ASSERT(tab->Window == NULL); - tab->NameOffset = (ImS16)tab_bar->TabsNames.size(); + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator. } @@ -7755,7 +8003,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; // Layout - const bool is_central_section = (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) == 0; + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; size.x = tab->Width; if (is_central_section) window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); @@ -7783,13 +8031,12 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Click to Select a tab ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap); - if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); if (pressed && !is_tab_button) tab_bar->NextSelectedTabId = id; - hovered |= (g.HoveredId == id); // 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. @@ -7811,21 +8058,22 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, else if (held && !tab_appearing && IsMouseDragging(0)) { // Drag and drop: re-order tabs + int drag_dir = 0; float drag_distance_from_edge_x = 0.0f; if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) { // 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 < 0.0f && g.IO.MousePos.x < bb.Min.x) { + drag_dir = -1; drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; - if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) - TabBarQueueReorder(tab_bar, tab, -1); + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) { + drag_dir = +1; drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; - if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) - TabBarQueueReorder(tab_bar, tab, +1); + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } } @@ -7834,11 +8082,9 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, { // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); - if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) { float threshold_base = g.FontSize; - //float threshold_base = g.IO.ConfigDockingWithShift ? g.FontSize * 0.5f : g.FontSize; float threshold_x = (threshold_base * 2.2f); float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); //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] @@ -7846,19 +8092,21 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, float 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) undocking_tab = true; - else if (drag_distance_from_edge_x > threshold_x) - if ((tab_bar->ReorderRequestDir < 0 && tab_bar->GetTabOrder(tab) == 0) || (tab_bar->ReorderRequestDir > 0 && tab_bar->GetTabOrder(tab) == tab_bar->Tabs.Size - 1)) + if (drag_distance_from_edge_x > threshold_x) + if ((drag_dir < 0 && tab_bar->GetTabOrder(tab) == 0) || (drag_dir > 0 && tab_bar->GetTabOrder(tab) == tab_bar->Tabs.Size - 1)) undocking_tab = true; } if (undocking_tab) { // Undock + // FIXME: refactor to share more code with e.g. StartMouseMovingWindow DockContextQueueUndockWindow(&g, docked_window); g.MovingWindow = docked_window; SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingNavAndKeys(); } } } @@ -7904,8 +8152,11 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, PopClipRect(); window->DC.CursorPos = backup_main_cursor_pos; - // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) - // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) + // 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 && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered()) if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); @@ -7975,7 +8226,7 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); - draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); } } @@ -8003,14 +8254,7 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, #endif // Render text label (with clipping + alpha gradient) + unsaved marker - const char* TAB_UNSAVED_MARKER = "*"; ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); - if (flags & ImGuiTabItemFlags_UnsavedDocument) - { - text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x; - ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + IM_FLOOR(-g.FontSize * 0.25f)); - RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL); - } ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; // Return clipped state ignoring the close button @@ -8020,7 +8264,10 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); } - // Close Button + const float button_sz = g.FontSize; + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x * 2.0f - button_sz), bb.Min.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 @@ -8028,15 +8275,16 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, bool close_button_pressed = false; bool close_button_visible = false; if (close_button_id != 0) - if (is_contents_visible || bb.GetWidth() >= g.Style.TabMinWidthForCloseButton) + if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) close_button_visible = true; + bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + if (close_button_visible) { ImGuiLastItemDataBackup last_item_backup; - const float close_button_sz = g.FontSize; PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); - if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y))) + if (CloseButton(close_button_id, button_pos)) close_button_pressed = true; PopStyleVar(); last_item_backup.Restore(); @@ -8044,12 +8292,23 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, // Close with middle mouse button if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) close_button_pressed = true; - - text_pixel_clip_bb.Max.x -= close_button_sz; + } + else if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz) + g.Style.FramePadding * 2.0f); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); } + // 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.. float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + if (close_button_visible || unsaved_marker_visible) + { + text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); + text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; + ellipsis_max_x = text_pixel_clip_bb.Max.x; + } RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); #if 0 diff --git a/extern/imgui/src/imstb_rectpack.h b/extern/imgui/src/imstb_rectpack.h index ff2a85d..3958952 100644 --- a/extern/imgui/src/imstb_rectpack.h +++ b/extern/imgui/src/imstb_rectpack.h @@ -34,7 +34,7 @@ // Minor features // Martins Mozeiko // github:IntellectualKitty -// +// // Bugfixes / warning fixes // Jeremy Jaussaud // Fabian Giesen @@ -441,7 +441,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt } } tail = tail->next; - } + } } fr.prev_link = best; @@ -602,38 +602,38 @@ This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------ ALTERNATIVE A - MIT License Copyright (c) 2017 Sean Barrett -Permission is hereby granted, free of charge, to any person obtaining a copy of -this software and associated documentation files (the "Software"), to deal in -the Software without restriction, including without limitation the rights to -use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies -of the Software, and to permit persons to whom the Software is furnished to do +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: -The above copyright notice and this permission notice shall be included in all +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ ALTERNATIVE B - Public Domain (www.unlicense.org) This is free and unencumbered software released into the public domain. -Anyone is free to copy, modify, publish, use, compile, sell, or distribute this -software, either in source code form or as a compiled binary, for any purpose, +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. -In jurisdictions that recognize copyright laws, the author or authors of this -software dedicate any and all copyright interest in the software to the public -domain. We make this dedication for the benefit of the public at large and to -the detriment of our heirs and successors. We intend this dedication to be an -overt act of relinquishment in perpetuity of all present and future rights to +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN -ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */ diff --git a/extern/imgui/src/imstb_textedit.h b/extern/imgui/src/imstb_textedit.h index 7644670..2c635b2 100644 --- a/extern/imgui/src/imstb_textedit.h +++ b/extern/imgui/src/imstb_textedit.h @@ -1,5 +1,5 @@ // [DEAR IMGUI] -// This is a slightly modified version of stb_textedit.h 1.13. +// This is a slightly modified version of stb_textedit.h 1.13. // Those changes would need to be pushed into nothings/stb: // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) // Grep for [DEAR IMGUI] to find the changes. @@ -19,7 +19,7 @@ // texts, as its performance does not scale and it has limited undo). // // Non-trivial behaviors are modelled after Windows text controls. -// +// // // LICENSE // @@ -217,20 +217,20 @@ // call this with the mouse x,y on a mouse down; it will update the cursor // and reset the selection start/end to the cursor point. the x,y must // be relative to the text widget, with (0,0) being the top left. -// +// // drag: // call this with the mouse x,y on a mouse drag/up; it will update the // cursor and the selection end point -// +// // cut: // call this to delete the current selection; returns true if there was // one. you should FIRST copy the current selection to the system paste buffer. // (To copy, just copy the current selection out of the string yourself.) -// +// // paste: // call this to paste text at the current cursor point or over the current // selection if there is one. -// +// // key: // call this for keyboard inputs sent to the textfield. you can use it // for "key down" events or for "translated" key events. if you need to @@ -241,7 +241,7 @@ // clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to // anything other type you wante before including. // -// +// // When rendering, you can read the cursor position and selection state from // the STB_TexteditState. // @@ -716,9 +716,11 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditSta state->has_preferred_x = 0; return 1; } - // remove the undo since we didn't actually insert the characters - if (state->undostate.undo_point) - --state->undostate.undo_point; + // [DEAR IMGUI] + //// remove the undo since we didn't actually insert the characters + //if (state->undostate.undo_point) + // --state->undostate.undo_point; + // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) return 0; } @@ -764,7 +766,7 @@ retry: state->insert_mode = !state->insert_mode; break; #endif - + case STB_TEXTEDIT_K_UNDO: stb_text_undo(str, state); state->has_preferred_x = 0; @@ -779,7 +781,7 @@ retry: // if currently there's a selection, move cursor to start of selection if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_first(state); - else + else if (state->cursor > 0) --state->cursor; state->has_preferred_x = 0; @@ -828,7 +830,7 @@ retry: #ifdef STB_TEXTEDIT_MOVEWORDRIGHT case STB_TEXTEDIT_K_WORDRIGHT: - if (STB_TEXT_HAS_SELECTION(state)) + if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_last(str, state); else { state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); @@ -922,7 +924,7 @@ retry: } break; } - + case STB_TEXTEDIT_K_UP: case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: case STB_TEXTEDIT_K_PGUP: @@ -1014,7 +1016,7 @@ retry: } state->has_preferred_x = 0; break; - + #ifdef STB_TEXTEDIT_K_TEXTSTART2 case STB_TEXTEDIT_K_TEXTSTART2: #endif @@ -1031,7 +1033,7 @@ retry: state->select_start = state->select_end = 0; state->has_preferred_x = 0; break; - + #ifdef STB_TEXTEDIT_K_TEXTSTART2 case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: #endif @@ -1410,38 +1412,38 @@ This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------ ALTERNATIVE A - MIT License Copyright (c) 2017 Sean Barrett -Permission is hereby granted, free of charge, to any person obtaining a copy of -this software and associated documentation files (the "Software"), to deal in -the Software without restriction, including without limitation the rights to -use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies -of the Software, and to permit persons to whom the Software is furnished to do +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: -The above copyright notice and this permission notice shall be included in all +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ ALTERNATIVE B - Public Domain (www.unlicense.org) This is free and unencumbered software released into the public domain. -Anyone is free to copy, modify, publish, use, compile, sell, or distribute this -software, either in source code form or as a compiled binary, for any purpose, +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. -In jurisdictions that recognize copyright laws, the author or authors of this -software dedicate any and all copyright interest in the software to the public -domain. We make this dedication for the benefit of the public at large and to -the detriment of our heirs and successors. We intend this dedication to be an -overt act of relinquishment in perpetuity of all present and future rights to +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN -ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */ diff --git a/extern/imgui/src/imstb_truetype.h b/extern/imgui/src/imstb_truetype.h index b4bdbd8..48c2026 100644 --- a/extern/imgui/src/imstb_truetype.h +++ b/extern/imgui/src/imstb_truetype.h @@ -51,7 +51,7 @@ // Rob Loach Cort Stratton // Kenney Phillis Jr. github:oyvindjam // Brian Costabile github:vassvik -// +// // VERSION HISTORY // // 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() @@ -212,7 +212,7 @@ // // Advancing for the next character: // Call GlyphHMetrics, and compute 'current_point += SF * advance'. -// +// // // ADVANCED USAGE // @@ -257,7 +257,7 @@ // Curve tessellation 120 LOC \__ 550 LOC Bitmap creation // Bitmap management 100 LOC / // Baked bitmap interface 70 LOC / -// Font name matching & access 150 LOC ---- 150 +// Font name matching & access 150 LOC ---- 150 // C runtime library abstraction 60 LOC ---- 60 // // @@ -350,7 +350,7 @@ int main(int argc, char **argv) } return 0; } -#endif +#endif // // Output: // @@ -364,9 +364,9 @@ int main(int argc, char **argv) // :@@. M@M // @@@o@@@@ // :M@@V:@@. -// +// ////////////////////////////////////////////////////////////////////////////// -// +// // Complete program: print "Hello World!" banner, with bugs // #if 0 @@ -667,7 +667,7 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, cons // Calling these functions in sequence is roughly equivalent to calling // stbtt_PackFontRanges(). If you more control over the packing of multiple // fonts, or if you want to pack custom data into a font texture, take a look -// at the source to of stbtt_PackFontRanges() and create a custom version +// at the source to of stbtt_PackFontRanges() and create a custom version // using these functions, e.g. call GatherRects multiple times, // building up a single array of rects, then call PackRects once, // then call RenderIntoRects repeatedly. This may result in a @@ -975,7 +975,7 @@ STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, floa // and computing from that can allow drop-out prevention). // // The algorithm has not been optimized at all, so expect it to be slow -// if computing lots of characters or very large sizes. +// if computing lots of characters or very large sizes. @@ -1732,7 +1732,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s if (i != 0) num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); - // now start the new one + // now start the new one start_off = !(flags & 1); if (start_off) { // if we start off with an off-curve point, then when we need to find a point on the curve @@ -1785,7 +1785,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s int comp_num_verts = 0, i; stbtt_vertex *comp_verts = 0, *tmp = 0; float mtx[6] = {1,0,0,1,0,0}, m, n; - + flags = ttSHORT(comp); comp+=2; gidx = ttSHORT(comp); comp+=2; @@ -1815,7 +1815,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; } - + // Find transformation scales. m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); @@ -2746,7 +2746,7 @@ static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, i float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); STBTT_assert(z != NULL); if (!z) return z; - + // round dx down to avoid overshooting if (dxdy < 0) z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); @@ -2824,7 +2824,7 @@ static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__ac } } } - + e = e->next; } } @@ -3554,7 +3554,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info { int ix0,iy0,ix1,iy1; stbtt__bitmap gbm; - stbtt_vertex *vertices; + stbtt_vertex *vertices; int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); if (scale_x == 0) scale_x = scale_y; @@ -3577,7 +3577,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info if (height) *height = gbm.h; if (xoff ) *xoff = ix0; if (yoff ) *yoff = iy0; - + if (gbm.w && gbm.h) { gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); if (gbm.pixels) { @@ -3588,7 +3588,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info } STBTT_free(vertices, info->userdata); return gbm.pixels; -} +} STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) { @@ -3600,7 +3600,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigne int ix0,iy0; stbtt_vertex *vertices; int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); - stbtt__bitmap gbm; + stbtt__bitmap gbm; stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); gbm.pixels = output; @@ -3622,7 +3622,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char * STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) { return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); -} +} STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) { @@ -3637,7 +3637,7 @@ STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, uns STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) { return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); -} +} STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) { @@ -3762,7 +3762,7 @@ static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *no con->y = 0; con->bottom_y = 0; STBTT__NOTUSED(nodes); - STBTT__NOTUSED(num_nodes); + STBTT__NOTUSED(num_nodes); } static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) @@ -4147,7 +4147,7 @@ STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char n = 0; for (i=0; i < num_ranges; ++i) n += ranges[i].num_chars; - + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); if (rects == NULL) return 0; @@ -4158,7 +4158,7 @@ STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); stbtt_PackFontRangesPackRects(spc, rects, n); - + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); STBTT_free(rects, spc->user_allocator_context); @@ -4302,7 +4302,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex int winding = 0; orig[0] = x; - //orig[1] = y; // [DEAR IMGUI] commmented double assignment + //orig[1] = y; // [DEAR IMGUI] commented double assignment // make sure y never passes through a vertex of the shape y_frac = (float) STBTT_fmod(y, 1.0f); @@ -4319,7 +4319,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; - if (x_inter < x) + if (x_inter < x) winding += (y0 < y1) ? 1 : -1; } } @@ -4345,7 +4345,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex y1 = (int)verts[i ].y; if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; - if (x_inter < x) + if (x_inter < x) winding += (y0 < y1) ? 1 : -1; } } else { @@ -4357,7 +4357,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex if (hits[1][0] < 0) winding += (hits[1][1] < 0 ? -1 : 1); } - } + } } } return winding; @@ -4438,7 +4438,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc // invert for y-downwards bitmaps scale_y = -scale_y; - + { int x,y,i,j; float *precompute; @@ -4587,7 +4587,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc STBTT_free(verts, info->userdata); } return data; -} +} STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) { @@ -4605,7 +4605,7 @@ STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) // // check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string -static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) { stbtt_int32 i=0; @@ -4644,7 +4644,7 @@ static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, s return i; } -static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) { return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); } @@ -4773,7 +4773,7 @@ STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) { - return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); } STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) @@ -4866,38 +4866,38 @@ This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------ ALTERNATIVE A - MIT License Copyright (c) 2017 Sean Barrett -Permission is hereby granted, free of charge, to any person obtaining a copy of -this software and associated documentation files (the "Software"), to deal in -the Software without restriction, including without limitation the rights to -use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies -of the Software, and to permit persons to whom the Software is furnished to do +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: -The above copyright notice and this permission notice shall be included in all +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ ALTERNATIVE B - Public Domain (www.unlicense.org) This is free and unencumbered software released into the public domain. -Anyone is free to copy, modify, publish, use, compile, sell, or distribute this -software, either in source code form or as a compiled binary, for any purpose, +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. -In jurisdictions that recognize copyright laws, the author or authors of this -software dedicate any and all copyright interest in the software to the public -domain. We make this dedication for the benefit of the public at large and to -the detriment of our heirs and successors. We intend this dedication to be an -overt act of relinquishment in perpetuity of all present and future rights to +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN -ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */