1// dear imgui, v1.68 WIP 2// (main code and documentation) 3 4// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. 5// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. 6// Get latest version at https://github.com/ocornut/imgui 7// Releases change-log at https://github.com/ocornut/imgui/releases 8// Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started 9// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269 10 11// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. 12// See LICENSE.txt for copyright and licensing details (standard MIT License). 13// This library is free but I need your support to sustain development and maintenance. 14// Businesses: you can support continued maintenance and development via support contracts or sponsoring, see docs/README. 15// Individuals: you can support continued maintenance and development via donations or Patreon https://www.patreon.com/imgui. 16 17// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. 18// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without 19// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't 20// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you 21// to a better solution or official support for them. 22 23/* 24 25Index of this file: 26 27DOCUMENTATION 28 29- MISSION STATEMENT 30- END-USER GUIDE 31- PROGRAMMER GUIDE (read me!) 32 - Read first. 33 - How to update to a newer version of Dear ImGui. 34 - Getting started with integrating Dear ImGui in your code/engine. 35 - This is how a simple application may look like (2 variations). 36 - This is how a simple rendering function may look like. 37 - Using gamepad/keyboard navigation controls. 38- API BREAKING CHANGES (read me when you update!) 39- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS 40 - How can I tell whether to dispatch mouse/keyboard to imgui or to my application? 41 - How can I display an image? What is ImTextureID, how does it works? 42 - How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack. 43 - How can I use my own math types instead of ImVec2/ImVec4? 44 - How can I load a different font than the default? 45 - How can I easily use icons in my application? 46 - How can I load multiple fonts? 47 - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? 48 - How can I interact with standard C++ types (such as std::string and std::vector)? 49 - How can I use the drawing facilities without an ImGui window? (using ImDrawList API) 50 - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad) 51 - I integrated Dear ImGui in my engine and the text or lines are blurry.. 52 - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. 53 - How can I help? 54 55CODE 56(search for "[SECTION]" in the code to find them) 57 58// [SECTION] FORWARD DECLARATIONS 59// [SECTION] CONTEXT AND MEMORY ALLOCATORS 60// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) 61// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions) 62// [SECTION] MISC HELPER/UTILITIES (ImText* functions) 63// [SECTION] MISC HELPER/UTILITIES (Color functions) 64// [SECTION] ImGuiStorage 65// [SECTION] ImGuiTextFilter 66// [SECTION] ImGuiTextBuffer 67// [SECTION] ImGuiListClipper 68// [SECTION] RENDER HELPERS 69// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) 70// [SECTION] TOOLTIPS 71// [SECTION] POPUPS 72// [SECTION] KEYBOARD/GAMEPAD NAVIGATION 73// [SECTION] COLUMNS 74// [SECTION] DRAG AND DROP 75// [SECTION] LOGGING/CAPTURING 76// [SECTION] SETTINGS 77// [SECTION] PLATFORM DEPENDENT HELPERS 78// [SECTION] METRICS/DEBUG WINDOW 79 80*/ 81 82//----------------------------------------------------------------------------- 83// DOCUMENTATION 84//----------------------------------------------------------------------------- 85 86/* 87 88 MISSION STATEMENT 89 ================= 90 91 - Easy to use to create code-driven and data-driven tools. 92 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. 93 - Easy to hack and improve. 94 - Minimize screen real-estate usage. 95 - Minimize setup and maintenance. 96 - Minimize state storage on user side. 97 - Portable, minimize dependencies, run on target (consoles, phones, etc.). 98 - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,. 99 opening a tree node for the first time, etc. but a typical frame should not allocate anything). 100 101 Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes: 102 - Doesn't look fancy, doesn't animate. 103 - Limited layout features, intricate layouts are typically crafted in code. 104 105 106 END-USER GUIDE 107 ============== 108 109 - Double-click on title bar to collapse window. 110 - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin(). 111 - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents). 112 - Click and drag on any empty space to move window. 113 - TAB/SHIFT+TAB to cycle through keyboard editable fields. 114 - CTRL+Click on a slider or drag box to input value as text. 115 - Use mouse wheel to scroll. 116 - Text editor: 117 - Hold SHIFT or use mouse to select text. 118 - CTRL+Left/Right to word jump. 119 - CTRL+Shift+Left/Right to select words. 120 - CTRL+A our Double-Click to select all. 121 - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ 122 - CTRL+Z,CTRL+Y to undo/redo. 123 - ESCAPE to revert text to its original value. 124 - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!) 125 - Controls are automatically adjusted for OSX to match standard OSX text editing operations. 126 - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. 127 - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW 128 129 130 PROGRAMMER GUIDE 131 ================ 132 133 READ FIRST: 134 135 - Read the FAQ below this section! 136 - 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 137 or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs. 138 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. 139 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. 140 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). 141 You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links docs/README.md. 142 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. 143 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, 144 where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. 145 - Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. 146 - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. 147 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). 148 If you get an assert, read the messages and comments around the assert. 149 - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace. 150 - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. 151 See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. 152 However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase. 153 - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!). 154 155 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI: 156 157 - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h) 158 - Or maintain your own branch where you have imconfig.h modified. 159 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. 160 If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed 161 from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will 162 likely be a comment about it. Please report any issue to the GitHub page! 163 - Try to keep your copy of dear imgui reasonably up to date. 164 165 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE: 166 167 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. 168 - Add the Dear ImGui source files to your projects or using your preferred build system. 169 It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL). 170 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating imgui types with your own maths types. 171 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. 172 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. 173 Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" 174 phases of your own application. All rendering informatioe are stored into command-lists that you will retrieve after calling ImGui::Render(). 175 - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code. 176 - 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. 177 178 HOW A SIMPLE APPLICATION MAY LOOK LIKE: 179 EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder). 180 181 // Application init: create a dear imgui context, setup some options, load fonts 182 ImGui::CreateContext(); 183 ImGuiIO& io = ImGui::GetIO(); 184 // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. 185 // TODO: Fill optional fields of the io structure later. 186 // TODO: Load TTF/OTF fonts if you don't want to use the default font. 187 188 // Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32 and imgui_impl_dx11) 189 ImGui_ImplWin32_Init(hwnd); 190 ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); 191 192 // Application main loop 193 while (true) 194 { 195 // Feed inputs to dear imgui, start new frame 196 ImGui_ImplDX11_NewFrame(); 197 ImGui_ImplWin32_NewFrame(); 198 ImGui::NewFrame(); 199 200 // Any application code here 201 ImGui::Text("Hello, world!"); 202 203 // Render dear imgui into screen 204 ImGui::Render(); 205 ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); 206 g_pSwapChain->Present(1, 0); 207 } 208 209 // Shutdown 210 ImGui_ImplDX11_Shutdown(); 211 ImGui_ImplWin32_Shutdown(); 212 ImGui::DestroyContext(); 213 214 HOW A SIMPLE APPLICATION MAY LOOK LIKE: 215 EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE. 216 217 // Application init: create a dear imgui context, setup some options, load fonts 218 ImGui::CreateContext(); 219 ImGuiIO& io = ImGui::GetIO(); 220 // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. 221 // TODO: Fill optional fields of the io structure later. 222 // TODO: Load TTF/OTF fonts if you don't want to use the default font. 223 224 // Build and load the texture atlas into a texture 225 // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) 226 int width, height; 227 unsigned char* pixels = NULL; 228 io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); 229 230 // At this point you've got the texture data and you need to upload that your your graphic system: 231 // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. 232 // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ below for details about ImTextureID. 233 MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) 234 io.Fonts->TexID = (void*)texture; 235 236 // Application main loop 237 while (true) 238 { 239 // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. 240 // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform bindings) 241 io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) 242 io.DisplaySize.x = 1920.0f; // set the current display width 243 io.DisplaySize.y = 1280.0f; // set the current display height here 244 io.MousePos = my_mouse_pos; // set the mouse position 245 io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states 246 io.MouseDown[1] = my_mouse_buttons[1]; 247 248 // Call NewFrame(), after this point you can use ImGui::* functions anytime 249 // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use imgui everywhere) 250 ImGui::NewFrame(); 251 252 // Most of your application code here 253 ImGui::Text("Hello, world!"); 254 MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); 255 MyGameRender(); // may use any ImGui functions as well! 256 257 // Render imgui, swap buffers 258 // (You want to try calling EndFrame/Render as late as you can, to be able to use imgui in your own game rendering code) 259 ImGui::EndFrame(); 260 ImGui::Render(); 261 ImDrawData* draw_data = ImGui::GetDrawData(); 262 MyImGuiRenderFunction(draw_data); 263 SwapBuffers(); 264 } 265 266 // Shutdown 267 ImGui::DestroyContext(); 268 269 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE: 270 271 void void MyImGuiRenderFunction(ImDrawData* draw_data) 272 { 273 // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled 274 // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize 275 // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize 276 // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. 277 for (int n = 0; n < draw_data->CmdListsCount; n++) 278 { 279 const ImDrawList* cmd_list = draw_data->CmdLists[n]; 280 const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by ImGui 281 const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by ImGui 282 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) 283 { 284 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; 285 if (pcmd->UserCallback) 286 { 287 pcmd->UserCallback(cmd_list, pcmd); 288 } 289 else 290 { 291 // The texture for the draw call is specified by pcmd->TextureId. 292 // The vast majority of draw calls will use the imgui texture atlas, which value you have set yourself during initialization. 293 MyEngineBindTexture((MyTexture*)pcmd->TextureId); 294 295 // We are using scissoring to clip some objects. All low-level graphics API should supports it. 296 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches 297 // (some elements visible outside their bounds) but you can fix that once everything else works! 298 // - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize) 299 // In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize. 300 // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github), 301 // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. 302 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) 303 ImVec2 pos = draw_data->DisplayPos; 304 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)); 305 306 // Render 'pcmd->ElemCount/3' indexed triangles. 307 // By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits in imconfig.h if your engine doesn't support 16-bits indices. 308 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer); 309 } 310 idx_buffer += pcmd->ElemCount; 311 } 312 } 313 } 314 315 - The examples/ folders contains many actual implementation of the pseudo-codes above. 316 - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. 317 They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs 318 from the rest of your application. In every cases you need to pass on the inputs to imgui. Refer to the FAQ for more information. 319 - Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues! 320 321 USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS 322 323 - The gamepad/keyboard navigation is fairly functional and keeps being improved. 324 - Gamepad support is particularly useful to use dear imgui on a console system (e.g. PS4, Switch, XB1) without a mouse! 325 - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 326 - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. 327 - Gamepad: 328 - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. 329 - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). 330 Note that io.NavInputs[] is cleared by EndFrame(). 331 - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: 332 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. 333 - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. 334 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.). 335 - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW. 336 - 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 337 to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. 338 - Keyboard: 339 - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. 340 NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. 341 - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag 342 will be set. For more advanced uses, you may want to read from: 343 - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. 344 - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). 345 - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. 346 Please reach out if you think the game vs navigation input sharing could be improved. 347 - Mouse: 348 - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. 349 - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. 350 - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. 351 Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. 352 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. 353 When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that. 354 (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!) 355 (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 356 to set a boolean to ignore your other external mouse positions until the external source is moved again.) 357 358 359 API BREAKING CHANGES 360 ==================== 361 362 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. 363 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. 364 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. 365 You can read releases logs https://github.com/ocornut/imgui/releases for more details. 366 367 - 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 a dummy small value! 368 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). 369 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! 370 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete). 371 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. 372 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. 373 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. 374 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). 375 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. 376 If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. 377 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) 378 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. 379 NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. 380 Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. 381 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). 382 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). 383 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). 384 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. 385 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. 386 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. 387 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). 388 - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). 389 old binding will still work as is, however prefer using the separated bindings as they will be updated to be multi-viewport conformant. 390 when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call. 391 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. 392 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. 393 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. 394 If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. 395 To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. 396 If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. 397 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", 398 consistent with other functions. Kept redirection functions (will obsolete). 399 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. 400 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch). 401 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. 402 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. 403 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. 404 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. 405 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. 406 - 2018/02/07 (1.60) - reorganized context handling to be more explicit, 407 - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. 408 - removed Shutdown() function, as DestroyContext() serve this purpose. 409 - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. 410 - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. 411 - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. 412 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. 413 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). 414 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). 415 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. 416 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. 417 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). 418 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags 419 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. 420 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. 421 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). 422 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). 423 - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). 424 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). 425 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). 426 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. 427 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. 428 Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. 429 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. 430 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. 431 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. 432 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); 433 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. 434 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. 435 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. 436 removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. 437 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! 438 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). 439 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete). 440 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). 441 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". 442 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! 443 - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). 444 - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). 445 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. 446 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. 447 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame. 448 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. 449 - 2017/08/13 (1.51) - renamed ImGuiCol_Columns*** to ImGuiCol_Separator***. Kept redirection enums (will obsolete). 450 - 2017/08/11 (1.51) - renamed ImGuiSetCond_*** types and flags to ImGuiCond_***. Kept redirection enums (will obsolete). 451 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). 452 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. 453 - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. 454 - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))' 455 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse 456 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. 457 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. 458 - 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(). 459 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. 460 - 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. 461 - 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. 462 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. 463 If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. 464 If your TitleBg/TitleBgActive alpha was <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. 465 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. 466 ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) 467 { 468 float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; 469 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); 470 } 471 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. 472 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). 473 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. 474 - 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). 475 - 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. 476 - 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). 477 - 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) 478 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). 479 - 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. 480 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. 481 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. 482 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. 483 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. 484 GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. 485 GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! 486 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize 487 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. 488 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason 489 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. 490 you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. 491 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. 492 this necessary change will break your rendering function! the fix should be very easy. sorry for that :( 493 - if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. 494 - the signature of the io.RenderDrawListsFn handler has changed! 495 old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) 496 new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). 497 parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' 498 ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. 499 ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. 500 - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. 501 - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! 502 - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! 503 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. 504 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). 505 - 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. 506 - 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 507 - 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! 508 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). 509 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). 510 - 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. 511 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. 512 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). 513 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. 514 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API 515 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. 516 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. 517 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. 518 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing 519 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. 520 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) 521 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. 522 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. 523 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. 524 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior 525 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() 526 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) 527 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. 528 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. 529 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. 530 font init: { const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>; } 531 became: { unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier; } 532 you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. 533 it is now recommended that you sample the font texture with bilinear interpolation. 534 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. 535 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) 536 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets 537 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) 538 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) 539 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility 540 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() 541 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) 542 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) 543 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() 544 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn 545 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) 546 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite 547 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes 548 549 550 FREQUENTLY ASKED QUESTIONS (FAQ), TIPS 551 ====================================== 552 553 Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application? 554 A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) 555 - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. 556 - When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application. 557 - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS). 558 Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false. 559 This is because imgui needs to detect that you clicked in the void to unfocus its own windows. 560 Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!). 561 It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. 562 Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also 563 perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags(). 564 Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically 565 have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs 566 were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) 567 568 Q: How can I display an image? What is ImTextureID, how does it works? 569 A: Short explanation: 570 - You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. 571 - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. 572 - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). 573 Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward. 574 575 Long explanation: 576 - Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. 577 At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code 578 to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.). 579 - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. 580 We carry the information to identify a "texture" in the ImTextureID type. 581 ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. 582 Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. 583 - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying 584 an image from the end-user perspective. This is what the _examples_ rendering functions are using: 585 586 OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp) 587 DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp) 588 DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp) 589 DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp) 590 591 For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID. 592 Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure 593 tying together both the texture and information about its format and how to read it. 594 - If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about 595 the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase 596 is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. 597 If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID 598 representation suggested by the example bindings is probably the best choice. 599 (Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer) 600 601 User code may do: 602 603 // Cast our texture type to ImTextureID / void* 604 MyTexture* texture = g_CoffeeTableTexture; 605 ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); 606 607 The renderer function called after ImGui::Render() will receive that same value that the user code passed: 608 609 // Cast ImTextureID / void* stored in the draw command as our texture type 610 MyTexture* texture = (MyTexture*)pcmd->TextureId; 611 MyEngineBindTexture2D(texture); 612 613 Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. 614 This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. 615 If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using. 616 617 Here's a simplified OpenGL example using stb_image.h: 618 619 // Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data: 620 #define STB_IMAGE_IMPLEMENTATION 621 #include <stb_image.h> 622 [...] 623 int my_image_width, my_image_height; 624 unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4); 625 626 // Turn the RGBA pixel data into an OpenGL texture: 627 GLuint my_opengl_texture; 628 glGenTextures(1, &my_opengl_texture); 629 glBindTexture(GL_TEXTURE_2D, my_opengl_texture); 630 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 631 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 632 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); 633 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); 634 635 // Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it: 636 ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height)); 637 638 C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTexture / void*, and vice-versa. 639 Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTexture / void*. 640 Examples: 641 642 GLuint my_tex = XXX; 643 void* my_void_ptr; 644 my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer) 645 my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint 646 647 ID3D11ShaderResourceView* my_dx11_srv = XXX; 648 void* my_void_ptr; 649 my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void* 650 my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView* 651 652 Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated. 653 654 Q: How can I have multiple widgets with the same label or with an empty label? 655 Q: I have multiple widgets with the same label, and only the first one works. Why is that? 656 A: A primer on labels and the ID Stack... 657 658 Dear ImGui internally need to uniquely identify UI elements. 659 Elements that are typically not clickable (such as calls to the Text functions) don't need an ID. 660 Interactive widgets (such as calls to Button buttons) need a unique ID. 661 Unique ID are used internally to track active widgets and occasionally associate state to widgets. 662 Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element. 663 664 - Unique ID are often derived from a string label: 665 666 Button("OK"); // Label = "OK", ID = hash of (..., "OK") 667 Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel") 668 669 - ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having 670 two buttons labeled "OK" in different windows or different tree locations is fine. 671 We used "..." above to signify whatever was already pushed to the ID stack previously: 672 673 Begin("MyWindow"); 674 Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK") 675 End(); 676 Begin("MyOtherWindow"); 677 Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK") 678 End(); 679 680 - If you have a same ID twice in the same location, you'll have a conflict: 681 682 Button("OK"); 683 Button("OK"); // ID collision! Interacting with either button will trigger the first one. 684 685 Fear not! this is easy to solve and there are many ways to solve it! 686 687 - Solving ID conflict in a simple/local context: 688 When passing a label you can optionally specify extra ID information within string itself. 689 Use "##" to pass a complement to the ID that won't be visible to the end-user. 690 This helps solving the simple collision cases when you know e.g. at compilation time which items 691 are going to be created: 692 693 Begin("MyWindow"); 694 Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play") 695 Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above 696 Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above 697 End(); 698 699 - If you want to completely hide the label, but still need an ID: 700 701 Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox! 702 703 - Occasionally/rarely you might want change a label while preserving a constant ID. This allows 704 you to animate labels. For example you may want to include varying information in a window title bar, 705 but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID: 706 707 Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID") 708 Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different 709 710 sprintf(buf, "My game (%f FPS)###MyGame", fps); 711 Begin(buf); // Variable title, ID = hash of "MyGame" 712 713 - Solving ID conflict in a more general manner: 714 Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts 715 within the same window. This is the most convenient way of distinguishing ID when iterating and 716 creating many UI elements programmatically. 717 You can push a pointer, a string or an integer value into the ID stack. 718 Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack. 719 At each level of the stack we store the seed used for items at this level of the ID stack. 720 721 Begin("Window"); 722 for (int i = 0; i < 100; i++) 723 { 724 PushID(i); // Push i to the id tack 725 Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click") 726 PopID(); 727 } 728 for (int i = 0; i < 100; i++) 729 { 730 MyObject* obj = Objects[i]; 731 PushID(obj); 732 Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click") 733 PopID(); 734 } 735 for (int i = 0; i < 100; i++) 736 { 737 MyObject* obj = Objects[i]; 738 PushID(obj->Name); 739 Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click") 740 PopID(); 741 } 742 End(); 743 744 - You can stack multiple prefixes into the ID stack: 745 746 Button("Click"); // Label = "Click", ID = hash of (..., "Click") 747 PushID("node"); 748 Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") 749 PushID(my_ptr); 750 Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click") 751 PopID(); 752 PopID(); 753 754 - Tree nodes implicitly creates a scope for you by calling PushID(). 755 756 Button("Click"); // Label = "Click", ID = hash of (..., "Click") 757 if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag) 758 { 759 Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") 760 TreePop(); 761 } 762 763 - When working with trees, ID are used to preserve the open/close state of each tree node. 764 Depending on your use cases you may want to use strings, indices or pointers as ID. 765 e.g. when following a single pointer that may change over time, using a static string as ID 766 will preserve your node open/closed state when the targeted object change. 767 e.g. when displaying a list of objects, using indices or pointers as ID will preserve the 768 node open/closed state differently. See what makes more sense in your situation! 769 770 Q: How can I use my own math types instead of ImVec2/ImVec4? 771 A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions. 772 This way you'll be able to use your own types everywhere, e.g. passsing glm::vec2 to ImGui functions instead of ImVec2. 773 774 Q: How can I load a different font than the default? 775 A: Use the font atlas to load the TTF/OTF file you want: 776 ImGuiIO& io = ImGui::GetIO(); 777 io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); 778 io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() 779 Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code. 780 (Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) 781 (Read the 'misc/fonts/README.txt' file for more details about font loading.) 782 783 New programmers: remember that in C/C++ and most programming languages if you want to use a 784 backslash \ within a string literal, you need to write it double backslash "\\": 785 io.Fonts->AddFontFromFileTTF("MyDataFolder\MyFontFile.ttf", size_in_pixels); // WRONG (you are escape the M here!) 786 io.Fonts->AddFontFromFileTTF("MyDataFolder\\MyFontFile.ttf", size_in_pixels); // CORRECT 787 io.Fonts->AddFontFromFileTTF("MyDataFolder/MyFontFile.ttf", size_in_pixels); // ALSO CORRECT 788 789 Q: How can I easily use icons in my application? 790 A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you 791 main font. Then you can refer to icons within your strings. 792 You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. 793 (Read the 'misc/fonts/README.txt' file for more details about icons font loading.) 794 795 Q: How can I load multiple fonts? 796 A: Use the font atlas to pack them into a single texture: 797 (Read the 'misc/fonts/README.txt' file and the code in ImFontAtlas for more details.) 798 799 ImGuiIO& io = ImGui::GetIO(); 800 ImFont* font0 = io.Fonts->AddFontDefault(); 801 ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); 802 ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels); 803 io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() 804 // the first loaded font gets used by default 805 // use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime 806 807 // Options 808 ImFontConfig config; 809 config.OversampleH = 2; 810 config.OversampleV = 1; 811 config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up 812 config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters 813 io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); 814 815 // Combine multiple fonts into one (e.g. for icon fonts) 816 static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; 817 ImFontConfig config; 818 config.MergeMode = true; 819 io.Fonts->AddFontDefault(); 820 io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font 821 io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs 822 823 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? 824 A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. 825 826 // Add default Japanese ranges 827 io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); 828 829 // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) 830 ImVector<ImWchar> ranges; 831 ImFontGlyphRangesBuilder builder; 832 builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) 833 builder.AddChar(0x7262); // Add a specific character 834 builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges 835 builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) 836 io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); 837 838 All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 839 by using the u8"hello" syntax. Specifying literal in your source code using a local code page 840 (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! 841 Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. 842 843 Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter(). 844 The applications in examples/ are doing that. 845 Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). 846 You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state. 847 Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for 848 the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly. 849 850 Q: How can I interact with standard C++ types (such as std::string and std::vector)? 851 A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), 852 and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use 853 any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. 854 - To use ImGui::InputText() with a std::string or any resizable string class, see misc/cpp/imgui_stdlib.h. 855 - To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API 856 lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API. 857 Prefer using them over the old and awkward Combo()/ListBox() api. 858 - Generally for most high-level types you should be able to access the underlying data type. 859 You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). 860 - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass 861 to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. 862 Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances. 863 Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those 864 are not configurable and not the same across implementations. 865 - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount 866 of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern 867 is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead. 868 One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str 869 This is a small helper where you can instance strings with configurable local buffers length. Many game engines will 870 provide similar or better string helpers. 871 872 Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) 873 A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. 874 (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) 875 Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. 876 - You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows. 877 - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create 878 your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. 879 880 Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) 881 A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls". 882 (short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad) 883 - You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy) 884 This is the preferred solution for developer productivity. 885 In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple 886 and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect 887 to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. 888 Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. 889 - You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends 890 the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. 891 - For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate 892 for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing 893 for screen real-estate and precision. 894 895 Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. 896 A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). 897 Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension. 898 899 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. 900 A: You are probably mishandling the clipping rectangles in your render function. 901 Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height). 902 903 Q: How can I help? 904 A: - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt 905 and see how you want to help and can help! 906 - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui. 907 - Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README. 908 - Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. 909 You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1902). Visuals are ideal as they inspire other programmers. 910 But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. 911 - 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). 912 913 - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. 914 this is also useful to set yourself in the context of another window (to get/set other settings) 915 - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug". 916 - tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle 917 of a deep nested inner loop in your code. 918 - tip: you can call Render() multiple times (e.g for VR renders). 919 - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui! 920 921*/ 922 923#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) 924#define _CRT_SECURE_NO_WARNINGS 925#endif 926 927#include "imgui.h" 928#ifndef IMGUI_DEFINE_MATH_OPERATORS 929#define IMGUI_DEFINE_MATH_OPERATORS 930#endif 931#include "imgui_internal.h" 932 933#include <ctype.h> // toupper, isprint 934#include <stdio.h> // vsnprintf, sscanf, printf 935#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier 936#include <stddef.h> // intptr_t 937#else 938#include <stdint.h> // intptr_t 939#endif 940 941// Debug options 942#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL 943#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window 944 945// Visual Studio warnings 946#ifdef _MSC_VER 947#pragma warning (disable: 4127) // condition expression is constant 948#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen 949#endif 950 951// Clang/GCC warnings with -Weverything 952#ifdef __clang__ 953#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great! 954#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. 955#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. 956#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. 957#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. 958#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it. 959#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // 960#pragma clang diagnostic ignored "-Wformat-pedantic" // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. 961#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' 962#if __has_warning("-Wzero-as-null-pointer-constant") 963#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 964#endif 965#if __has_warning("-Wdouble-promotion") 966#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. 967#endif 968#elif defined(__GNUC__) 969#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used 970#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size 971#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' 972#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function 973#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value 974#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked 975#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false 976#if __GNUC__ >= 8 977#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead 978#endif 979#endif 980 981// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. 982static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in 983static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear 984 985// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end) 986static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). 987static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. 988 989//------------------------------------------------------------------------- 990// [SECTION] FORWARD DECLARATIONS 991//------------------------------------------------------------------------- 992 993static void SetCurrentWindow(ImGuiWindow* window); 994static void FindHoveredWindow(); 995static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags); 996static void CheckStacksSize(ImGuiWindow* window, bool write); 997static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges); 998 999static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list); 1000static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window); 1001 1002static ImRect GetViewportRect(); 1003 1004// Settings 1005static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); 1006static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); 1007static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); 1008 1009// Platform Dependents default implementation for IO functions 1010static const char* GetClipboardTextFn_DefaultImpl(void* user_data); 1011static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); 1012static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y); 1013 1014namespace ImGui 1015{ 1016static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); 1017 1018// Navigation 1019static void NavUpdate(); 1020static void NavUpdateWindowing(); 1021static void NavUpdateWindowingList(); 1022static void NavUpdateMoveResult(); 1023static float NavUpdatePageUpPageDown(int allowed_dir_flags); 1024static inline void NavUpdateAnyRequestFlag(); 1025static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id); 1026static ImVec2 NavCalcPreferredRefPos(); 1027static void NavSaveLastChildNavWindow(ImGuiWindow* nav_window); 1028static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); 1029 1030// Misc 1031static void UpdateMouseInputs(); 1032static void UpdateMouseWheel(); 1033static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); 1034static void RenderOuterBorders(ImGuiWindow* window); 1035 1036} 1037 1038//----------------------------------------------------------------------------- 1039// [SECTION] CONTEXT AND MEMORY ALLOCATORS 1040//----------------------------------------------------------------------------- 1041 1042// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. 1043// ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext(). 1044// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call 1045// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading. 1046// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into. 1047// 2) Important: Dear ImGui functions are not thread-safe because of this pointer. 1048// If you want thread-safety to allow N threads to access N different contexts, you can: 1049// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h: 1050// struct ImGuiContext; 1051// extern thread_local ImGuiContext* MyImGuiTLS; 1052// #define GImGui MyImGuiTLS 1053// 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. 1054// - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 1055// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace. 1056#ifndef GImGui 1057ImGuiContext* GImGui = NULL; 1058#endif 1059 1060// Memory Allocator functions. Use SetAllocatorFunctions() to change them. 1061// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file. 1062// 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. 1063#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS 1064static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } 1065static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } 1066#else 1067static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } 1068static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } 1069#endif 1070 1071static void* (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper; 1072static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper; 1073static void* GImAllocatorUserData = NULL; 1074 1075//----------------------------------------------------------------------------- 1076// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) 1077//----------------------------------------------------------------------------- 1078 1079ImGuiStyle::ImGuiStyle() 1080{ 1081 Alpha = 1.0f; // Global alpha applies to everything in ImGui 1082 WindowPadding = ImVec2(8,8); // Padding within a window 1083 WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows 1084 WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. 1085 WindowMinSize = ImVec2(32,32); // Minimum window size 1086 WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text 1087 ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows 1088 ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. 1089 PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows 1090 PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. 1091 FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) 1092 FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). 1093 FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. 1094 ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines 1095 ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) 1096 TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! 1097 IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). 1098 ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns 1099 ScrollbarSize = 16.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar 1100 ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar 1101 GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar 1102 GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. 1103 TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. 1104 TabBorderSize = 0.0f; // Thickness of border around tabs. 1105 ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. 1106 SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text. 1107 DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. 1108 DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. 1109 MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. 1110 AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU. 1111 AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) 1112 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. 1113 1114 // Default theme 1115 ImGui::StyleColorsDark(this); 1116} 1117 1118// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. 1119// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. 1120void ImGuiStyle::ScaleAllSizes(float scale_factor) 1121{ 1122 WindowPadding = ImFloor(WindowPadding * scale_factor); 1123 WindowRounding = ImFloor(WindowRounding * scale_factor); 1124 WindowMinSize = ImFloor(WindowMinSize * scale_factor); 1125 ChildRounding = ImFloor(ChildRounding * scale_factor); 1126 PopupRounding = ImFloor(PopupRounding * scale_factor); 1127 FramePadding = ImFloor(FramePadding * scale_factor); 1128 FrameRounding = ImFloor(FrameRounding * scale_factor); 1129 ItemSpacing = ImFloor(ItemSpacing * scale_factor); 1130 ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); 1131 TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); 1132 IndentSpacing = ImFloor(IndentSpacing * scale_factor); 1133 ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); 1134 ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); 1135 ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); 1136 GrabMinSize = ImFloor(GrabMinSize * scale_factor); 1137 GrabRounding = ImFloor(GrabRounding * scale_factor); 1138 TabRounding = ImFloor(TabRounding * scale_factor); 1139 DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); 1140 DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); 1141 MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); 1142} 1143 1144ImGuiIO::ImGuiIO() 1145{ 1146 // Most fields are initialized with zero 1147 memset(this, 0, sizeof(*this)); 1148 1149 // Settings 1150 ConfigFlags = ImGuiConfigFlags_None; 1151 BackendFlags = ImGuiBackendFlags_None; 1152 DisplaySize = ImVec2(-1.0f, -1.0f); 1153 DeltaTime = 1.0f/60.0f; 1154 IniSavingRate = 5.0f; 1155 IniFilename = "imgui.ini"; 1156 LogFilename = "imgui_log.txt"; 1157 MouseDoubleClickTime = 0.30f; 1158 MouseDoubleClickMaxDist = 6.0f; 1159 for (int i = 0; i < ImGuiKey_COUNT; i++) 1160 KeyMap[i] = -1; 1161 KeyRepeatDelay = 0.250f; 1162 KeyRepeatRate = 0.050f; 1163 UserData = NULL; 1164 1165 Fonts = NULL; 1166 FontGlobalScale = 1.0f; 1167 FontDefault = NULL; 1168 FontAllowUserScaling = false; 1169 DisplayFramebufferScale = ImVec2(1.0f, 1.0f); 1170 1171 // Miscellaneous options 1172 MouseDrawCursor = false; 1173#ifdef __APPLE__ 1174 ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag 1175#else 1176 ConfigMacOSXBehaviors = false; 1177#endif 1178 ConfigInputTextCursorBlink = true; 1179 ConfigWindowsResizeFromEdges = true; 1180 ConfigWindowsMoveFromTitleBarOnly = false; 1181 1182 // Platform Functions 1183 BackendPlatformName = BackendRendererName = NULL; 1184 BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; 1185 GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations 1186 SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; 1187 ClipboardUserData = NULL; 1188 ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl; 1189 ImeWindowHandle = NULL; 1190 1191#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 1192 RenderDrawListsFn = NULL; 1193#endif 1194 1195 // Input (NB: we already have memset zero the entire structure!) 1196 MousePos = ImVec2(-FLT_MAX, -FLT_MAX); 1197 MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); 1198 MouseDragThreshold = 6.0f; 1199 for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; 1200 for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f; 1201 for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; 1202} 1203 1204// Pass in translated ASCII characters for text input. 1205// - with glfw you can get those from the callback set in glfwSetCharCallback() 1206// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message 1207void ImGuiIO::AddInputCharacter(ImWchar c) 1208{ 1209 InputQueueCharacters.push_back(c); 1210} 1211 1212void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) 1213{ 1214 while (*utf8_chars != 0) 1215 { 1216 unsigned int c = 0; 1217 utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); 1218 if (c > 0 && c <= 0xFFFF) 1219 InputQueueCharacters.push_back((ImWchar)c); 1220 } 1221} 1222 1223void ImGuiIO::ClearInputCharacters() 1224{ 1225 InputQueueCharacters.resize(0); 1226} 1227 1228//----------------------------------------------------------------------------- 1229// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions) 1230//----------------------------------------------------------------------------- 1231 1232ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) 1233{ 1234 ImVec2 ap = p - a; 1235 ImVec2 ab_dir = b - a; 1236 float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; 1237 if (dot < 0.0f) 1238 return a; 1239 float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; 1240 if (dot > ab_len_sqr) 1241 return b; 1242 return a + ab_dir * dot / ab_len_sqr; 1243} 1244 1245bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) 1246{ 1247 bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; 1248 bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; 1249 bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; 1250 return ((b1 == b2) && (b2 == b3)); 1251} 1252 1253void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) 1254{ 1255 ImVec2 v0 = b - a; 1256 ImVec2 v1 = c - a; 1257 ImVec2 v2 = p - a; 1258 const float denom = v0.x * v1.y - v1.x * v0.y; 1259 out_v = (v2.x * v1.y - v1.x * v2.y) / denom; 1260 out_w = (v0.x * v2.y - v2.x * v0.y) / denom; 1261 out_u = 1.0f - out_v - out_w; 1262} 1263 1264ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) 1265{ 1266 ImVec2 proj_ab = ImLineClosestPoint(a, b, p); 1267 ImVec2 proj_bc = ImLineClosestPoint(b, c, p); 1268 ImVec2 proj_ca = ImLineClosestPoint(c, a, p); 1269 float dist2_ab = ImLengthSqr(p - proj_ab); 1270 float dist2_bc = ImLengthSqr(p - proj_bc); 1271 float dist2_ca = ImLengthSqr(p - proj_ca); 1272 float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); 1273 if (m == dist2_ab) 1274 return proj_ab; 1275 if (m == dist2_bc) 1276 return proj_bc; 1277 return proj_ca; 1278} 1279 1280// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. 1281int ImStricmp(const char* str1, const char* str2) 1282{ 1283 int d; 1284 while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } 1285 return d; 1286} 1287 1288int ImStrnicmp(const char* str1, const char* str2, size_t count) 1289{ 1290 int d = 0; 1291 while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; } 1292 return d; 1293} 1294 1295void ImStrncpy(char* dst, const char* src, size_t count) 1296{ 1297 if (count < 1) 1298 return; 1299 if (count > 1) 1300 strncpy(dst, src, count - 1); 1301 dst[count - 1] = 0; 1302} 1303 1304char* ImStrdup(const char* str) 1305{ 1306 size_t len = strlen(str); 1307 void* buf = ImGui::MemAlloc(len + 1); 1308 return (char*)memcpy(buf, (const void*)str, len + 1); 1309} 1310 1311char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) 1312{ 1313 size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; 1314 size_t src_size = strlen(src) + 1; 1315 if (dst_buf_size < src_size) 1316 { 1317 ImGui::MemFree(dst); 1318 dst = (char*)ImGui::MemAlloc(src_size); 1319 if (p_dst_size) 1320 *p_dst_size = src_size; 1321 } 1322 return (char*)memcpy(dst, (const void*)src, src_size); 1323} 1324 1325const char* ImStrchrRange(const char* str, const char* str_end, char c) 1326{ 1327 const char* p = (const char*)memchr(str, (int)c, str_end - str); 1328 return p; 1329} 1330 1331int ImStrlenW(const ImWchar* str) 1332{ 1333 //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bits 1334 int n = 0; 1335 while (*str++) n++; 1336 return n; 1337} 1338 1339// Find end-of-line. Return pointer will point to either first \n, either str_end. 1340const char* ImStreolRange(const char* str, const char* str_end) 1341{ 1342 const char* p = (const char*)memchr(str, '\n', str_end - str); 1343 return p ? p : str_end; 1344} 1345 1346const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line 1347{ 1348 while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') 1349 buf_mid_line--; 1350 return buf_mid_line; 1351} 1352 1353const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) 1354{ 1355 if (!needle_end) 1356 needle_end = needle + strlen(needle); 1357 1358 const char un0 = (char)toupper(*needle); 1359 while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) 1360 { 1361 if (toupper(*haystack) == un0) 1362 { 1363 const char* b = needle + 1; 1364 for (const char* a = haystack + 1; b < needle_end; a++, b++) 1365 if (toupper(*a) != toupper(*b)) 1366 break; 1367 if (b == needle_end) 1368 return haystack; 1369 } 1370 haystack++; 1371 } 1372 return NULL; 1373} 1374 1375// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. 1376void ImStrTrimBlanks(char* buf) 1377{ 1378 char* p = buf; 1379 while (p[0] == ' ' || p[0] == '\t') // Leading blanks 1380 p++; 1381 char* p_start = p; 1382 while (*p != 0) // Find end of string 1383 p++; 1384 while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks 1385 p--; 1386 if (p_start != buf) // Copy memory if we had leading blanks 1387 memmove(buf, p_start, p - p_start); 1388 buf[p - p_start] = 0; // Zero terminate 1389} 1390 1391// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). 1392// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. 1393// B) When buf==NULL vsnprintf() will return the output size. 1394#ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS 1395 1396//#define IMGUI_USE_STB_SPRINTF 1397#ifdef IMGUI_USE_STB_SPRINTF 1398#define STB_SPRINTF_IMPLEMENTATION 1399#include "imstb_sprintf.h" 1400#endif 1401 1402#if defined(_MSC_VER) && !defined(vsnprintf) 1403#define vsnprintf _vsnprintf 1404#endif 1405 1406int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) 1407{ 1408 va_list args; 1409 va_start(args, fmt); 1410#ifdef IMGUI_USE_STB_SPRINTF 1411 int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); 1412#else 1413 int w = vsnprintf(buf, buf_size, fmt, args); 1414#endif 1415 va_end(args); 1416 if (buf == NULL) 1417 return w; 1418 if (w == -1 || w >= (int)buf_size) 1419 w = (int)buf_size - 1; 1420 buf[w] = 0; 1421 return w; 1422} 1423 1424int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) 1425{ 1426#ifdef IMGUI_USE_STB_SPRINTF 1427 int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); 1428#else 1429 int w = vsnprintf(buf, buf_size, fmt, args); 1430#endif 1431 if (buf == NULL) 1432 return w; 1433 if (w == -1 || w >= (int)buf_size) 1434 w = (int)buf_size - 1; 1435 buf[w] = 0; 1436 return w; 1437} 1438#endif // #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS 1439 1440// CRC32 needs a 1KB lookup table (not cache friendly) 1441// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: 1442// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. 1443static const ImU32 GCrc32LookupTable[256] = 1444{ 1445 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, 1446 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, 1447 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, 1448 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, 1449 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, 1450 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, 1451 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, 1452 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, 1453 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, 1454 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, 1455 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, 1456 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, 1457 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, 1458 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, 1459 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, 1460 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, 1461}; 1462 1463// Known size hash 1464// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. 1465// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. 1466ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed) 1467{ 1468 ImU32 crc = ~seed; 1469 const unsigned char* data = (const unsigned char*)data_p; 1470 const ImU32* crc32_lut = GCrc32LookupTable; 1471 while (data_size-- != 0) 1472 crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; 1473 return ~crc; 1474} 1475 1476// Zero-terminated string hash, with support for ### to reset back to seed value 1477// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. 1478// Because this syntax is rarely used we are optimizing for the common case. 1479// - If we reach ### in the string we discard the hash so far and reset to the seed. 1480// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) 1481// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. 1482ImU32 ImHashStr(const char* data, size_t data_size, ImU32 seed) 1483{ 1484 seed = ~seed; 1485 ImU32 crc = seed; 1486 const unsigned char* src = (const unsigned char*)data; 1487 const ImU32* crc32_lut = GCrc32LookupTable; 1488 if (data_size != 0) 1489 { 1490 while (data_size-- != 0) 1491 { 1492 unsigned char c = *src++; 1493 if (c == '#' && src[0] == '#' && src[1] == '#') 1494 crc = seed; 1495 crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; 1496 } 1497 } 1498 else 1499 { 1500 while (unsigned char c = *src++) 1501 { 1502 if (c == '#' && src[0] == '#' && src[1] == '#') 1503 crc = seed; 1504 crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; 1505 } 1506 } 1507 return ~crc; 1508} 1509 1510FILE* ImFileOpen(const char* filename, const char* mode) 1511{ 1512#if defined(_WIN32) && !defined(__CYGWIN__) && !defined(__GNUC__) 1513 // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can) 1514 const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1; 1515 const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1; 1516 ImVector<ImWchar> buf; 1517 buf.resize(filename_wsize + mode_wsize); 1518 ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL); 1519 ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL); 1520 return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]); 1521#else 1522 return fopen(filename, mode); 1523#endif 1524} 1525 1526// Load file content into memory 1527// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree() 1528void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes) 1529{ 1530 IM_ASSERT(filename && file_open_mode); 1531 if (out_file_size) 1532 *out_file_size = 0; 1533 1534 FILE* f; 1535 if ((f = ImFileOpen(filename, file_open_mode)) == NULL) 1536 return NULL; 1537 1538 long file_size_signed; 1539 if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) 1540 { 1541 fclose(f); 1542 return NULL; 1543 } 1544 1545 size_t file_size = (size_t)file_size_signed; 1546 void* file_data = ImGui::MemAlloc(file_size + padding_bytes); 1547 if (file_data == NULL) 1548 { 1549 fclose(f); 1550 return NULL; 1551 } 1552 if (fread(file_data, 1, file_size, f) != file_size) 1553 { 1554 fclose(f); 1555 ImGui::MemFree(file_data); 1556 return NULL; 1557 } 1558 if (padding_bytes > 0) 1559 memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); 1560 1561 fclose(f); 1562 if (out_file_size) 1563 *out_file_size = file_size; 1564 1565 return file_data; 1566} 1567 1568//----------------------------------------------------------------------------- 1569// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) 1570//----------------------------------------------------------------------------- 1571 1572// Convert UTF-8 to 32-bits character, process single character input. 1573// Based on stb_from_utf8() from github.com/nothings/stb/ 1574// We handle UTF-8 decoding error by skipping forward. 1575int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) 1576{ 1577 unsigned int c = (unsigned int)-1; 1578 const unsigned char* str = (const unsigned char*)in_text; 1579 if (!(*str & 0x80)) 1580 { 1581 c = (unsigned int)(*str++); 1582 *out_char = c; 1583 return 1; 1584 } 1585 if ((*str & 0xe0) == 0xc0) 1586 { 1587 *out_char = 0xFFFD; // will be invalid but not end of string 1588 if (in_text_end && in_text_end - (const char*)str < 2) return 1; 1589 if (*str < 0xc2) return 2; 1590 c = (unsigned int)((*str++ & 0x1f) << 6); 1591 if ((*str & 0xc0) != 0x80) return 2; 1592 c += (*str++ & 0x3f); 1593 *out_char = c; 1594 return 2; 1595 } 1596 if ((*str & 0xf0) == 0xe0) 1597 { 1598 *out_char = 0xFFFD; // will be invalid but not end of string 1599 if (in_text_end && in_text_end - (const char*)str < 3) return 1; 1600 if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3; 1601 if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below 1602 c = (unsigned int)((*str++ & 0x0f) << 12); 1603 if ((*str & 0xc0) != 0x80) return 3; 1604 c += (unsigned int)((*str++ & 0x3f) << 6); 1605 if ((*str & 0xc0) != 0x80) return 3; 1606 c += (*str++ & 0x3f); 1607 *out_char = c; 1608 return 3; 1609 } 1610 if ((*str & 0xf8) == 0xf0) 1611 { 1612 *out_char = 0xFFFD; // will be invalid but not end of string 1613 if (in_text_end && in_text_end - (const char*)str < 4) return 1; 1614 if (*str > 0xf4) return 4; 1615 if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4; 1616 if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below 1617 c = (unsigned int)((*str++ & 0x07) << 18); 1618 if ((*str & 0xc0) != 0x80) return 4; 1619 c += (unsigned int)((*str++ & 0x3f) << 12); 1620 if ((*str & 0xc0) != 0x80) return 4; 1621 c += (unsigned int)((*str++ & 0x3f) << 6); 1622 if ((*str & 0xc0) != 0x80) return 4; 1623 c += (*str++ & 0x3f); 1624 // utf-8 encodings of values used in surrogate pairs are invalid 1625 if ((c & 0xFFFFF800) == 0xD800) return 4; 1626 *out_char = c; 1627 return 4; 1628 } 1629 *out_char = 0; 1630 return 0; 1631} 1632 1633int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) 1634{ 1635 ImWchar* buf_out = buf; 1636 ImWchar* buf_end = buf + buf_size; 1637 while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) 1638 { 1639 unsigned int c; 1640 in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); 1641 if (c == 0) 1642 break; 1643 if (c < 0x10000) // FIXME: Losing characters that don't fit in 2 bytes 1644 *buf_out++ = (ImWchar)c; 1645 } 1646 *buf_out = 0; 1647 if (in_text_remaining) 1648 *in_text_remaining = in_text; 1649 return (int)(buf_out - buf); 1650} 1651 1652int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) 1653{ 1654 int char_count = 0; 1655 while ((!in_text_end || in_text < in_text_end) && *in_text) 1656 { 1657 unsigned int c; 1658 in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); 1659 if (c == 0) 1660 break; 1661 if (c < 0x10000) 1662 char_count++; 1663 } 1664 return char_count; 1665} 1666 1667// Based on stb_to_utf8() from github.com/nothings/stb/ 1668static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) 1669{ 1670 if (c < 0x80) 1671 { 1672 buf[0] = (char)c; 1673 return 1; 1674 } 1675 if (c < 0x800) 1676 { 1677 if (buf_size < 2) return 0; 1678 buf[0] = (char)(0xc0 + (c >> 6)); 1679 buf[1] = (char)(0x80 + (c & 0x3f)); 1680 return 2; 1681 } 1682 if (c >= 0xdc00 && c < 0xe000) 1683 { 1684 return 0; 1685 } 1686 if (c >= 0xd800 && c < 0xdc00) 1687 { 1688 if (buf_size < 4) return 0; 1689 buf[0] = (char)(0xf0 + (c >> 18)); 1690 buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); 1691 buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); 1692 buf[3] = (char)(0x80 + ((c ) & 0x3f)); 1693 return 4; 1694 } 1695 //else if (c < 0x10000) 1696 { 1697 if (buf_size < 3) return 0; 1698 buf[0] = (char)(0xe0 + (c >> 12)); 1699 buf[1] = (char)(0x80 + ((c>> 6) & 0x3f)); 1700 buf[2] = (char)(0x80 + ((c ) & 0x3f)); 1701 return 3; 1702 } 1703} 1704 1705// Not optimal but we very rarely use this function. 1706int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) 1707{ 1708 unsigned int dummy = 0; 1709 return ImTextCharFromUtf8(&dummy, in_text, in_text_end); 1710} 1711 1712static inline int ImTextCountUtf8BytesFromChar(unsigned int c) 1713{ 1714 if (c < 0x80) return 1; 1715 if (c < 0x800) return 2; 1716 if (c >= 0xdc00 && c < 0xe000) return 0; 1717 if (c >= 0xd800 && c < 0xdc00) return 4; 1718 return 3; 1719} 1720 1721int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end) 1722{ 1723 char* buf_out = buf; 1724 const char* buf_end = buf + buf_size; 1725 while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) 1726 { 1727 unsigned int c = (unsigned int)(*in_text++); 1728 if (c < 0x80) 1729 *buf_out++ = (char)c; 1730 else 1731 buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end-buf_out-1), c); 1732 } 1733 *buf_out = 0; 1734 return (int)(buf_out - buf); 1735} 1736 1737int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) 1738{ 1739 int bytes_count = 0; 1740 while ((!in_text_end || in_text < in_text_end) && *in_text) 1741 { 1742 unsigned int c = (unsigned int)(*in_text++); 1743 if (c < 0x80) 1744 bytes_count++; 1745 else 1746 bytes_count += ImTextCountUtf8BytesFromChar(c); 1747 } 1748 return bytes_count; 1749} 1750 1751//----------------------------------------------------------------------------- 1752// [SECTION] MISC HELPER/UTILTIES (Color functions) 1753// Note: The Convert functions are early design which are not consistent with other API. 1754//----------------------------------------------------------------------------- 1755 1756ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) 1757{ 1758 float s = 1.0f/255.0f; 1759 return ImVec4( 1760 ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, 1761 ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, 1762 ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, 1763 ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); 1764} 1765 1766ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) 1767{ 1768 ImU32 out; 1769 out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; 1770 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; 1771 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; 1772 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; 1773 return out; 1774} 1775 1776// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 1777// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv 1778void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) 1779{ 1780 float K = 0.f; 1781 if (g < b) 1782 { 1783 ImSwap(g, b); 1784 K = -1.f; 1785 } 1786 if (r < g) 1787 { 1788 ImSwap(r, g); 1789 K = -2.f / 6.f - K; 1790 } 1791 1792 const float chroma = r - (g < b ? g : b); 1793 out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); 1794 out_s = chroma / (r + 1e-20f); 1795 out_v = r; 1796} 1797 1798// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 1799// also http://en.wikipedia.org/wiki/HSL_and_HSV 1800void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) 1801{ 1802 if (s == 0.0f) 1803 { 1804 // gray 1805 out_r = out_g = out_b = v; 1806 return; 1807 } 1808 1809 h = ImFmod(h, 1.0f) / (60.0f/360.0f); 1810 int i = (int)h; 1811 float f = h - (float)i; 1812 float p = v * (1.0f - s); 1813 float q = v * (1.0f - s * f); 1814 float t = v * (1.0f - s * (1.0f - f)); 1815 1816 switch (i) 1817 { 1818 case 0: out_r = v; out_g = t; out_b = p; break; 1819 case 1: out_r = q; out_g = v; out_b = p; break; 1820 case 2: out_r = p; out_g = v; out_b = t; break; 1821 case 3: out_r = p; out_g = q; out_b = v; break; 1822 case 4: out_r = t; out_g = p; out_b = v; break; 1823 case 5: default: out_r = v; out_g = p; out_b = q; break; 1824 } 1825} 1826 1827ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) 1828{ 1829 ImGuiStyle& style = GImGui->Style; 1830 ImVec4 c = style.Colors[idx]; 1831 c.w *= style.Alpha * alpha_mul; 1832 return ColorConvertFloat4ToU32(c); 1833} 1834 1835ImU32 ImGui::GetColorU32(const ImVec4& col) 1836{ 1837 ImGuiStyle& style = GImGui->Style; 1838 ImVec4 c = col; 1839 c.w *= style.Alpha; 1840 return ColorConvertFloat4ToU32(c); 1841} 1842 1843const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) 1844{ 1845 ImGuiStyle& style = GImGui->Style; 1846 return style.Colors[idx]; 1847} 1848 1849ImU32 ImGui::GetColorU32(ImU32 col) 1850{ 1851 float style_alpha = GImGui->Style.Alpha; 1852 if (style_alpha >= 1.0f) 1853 return col; 1854 ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; 1855 a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. 1856 return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); 1857} 1858 1859//----------------------------------------------------------------------------- 1860// [SECTION] ImGuiStorage 1861// Helper: Key->value storage 1862//----------------------------------------------------------------------------- 1863 1864// std::lower_bound but without the bullshit 1865static ImGuiStorage::Pair* LowerBound(ImVector<ImGuiStorage::Pair>& data, ImGuiID key) 1866{ 1867 ImGuiStorage::Pair* first = data.Data; 1868 ImGuiStorage::Pair* last = data.Data + data.Size; 1869 size_t count = (size_t)(last - first); 1870 while (count > 0) 1871 { 1872 size_t count2 = count >> 1; 1873 ImGuiStorage::Pair* mid = first + count2; 1874 if (mid->key < key) 1875 { 1876 first = ++mid; 1877 count -= count2 + 1; 1878 } 1879 else 1880 { 1881 count = count2; 1882 } 1883 } 1884 return first; 1885} 1886 1887// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. 1888void ImGuiStorage::BuildSortByKey() 1889{ 1890 struct StaticFunc 1891 { 1892 static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs) 1893 { 1894 // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. 1895 if (((const Pair*)lhs)->key > ((const Pair*)rhs)->key) return +1; 1896 if (((const Pair*)lhs)->key < ((const Pair*)rhs)->key) return -1; 1897 return 0; 1898 } 1899 }; 1900 if (Data.Size > 1) 1901 ImQsort(Data.Data, (size_t)Data.Size, sizeof(Pair), StaticFunc::PairCompareByID); 1902} 1903 1904int ImGuiStorage::GetInt(ImGuiID key, int default_val) const 1905{ 1906 ImGuiStorage::Pair* it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key); 1907 if (it == Data.end() || it->key != key) 1908 return default_val; 1909 return it->val_i; 1910} 1911 1912bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const 1913{ 1914 return GetInt(key, default_val ? 1 : 0) != 0; 1915} 1916 1917float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const 1918{ 1919 ImGuiStorage::Pair* it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key); 1920 if (it == Data.end() || it->key != key) 1921 return default_val; 1922 return it->val_f; 1923} 1924 1925void* ImGuiStorage::GetVoidPtr(ImGuiID key) const 1926{ 1927 ImGuiStorage::Pair* it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key); 1928 if (it == Data.end() || it->key != key) 1929 return NULL; 1930 return it->val_p; 1931} 1932 1933// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. 1934int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) 1935{ 1936 ImGuiStorage::Pair* it = LowerBound(Data, key); 1937 if (it == Data.end() || it->key != key) 1938 it = Data.insert(it, Pair(key, default_val)); 1939 return &it->val_i; 1940} 1941 1942bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) 1943{ 1944 return (bool*)GetIntRef(key, default_val ? 1 : 0); 1945} 1946 1947float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) 1948{ 1949 ImGuiStorage::Pair* it = LowerBound(Data, key); 1950 if (it == Data.end() || it->key != key) 1951 it = Data.insert(it, Pair(key, default_val)); 1952 return &it->val_f; 1953} 1954 1955void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) 1956{ 1957 ImGuiStorage::Pair* it = LowerBound(Data, key); 1958 if (it == Data.end() || it->key != key) 1959 it = Data.insert(it, Pair(key, default_val)); 1960 return &it->val_p; 1961} 1962 1963// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) 1964void ImGuiStorage::SetInt(ImGuiID key, int val) 1965{ 1966 ImGuiStorage::Pair* it = LowerBound(Data, key); 1967 if (it == Data.end() || it->key != key) 1968 { 1969 Data.insert(it, Pair(key, val)); 1970 return; 1971 } 1972 it->val_i = val; 1973} 1974 1975void ImGuiStorage::SetBool(ImGuiID key, bool val) 1976{ 1977 SetInt(key, val ? 1 : 0); 1978} 1979 1980void ImGuiStorage::SetFloat(ImGuiID key, float val) 1981{ 1982 ImGuiStorage::Pair* it = LowerBound(Data, key); 1983 if (it == Data.end() || it->key != key) 1984 { 1985 Data.insert(it, Pair(key, val)); 1986 return; 1987 } 1988 it->val_f = val; 1989} 1990 1991void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) 1992{ 1993 ImGuiStorage::Pair* it = LowerBound(Data, key); 1994 if (it == Data.end() || it->key != key) 1995 { 1996 Data.insert(it, Pair(key, val)); 1997 return; 1998 } 1999 it->val_p = val; 2000} 2001 2002void ImGuiStorage::SetAllInt(int v) 2003{ 2004 for (int i = 0; i < Data.Size; i++) 2005 Data[i].val_i = v; 2006} 2007 2008//----------------------------------------------------------------------------- 2009// [SECTION] ImGuiTextFilter 2010//----------------------------------------------------------------------------- 2011 2012// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" 2013ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) 2014{ 2015 if (default_filter) 2016 { 2017 ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); 2018 Build(); 2019 } 2020 else 2021 { 2022 InputBuf[0] = 0; 2023 CountGrep = 0; 2024 } 2025} 2026 2027bool ImGuiTextFilter::Draw(const char* label, float width) 2028{ 2029 if (width != 0.0f) 2030 ImGui::PushItemWidth(width); 2031 bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); 2032 if (width != 0.0f) 2033 ImGui::PopItemWidth(); 2034 if (value_changed) 2035 Build(); 2036 return value_changed; 2037} 2038 2039void ImGuiTextFilter::TextRange::split(char separator, ImVector<TextRange>* out) const 2040{ 2041 out->resize(0); 2042 const char* wb = b; 2043 const char* we = wb; 2044 while (we < e) 2045 { 2046 if (*we == separator) 2047 { 2048 out->push_back(TextRange(wb, we)); 2049 wb = we + 1; 2050 } 2051 we++; 2052 } 2053 if (wb != we) 2054 out->push_back(TextRange(wb, we)); 2055} 2056 2057void ImGuiTextFilter::Build() 2058{ 2059 Filters.resize(0); 2060 TextRange input_range(InputBuf, InputBuf+strlen(InputBuf)); 2061 input_range.split(',', &Filters); 2062 2063 CountGrep = 0; 2064 for (int i = 0; i != Filters.Size; i++) 2065 { 2066 TextRange& f = Filters[i]; 2067 while (f.b < f.e && ImCharIsBlankA(f.b[0])) 2068 f.b++; 2069 while (f.e > f.b && ImCharIsBlankA(f.e[-1])) 2070 f.e--; 2071 if (f.empty()) 2072 continue; 2073 if (Filters[i].b[0] != '-') 2074 CountGrep += 1; 2075 } 2076} 2077 2078bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const 2079{ 2080 if (Filters.empty()) 2081 return true; 2082 2083 if (text == NULL) 2084 text = ""; 2085 2086 for (int i = 0; i != Filters.Size; i++) 2087 { 2088 const TextRange& f = Filters[i]; 2089 if (f.empty()) 2090 continue; 2091 if (f.b[0] == '-') 2092 { 2093 // Subtract 2094 if (ImStristr(text, text_end, f.begin()+1, f.end()) != NULL) 2095 return false; 2096 } 2097 else 2098 { 2099 // Grep 2100 if (ImStristr(text, text_end, f.begin(), f.end()) != NULL) 2101 return true; 2102 } 2103 } 2104 2105 // Implicit * grep 2106 if (CountGrep == 0) 2107 return true; 2108 2109 return false; 2110} 2111 2112//----------------------------------------------------------------------------- 2113// [SECTION] ImGuiTextBuffer 2114//----------------------------------------------------------------------------- 2115 2116// On some platform vsnprintf() takes va_list by reference and modifies it. 2117// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. 2118#ifndef va_copy 2119#if defined(__GNUC__) || defined(__clang__) 2120#define va_copy(dest, src) __builtin_va_copy(dest, src) 2121#else 2122#define va_copy(dest, src) (dest = src) 2123#endif 2124#endif 2125 2126char ImGuiTextBuffer::EmptyString[1] = { 0 }; 2127 2128void ImGuiTextBuffer::append(const char* str, const char* str_end) 2129{ 2130 int len = str_end ? (int)(str_end - str) : (int)strlen(str); 2131 2132 // Add zero-terminator the first time 2133 const int write_off = (Buf.Size != 0) ? Buf.Size : 1; 2134 const int needed_sz = write_off + len; 2135 if (write_off + len >= Buf.Capacity) 2136 { 2137 int new_capacity = Buf.Capacity * 2; 2138 Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); 2139 } 2140 2141 Buf.resize(needed_sz); 2142 memcpy(&Buf[write_off - 1], str, (size_t)len); 2143 Buf[write_off - 1 + len] = 0; 2144} 2145 2146void ImGuiTextBuffer::appendf(const char* fmt, ...) 2147{ 2148 va_list args; 2149 va_start(args, fmt); 2150 appendfv(fmt, args); 2151 va_end(args); 2152} 2153 2154// Helper: Text buffer for logging/accumulating text 2155void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) 2156{ 2157 va_list args_copy; 2158 va_copy(args_copy, args); 2159 2160 int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. 2161 if (len <= 0) 2162 { 2163 va_end(args_copy); 2164 return; 2165 } 2166 2167 // Add zero-terminator the first time 2168 const int write_off = (Buf.Size != 0) ? Buf.Size : 1; 2169 const int needed_sz = write_off + len; 2170 if (write_off + len >= Buf.Capacity) 2171 { 2172 int new_capacity = Buf.Capacity * 2; 2173 Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); 2174 } 2175 2176 Buf.resize(needed_sz); 2177 ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); 2178 va_end(args_copy); 2179} 2180 2181//----------------------------------------------------------------------------- 2182// [SECTION] ImGuiListClipper 2183// This is currently not as flexible/powerful as it should be, needs some rework (see TODO) 2184//----------------------------------------------------------------------------- 2185 2186static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) 2187{ 2188 // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. 2189 // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. 2190 // The clipper should probably have a 4th step to display the last item in a regular manner. 2191 ImGui::SetCursorPosY(pos_y); 2192 ImGuiWindow* window = ImGui::GetCurrentWindow(); 2193 window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. 2194 window->DC.PrevLineSize.y = (line_height - GImGui->Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. 2195 if (window->DC.ColumnsSet) 2196 window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly 2197} 2198 2199// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 2200// Use case B: Begin() called from constructor with items_height>0 2201// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. 2202void ImGuiListClipper::Begin(int count, float items_height) 2203{ 2204 StartPosY = ImGui::GetCursorPosY(); 2205 ItemsHeight = items_height; 2206 ItemsCount = count; 2207 StepNo = 0; 2208 DisplayEnd = DisplayStart = -1; 2209 if (ItemsHeight > 0.0f) 2210 { 2211 ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display 2212 if (DisplayStart > 0) 2213 SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor 2214 StepNo = 2; 2215 } 2216} 2217 2218void ImGuiListClipper::End() 2219{ 2220 if (ItemsCount < 0) 2221 return; 2222 // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user. 2223 if (ItemsCount < INT_MAX) 2224 SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor 2225 ItemsCount = -1; 2226 StepNo = 3; 2227} 2228 2229bool ImGuiListClipper::Step() 2230{ 2231 if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems) 2232 { 2233 ItemsCount = -1; 2234 return false; 2235 } 2236 if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height. 2237 { 2238 DisplayStart = 0; 2239 DisplayEnd = 1; 2240 StartPosY = ImGui::GetCursorPosY(); 2241 StepNo = 1; 2242 return true; 2243 } 2244 if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. 2245 { 2246 if (ItemsCount == 1) { ItemsCount = -1; return false; } 2247 float items_height = ImGui::GetCursorPosY() - StartPosY; 2248 IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically 2249 Begin(ItemsCount-1, items_height); 2250 DisplayStart++; 2251 DisplayEnd++; 2252 StepNo = 3; 2253 return true; 2254 } 2255 if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3. 2256 { 2257 IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0); 2258 StepNo = 3; 2259 return true; 2260 } 2261 if (StepNo == 3) // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. 2262 End(); 2263 return false; 2264} 2265 2266//----------------------------------------------------------------------------- 2267// [SECTION] RENDER HELPERS 2268// Those (internal) functions are currently quite a legacy mess - their signature and behavior will change. 2269// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state. 2270//----------------------------------------------------------------------------- 2271 2272const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) 2273{ 2274 const char* text_display_end = text; 2275 if (!text_end) 2276 text_end = (const char*)-1; 2277 2278 while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) 2279 text_display_end++; 2280 return text_display_end; 2281} 2282 2283// Internal ImGui functions to render text 2284// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() 2285void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) 2286{ 2287 ImGuiContext& g = *GImGui; 2288 ImGuiWindow* window = g.CurrentWindow; 2289 2290 // Hide anything after a '##' string 2291 const char* text_display_end; 2292 if (hide_text_after_hash) 2293 { 2294 text_display_end = FindRenderedTextEnd(text, text_end); 2295 } 2296 else 2297 { 2298 if (!text_end) 2299 text_end = text + strlen(text); // FIXME-OPT 2300 text_display_end = text_end; 2301 } 2302 2303 if (text != text_display_end) 2304 { 2305 window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); 2306 if (g.LogEnabled) 2307 LogRenderedText(&pos, text, text_display_end); 2308 } 2309} 2310 2311void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) 2312{ 2313 ImGuiContext& g = *GImGui; 2314 ImGuiWindow* window = g.CurrentWindow; 2315 2316 if (!text_end) 2317 text_end = text + strlen(text); // FIXME-OPT 2318 2319 if (text != text_end) 2320 { 2321 window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); 2322 if (g.LogEnabled) 2323 LogRenderedText(&pos, text, text_end); 2324 } 2325} 2326 2327// Default clip_rect uses (pos_min,pos_max) 2328// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) 2329void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) 2330{ 2331 // Perform CPU side clipping for single clipped element to avoid using scissor state 2332 ImVec2 pos = pos_min; 2333 const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); 2334 2335 const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; 2336 const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; 2337 bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); 2338 if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min 2339 need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); 2340 2341 // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. 2342 if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); 2343 if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); 2344 2345 // Render 2346 if (need_clipping) 2347 { 2348 ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); 2349 draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); 2350 } 2351 else 2352 { 2353 draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); 2354 } 2355} 2356 2357void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) 2358{ 2359 // Hide anything after a '##' string 2360 const char* text_display_end = FindRenderedTextEnd(text, text_end); 2361 const int text_len = (int)(text_display_end - text); 2362 if (text_len == 0) 2363 return; 2364 2365 ImGuiContext& g = *GImGui; 2366 ImGuiWindow* window = g.CurrentWindow; 2367 RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); 2368 if (g.LogEnabled) 2369 LogRenderedText(&pos_min, text, text_display_end); 2370} 2371 2372// Render a rectangle shaped with optional rounding and borders 2373void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) 2374{ 2375 ImGuiContext& g = *GImGui; 2376 ImGuiWindow* window = g.CurrentWindow; 2377 window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); 2378 const float border_size = g.Style.FrameBorderSize; 2379 if (border && border_size > 0.0f) 2380 { 2381 window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); 2382 window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); 2383 } 2384} 2385 2386void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) 2387{ 2388 ImGuiContext& g = *GImGui; 2389 ImGuiWindow* window = g.CurrentWindow; 2390 const float border_size = g.Style.FrameBorderSize; 2391 if (border_size > 0.0f) 2392 { 2393 window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); 2394 window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); 2395 } 2396} 2397 2398// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state 2399void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale) 2400{ 2401 ImGuiContext& g = *GImGui; 2402 2403 const float h = g.FontSize * 1.00f; 2404 float r = h * 0.40f * scale; 2405 ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale); 2406 2407 ImVec2 a, b, c; 2408 switch (dir) 2409 { 2410 case ImGuiDir_Up: 2411 case ImGuiDir_Down: 2412 if (dir == ImGuiDir_Up) r = -r; 2413 a = ImVec2(+0.000f,+0.750f) * r; 2414 b = ImVec2(-0.866f,-0.750f) * r; 2415 c = ImVec2(+0.866f,-0.750f) * r; 2416 break; 2417 case ImGuiDir_Left: 2418 case ImGuiDir_Right: 2419 if (dir == ImGuiDir_Left) r = -r; 2420 a = ImVec2(+0.750f,+0.000f) * r; 2421 b = ImVec2(-0.750f,+0.866f) * r; 2422 c = ImVec2(-0.750f,-0.866f) * r; 2423 break; 2424 case ImGuiDir_None: 2425 case ImGuiDir_COUNT: 2426 IM_ASSERT(0); 2427 break; 2428 } 2429 2430 g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text)); 2431} 2432 2433void ImGui::RenderBullet(ImVec2 pos) 2434{ 2435 ImGuiContext& g = *GImGui; 2436 ImGuiWindow* window = g.CurrentWindow; 2437 window->DrawList->AddCircleFilled(pos, g.FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8); 2438} 2439 2440void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz) 2441{ 2442 ImGuiContext& g = *GImGui; 2443 ImGuiWindow* window = g.CurrentWindow; 2444 2445 float thickness = ImMax(sz / 5.0f, 1.0f); 2446 sz -= thickness*0.5f; 2447 pos += ImVec2(thickness*0.25f, thickness*0.25f); 2448 2449 float third = sz / 3.0f; 2450 float bx = pos.x + third; 2451 float by = pos.y + sz - third*0.5f; 2452 window->DrawList->PathLineTo(ImVec2(bx - third, by - third)); 2453 window->DrawList->PathLineTo(ImVec2(bx, by)); 2454 window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2)); 2455 window->DrawList->PathStroke(col, false, thickness); 2456} 2457 2458void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) 2459{ 2460 ImGuiContext& g = *GImGui; 2461 if (id != g.NavId) 2462 return; 2463 if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) 2464 return; 2465 ImGuiWindow* window = g.CurrentWindow; 2466 if (window->DC.NavHideHighlightOneFrame) 2467 return; 2468 2469 float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; 2470 ImRect display_rect = bb; 2471 display_rect.ClipWith(window->ClipRect); 2472 if (flags & ImGuiNavHighlightFlags_TypeDefault) 2473 { 2474 const float THICKNESS = 2.0f; 2475 const float DISTANCE = 3.0f + THICKNESS * 0.5f; 2476 display_rect.Expand(ImVec2(DISTANCE,DISTANCE)); 2477 bool fully_visible = window->ClipRect.Contains(display_rect); 2478 if (!fully_visible) 2479 window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); 2480 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); 2481 if (!fully_visible) 2482 window->DrawList->PopClipRect(); 2483 } 2484 if (flags & ImGuiNavHighlightFlags_TypeThin) 2485 { 2486 window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f); 2487 } 2488} 2489 2490//----------------------------------------------------------------------------- 2491// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) 2492//----------------------------------------------------------------------------- 2493 2494// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods 2495ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) 2496 : DrawListInst(&context->DrawListSharedData) 2497{ 2498 Name = ImStrdup(name); 2499 ID = ImHashStr(name, 0); 2500 IDStack.push_back(ID); 2501 Flags = ImGuiWindowFlags_None; 2502 Pos = ImVec2(0.0f, 0.0f); 2503 Size = SizeFull = ImVec2(0.0f, 0.0f); 2504 SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f); 2505 WindowPadding = ImVec2(0.0f, 0.0f); 2506 WindowRounding = 0.0f; 2507 WindowBorderSize = 0.0f; 2508 NameBufLen = (int)strlen(name) + 1; 2509 MoveId = GetID("#MOVE"); 2510 ChildId = 0; 2511 Scroll = ImVec2(0.0f, 0.0f); 2512 ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); 2513 ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); 2514 ScrollbarSizes = ImVec2(0.0f, 0.0f); 2515 ScrollbarX = ScrollbarY = false; 2516 Active = WasActive = false; 2517 WriteAccessed = false; 2518 Collapsed = false; 2519 WantCollapseToggle = false; 2520 SkipItems = false; 2521 Appearing = false; 2522 Hidden = false; 2523 HasCloseButton = false; 2524 ResizeBorderHeld = -1; 2525 BeginCount = 0; 2526 BeginOrderWithinParent = -1; 2527 BeginOrderWithinContext = -1; 2528 PopupId = 0; 2529 AutoFitFramesX = AutoFitFramesY = -1; 2530 AutoFitOnlyGrows = false; 2531 AutoFitChildAxises = 0x00; 2532 AutoPosLastDirection = ImGuiDir_None; 2533 HiddenFramesRegular = HiddenFramesForResize = 0; 2534 SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; 2535 SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); 2536 2537 LastFrameActive = -1; 2538 ItemWidthDefault = 0.0f; 2539 FontWindowScale = 1.0f; 2540 SettingsIdx = -1; 2541 2542 DrawList = &DrawListInst; 2543 DrawList->_OwnerName = Name; 2544 ParentWindow = NULL; 2545 RootWindow = NULL; 2546 RootWindowForTitleBarHighlight = NULL; 2547 RootWindowForNav = NULL; 2548 2549 NavLastIds[0] = NavLastIds[1] = 0; 2550 NavRectRel[0] = NavRectRel[1] = ImRect(); 2551 NavLastChildNavWindow = NULL; 2552 2553 FocusIdxAllCounter = FocusIdxTabCounter = -1; 2554 FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX; 2555 FocusIdxAllRequestNext = FocusIdxTabRequestNext = INT_MAX; 2556} 2557 2558ImGuiWindow::~ImGuiWindow() 2559{ 2560 IM_ASSERT(DrawList == &DrawListInst); 2561 IM_DELETE(Name); 2562 for (int i = 0; i != ColumnsStorage.Size; i++) 2563 ColumnsStorage[i].~ImGuiColumnsSet(); 2564} 2565 2566ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) 2567{ 2568 ImGuiID seed = IDStack.back(); 2569 ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); 2570 ImGui::KeepAliveID(id); 2571 return id; 2572} 2573 2574ImGuiID ImGuiWindow::GetID(const void* ptr) 2575{ 2576 ImGuiID seed = IDStack.back(); 2577 ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); 2578 ImGui::KeepAliveID(id); 2579 return id; 2580} 2581 2582ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) 2583{ 2584 ImGuiID seed = IDStack.back(); 2585 return ImHashStr(str, str_end ? (str_end - str) : 0, seed); 2586} 2587 2588ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) 2589{ 2590 ImGuiID seed = IDStack.back(); 2591 return ImHashData(&ptr, sizeof(void*), seed); 2592} 2593 2594// This is only used in rare/specific situations to manufacture an ID out of nowhere. 2595ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) 2596{ 2597 ImGuiID seed = IDStack.back(); 2598 const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) }; 2599 ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); 2600 ImGui::KeepAliveID(id); 2601 return id; 2602} 2603 2604static void SetCurrentWindow(ImGuiWindow* window) 2605{ 2606 ImGuiContext& g = *GImGui; 2607 g.CurrentWindow = window; 2608 if (window) 2609 g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); 2610} 2611 2612void ImGui::SetNavID(ImGuiID id, int nav_layer) 2613{ 2614 ImGuiContext& g = *GImGui; 2615 IM_ASSERT(g.NavWindow); 2616 IM_ASSERT(nav_layer == 0 || nav_layer == 1); 2617 g.NavId = id; 2618 g.NavWindow->NavLastIds[nav_layer] = id; 2619} 2620 2621void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel) 2622{ 2623 ImGuiContext& g = *GImGui; 2624 SetNavID(id, nav_layer); 2625 g.NavWindow->NavRectRel[nav_layer] = rect_rel; 2626 g.NavMousePosDirty = true; 2627 g.NavDisableHighlight = false; 2628 g.NavDisableMouseHover = true; 2629} 2630 2631void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) 2632{ 2633 ImGuiContext& g = *GImGui; 2634 g.ActiveIdIsJustActivated = (g.ActiveId != id); 2635 if (g.ActiveIdIsJustActivated) 2636 { 2637 g.ActiveIdTimer = 0.0f; 2638 g.ActiveIdHasBeenPressed = false; 2639 g.ActiveIdHasBeenEdited = false; 2640 if (id != 0) 2641 { 2642 g.LastActiveId = id; 2643 g.LastActiveIdTimer = 0.0f; 2644 } 2645 } 2646 g.ActiveId = id; 2647 g.ActiveIdAllowNavDirFlags = 0; 2648 g.ActiveIdBlockNavInputFlags = 0; 2649 g.ActiveIdAllowOverlap = false; 2650 g.ActiveIdWindow = window; 2651 if (id) 2652 { 2653 g.ActiveIdIsAlive = id; 2654 g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; 2655 } 2656} 2657 2658// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring. 2659void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) 2660{ 2661 ImGuiContext& g = *GImGui; 2662 IM_ASSERT(id != 0); 2663 2664 // Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it. 2665 const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; 2666 if (g.NavWindow != window) 2667 g.NavInitRequest = false; 2668 g.NavId = id; 2669 g.NavWindow = window; 2670 g.NavLayer = nav_layer; 2671 window->NavLastIds[nav_layer] = id; 2672 if (window->DC.LastItemId == id) 2673 window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); 2674 2675 if (g.ActiveIdSource == ImGuiInputSource_Nav) 2676 g.NavDisableMouseHover = true; 2677 else 2678 g.NavDisableHighlight = true; 2679} 2680 2681void ImGui::ClearActiveID() 2682{ 2683 SetActiveID(0, NULL); 2684} 2685 2686void ImGui::SetHoveredID(ImGuiID id) 2687{ 2688 ImGuiContext& g = *GImGui; 2689 g.HoveredId = id; 2690 g.HoveredIdAllowOverlap = false; 2691 if (id != 0 && g.HoveredIdPreviousFrame != id) 2692 g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; 2693} 2694 2695ImGuiID ImGui::GetHoveredID() 2696{ 2697 ImGuiContext& g = *GImGui; 2698 return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; 2699} 2700 2701void ImGui::KeepAliveID(ImGuiID id) 2702{ 2703 ImGuiContext& g = *GImGui; 2704 if (g.ActiveId == id) 2705 g.ActiveIdIsAlive = id; 2706 if (g.ActiveIdPreviousFrame == id) 2707 g.ActiveIdPreviousFrameIsAlive = true; 2708} 2709 2710void ImGui::MarkItemEdited(ImGuiID id) 2711{ 2712 // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). 2713 // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data. 2714 ImGuiContext& g = *GImGui; 2715 IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); 2716 IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. 2717 //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); 2718 g.ActiveIdHasBeenEdited = true; 2719 g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; 2720} 2721 2722static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) 2723{ 2724 // An active popup disable hovering on other windows (apart from its own children) 2725 // FIXME-OPT: This could be cached/stored within the window. 2726 ImGuiContext& g = *GImGui; 2727 if (g.NavWindow) 2728 if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) 2729 if (focused_root_window->WasActive && focused_root_window != window->RootWindow) 2730 { 2731 // For the purpose of those flags we differentiate "standard popup" from "modal popup" 2732 // NB: The order of those two tests is important because Modal windows are also Popups. 2733 if (focused_root_window->Flags & ImGuiWindowFlags_Modal) 2734 return false; 2735 if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) 2736 return false; 2737 } 2738 2739 return true; 2740} 2741 2742// Advance cursor given item size for layout. 2743void ImGui::ItemSize(const ImVec2& size, float text_offset_y) 2744{ 2745 ImGuiContext& g = *GImGui; 2746 ImGuiWindow* window = g.CurrentWindow; 2747 if (window->SkipItems) 2748 return; 2749 2750 // Always align ourselves on pixel boundaries 2751 const float line_height = ImMax(window->DC.CurrentLineSize.y, size.y); 2752 const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y); 2753 //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] 2754 window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y); 2755 window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); 2756 window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); 2757 window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); 2758 window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); 2759 //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] 2760 2761 window->DC.PrevLineSize.y = line_height; 2762 window->DC.PrevLineTextBaseOffset = text_base_offset; 2763 window->DC.CurrentLineSize.y = window->DC.CurrentLineTextBaseOffset = 0.0f; 2764 2765 // Horizontal layout mode 2766 if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) 2767 SameLine(); 2768} 2769 2770void ImGui::ItemSize(const ImRect& bb, float text_offset_y) 2771{ 2772 ItemSize(bb.GetSize(), text_offset_y); 2773} 2774 2775// Declare item bounding box for clipping and interaction. 2776// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface 2777// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd(). 2778bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) 2779{ 2780 ImGuiContext& g = *GImGui; 2781 ImGuiWindow* window = g.CurrentWindow; 2782 2783 if (id != 0) 2784 { 2785 // Navigation processing runs prior to clipping early-out 2786 // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget 2787 // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window. 2788 // it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. 2789 // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick) 2790 window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; 2791 if (g.NavId == id || g.NavAnyRequest) 2792 if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) 2793 if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) 2794 NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); 2795 } 2796 2797 window->DC.LastItemId = id; 2798 window->DC.LastItemRect = bb; 2799 window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; 2800 2801#ifdef IMGUI_ENABLE_TEST_ENGINE 2802 if (id != 0) 2803 ImGuiTestEngineHook_ItemAdd(&g, nav_bb_arg ? *nav_bb_arg : bb, id); 2804#endif 2805 2806 // Clipping test 2807 const bool is_clipped = IsClippedEx(bb, id, false); 2808 if (is_clipped) 2809 return false; 2810 //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] 2811 2812 // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) 2813 if (IsMouseHoveringRect(bb.Min, bb.Max)) 2814 window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; 2815 return true; 2816} 2817 2818// This is roughly matching the behavior of internal-facing ItemHoverable() 2819// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() 2820// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId 2821bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) 2822{ 2823 ImGuiContext& g = *GImGui; 2824 ImGuiWindow* window = g.CurrentWindow; 2825 if (g.NavDisableMouseHover && !g.NavDisableHighlight) 2826 return IsItemFocused(); 2827 2828 // Test for bounding box overlap, as updated as ItemAdd() 2829 if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) 2830 return false; 2831 IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function 2832 2833 // Test if we are hovering the right window (our window could be behind another window) 2834 // [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. 2835 // 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. 2836 //if (g.HoveredWindow != window) 2837 // return false; 2838 if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped)) 2839 return false; 2840 2841 // Test if another item is active (e.g. being dragged) 2842 if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) 2843 if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) 2844 return false; 2845 2846 // Test if interactions on this window are blocked by an active popup or modal 2847 if (!IsWindowContentHoverable(window, flags)) 2848 return false; 2849 2850 // Test if the item is disabled 2851 if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) 2852 return false; 2853 2854 // Special handling for the dummy item after Begin() which represent the title bar or tab. 2855 // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. 2856 if (window->DC.LastItemId == window->MoveId && window->WriteAccessed) 2857 return false; 2858 return true; 2859} 2860 2861// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). 2862bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) 2863{ 2864 ImGuiContext& g = *GImGui; 2865 if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) 2866 return false; 2867 2868 ImGuiWindow* window = g.CurrentWindow; 2869 if (g.HoveredWindow != window) 2870 return false; 2871 if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) 2872 return false; 2873 if (!IsMouseHoveringRect(bb.Min, bb.Max)) 2874 return false; 2875 if (g.NavDisableMouseHover || !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) 2876 return false; 2877 if (window->DC.ItemFlags & ImGuiItemFlags_Disabled) 2878 return false; 2879 2880 SetHoveredID(id); 2881 return true; 2882} 2883 2884bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged) 2885{ 2886 ImGuiContext& g = *GImGui; 2887 ImGuiWindow* window = g.CurrentWindow; 2888 if (!bb.Overlaps(window->ClipRect)) 2889 if (id == 0 || id != g.ActiveId) 2890 if (clip_even_when_logged || !g.LogEnabled) 2891 return true; 2892 return false; 2893} 2894 2895bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop) 2896{ 2897 ImGuiContext& g = *GImGui; 2898 2899 const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; 2900 window->FocusIdxAllCounter++; 2901 if (is_tab_stop) 2902 window->FocusIdxTabCounter++; 2903 2904 // Process keyboard input at this point: TAB/Shift-TAB to tab out of the currently focused item. 2905 // Note that we can always TAB out of a widget that doesn't allow tabbing in. 2906 if (tab_stop && (g.ActiveId == id) && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)) 2907 window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (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. 2908 2909 if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent) 2910 return true; 2911 if (is_tab_stop && window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent) 2912 { 2913 g.NavJustTabbedId = id; 2914 return true; 2915 } 2916 2917 return false; 2918} 2919 2920void ImGui::FocusableItemUnregister(ImGuiWindow* window) 2921{ 2922 window->FocusIdxAllCounter--; 2923 window->FocusIdxTabCounter--; 2924} 2925 2926ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_x, float default_y) 2927{ 2928 ImGuiContext& g = *GImGui; 2929 ImVec2 content_max; 2930 if (size.x < 0.0f || size.y < 0.0f) 2931 content_max = g.CurrentWindow->Pos + GetContentRegionMax(); 2932 if (size.x <= 0.0f) 2933 size.x = (size.x == 0.0f) ? default_x : ImMax(content_max.x - g.CurrentWindow->DC.CursorPos.x, 4.0f) + size.x; 2934 if (size.y <= 0.0f) 2935 size.y = (size.y == 0.0f) ? default_y : ImMax(content_max.y - g.CurrentWindow->DC.CursorPos.y, 4.0f) + size.y; 2936 return size; 2937} 2938 2939float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) 2940{ 2941 if (wrap_pos_x < 0.0f) 2942 return 0.0f; 2943 2944 ImGuiWindow* window = GetCurrentWindowRead(); 2945 if (wrap_pos_x == 0.0f) 2946 wrap_pos_x = GetContentRegionMax().x + window->Pos.x; 2947 else if (wrap_pos_x > 0.0f) 2948 wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space 2949 2950 return ImMax(wrap_pos_x - pos.x, 1.0f); 2951} 2952 2953void* ImGui::MemAlloc(size_t size) 2954{ 2955 if (ImGuiContext* ctx = GImGui) 2956 ctx->IO.MetricsActiveAllocations++; 2957 return GImAllocatorAllocFunc(size, GImAllocatorUserData); 2958} 2959 2960void ImGui::MemFree(void* ptr) 2961{ 2962 if (ptr) 2963 if (ImGuiContext* ctx = GImGui) 2964 ctx->IO.MetricsActiveAllocations--; 2965 return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); 2966} 2967 2968const char* ImGui::GetClipboardText() 2969{ 2970 return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : ""; 2971} 2972 2973void ImGui::SetClipboardText(const char* text) 2974{ 2975 if (GImGui->IO.SetClipboardTextFn) 2976 GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text); 2977} 2978 2979const char* ImGui::GetVersion() 2980{ 2981 return IMGUI_VERSION; 2982} 2983 2984// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself 2985// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module 2986ImGuiContext* ImGui::GetCurrentContext() 2987{ 2988 return GImGui; 2989} 2990 2991void ImGui::SetCurrentContext(ImGuiContext* ctx) 2992{ 2993#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC 2994 IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. 2995#else 2996 GImGui = ctx; 2997#endif 2998} 2999 3000// Helper function to verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit 3001// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. you may see different structures from what imgui.cpp sees which is highly problematic. 3002bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert) 3003{ 3004 bool error = false; 3005 if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); } 3006 if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } 3007 if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } 3008 if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } 3009 if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } 3010 if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } 3011 return !error; 3012} 3013 3014void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) 3015{ 3016 GImAllocatorAllocFunc = alloc_func; 3017 GImAllocatorFreeFunc = free_func; 3018 GImAllocatorUserData = user_data; 3019} 3020 3021ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) 3022{ 3023 ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); 3024 if (GImGui == NULL) 3025 SetCurrentContext(ctx); 3026 Initialize(ctx); 3027 return ctx; 3028} 3029 3030void ImGui::DestroyContext(ImGuiContext* ctx) 3031{ 3032 if (ctx == NULL) 3033 ctx = GImGui; 3034 Shutdown(ctx); 3035 if (GImGui == ctx) 3036 SetCurrentContext(NULL); 3037 IM_DELETE(ctx); 3038} 3039 3040ImGuiIO& ImGui::GetIO() 3041{ 3042 IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); 3043 return GImGui->IO; 3044} 3045 3046ImGuiStyle& ImGui::GetStyle() 3047{ 3048 IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); 3049 return GImGui->Style; 3050} 3051 3052// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame() 3053ImDrawData* ImGui::GetDrawData() 3054{ 3055 ImGuiContext& g = *GImGui; 3056 return g.DrawData.Valid ? &g.DrawData : NULL; 3057} 3058 3059double ImGui::GetTime() 3060{ 3061 return GImGui->Time; 3062} 3063 3064int ImGui::GetFrameCount() 3065{ 3066 return GImGui->FrameCount; 3067} 3068 3069static ImDrawList* GetOverlayDrawList(ImGuiWindow*) 3070{ 3071 // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'viewport' branches. 3072 return &GImGui->OverlayDrawList; 3073} 3074 3075ImDrawList* ImGui::GetOverlayDrawList() 3076{ 3077 return &GImGui->OverlayDrawList; 3078} 3079 3080ImDrawListSharedData* ImGui::GetDrawListSharedData() 3081{ 3082 return &GImGui->DrawListSharedData; 3083} 3084 3085void ImGui::StartMouseMovingWindow(ImGuiWindow* window) 3086{ 3087 // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. 3088 // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. 3089 // This is because we want ActiveId to be set even when the window is not permitted to move. 3090 ImGuiContext& g = *GImGui; 3091 FocusWindow(window); 3092 SetActiveID(window->MoveId, window); 3093 g.NavDisableHighlight = true; 3094 g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos; 3095 3096 bool can_move_window = true; 3097 if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) 3098 can_move_window = false; 3099 if (can_move_window) 3100 g.MovingWindow = window; 3101} 3102 3103// Handle mouse moving window 3104// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() 3105void ImGui::UpdateMouseMovingWindowNewFrame() 3106{ 3107 ImGuiContext& g = *GImGui; 3108 if (g.MovingWindow != NULL) 3109 { 3110 // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). 3111 // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. 3112 KeepAliveID(g.ActiveId); 3113 IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); 3114 ImGuiWindow* moving_window = g.MovingWindow->RootWindow; 3115 if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) 3116 { 3117 ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; 3118 if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) 3119 { 3120 MarkIniSettingsDirty(moving_window); 3121 SetWindowPos(moving_window, pos, ImGuiCond_Always); 3122 } 3123 FocusWindow(g.MovingWindow); 3124 } 3125 else 3126 { 3127 ClearActiveID(); 3128 g.MovingWindow = NULL; 3129 } 3130 } 3131 else 3132 { 3133 // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. 3134 if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) 3135 { 3136 KeepAliveID(g.ActiveId); 3137 if (!g.IO.MouseDown[0]) 3138 ClearActiveID(); 3139 } 3140 } 3141} 3142 3143// Initiate moving window, handle left-click and right-click focus 3144void ImGui::UpdateMouseMovingWindowEndFrame() 3145{ 3146 // Initiate moving window 3147 ImGuiContext& g = *GImGui; 3148 if (g.ActiveId != 0 || g.HoveredId != 0) 3149 return; 3150 3151 // Unless we just made a window/popup appear 3152 if (g.NavWindow && g.NavWindow->Appearing) 3153 return; 3154 3155 // Click to focus window and start moving (after we're done with all our widgets) 3156 if (g.IO.MouseClicked[0]) 3157 { 3158 if (g.HoveredRootWindow != NULL) 3159 { 3160 StartMouseMovingWindow(g.HoveredWindow); 3161 if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoTitleBar)) 3162 if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) 3163 g.MovingWindow = NULL; 3164 } 3165 else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL) 3166 { 3167 // Clicking on void disable focus 3168 FocusWindow(NULL); 3169 } 3170 } 3171 3172 // With right mouse button we close popups without changing focus 3173 // (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger) 3174 if (g.IO.MouseClicked[1]) 3175 { 3176 // Find the top-most window between HoveredWindow and the front most Modal Window. 3177 // This is where we can trim the popup stack. 3178 ImGuiWindow* modal = GetFrontMostPopupModal(); 3179 bool hovered_window_above_modal = false; 3180 if (modal == NULL) 3181 hovered_window_above_modal = true; 3182 for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--) 3183 { 3184 ImGuiWindow* window = g.Windows[i]; 3185 if (window == modal) 3186 break; 3187 if (window == g.HoveredWindow) 3188 hovered_window_above_modal = true; 3189 } 3190 ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal); 3191 } 3192} 3193 3194static bool IsWindowActiveAndVisible(ImGuiWindow* window) 3195{ 3196 return (window->Active) && (!window->Hidden); 3197} 3198 3199static void ImGui::UpdateMouseInputs() 3200{ 3201 ImGuiContext& g = *GImGui; 3202 3203 // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) 3204 if (IsMousePosValid(&g.IO.MousePos)) 3205 g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos); 3206 3207 // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta 3208 if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) 3209 g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; 3210 else 3211 g.IO.MouseDelta = ImVec2(0.0f, 0.0f); 3212 if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) 3213 g.NavDisableMouseHover = false; 3214 3215 g.IO.MousePosPrev = g.IO.MousePos; 3216 for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) 3217 { 3218 g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; 3219 g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; 3220 g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; 3221 g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f; 3222 g.IO.MouseDoubleClicked[i] = false; 3223 if (g.IO.MouseClicked[i]) 3224 { 3225 if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime) 3226 { 3227 ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); 3228 if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) 3229 g.IO.MouseDoubleClicked[i] = true; 3230 g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click 3231 } 3232 else 3233 { 3234 g.IO.MouseClickedTime[i] = g.Time; 3235 } 3236 g.IO.MouseClickedPos[i] = g.IO.MousePos; 3237 g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); 3238 g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; 3239 } 3240 else if (g.IO.MouseDown[i]) 3241 { 3242 // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold 3243 ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); 3244 g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); 3245 g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); 3246 g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); 3247 } 3248 if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation 3249 g.NavDisableMouseHover = false; 3250 } 3251} 3252 3253void ImGui::UpdateMouseWheel() 3254{ 3255 ImGuiContext& g = *GImGui; 3256 if (!g.HoveredWindow || g.HoveredWindow->Collapsed) 3257 return; 3258 if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) 3259 return; 3260 3261 // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set). 3262 ImGuiWindow* window = g.HoveredWindow; 3263 ImGuiWindow* scroll_window = window; 3264 while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs) && scroll_window->ParentWindow) 3265 scroll_window = scroll_window->ParentWindow; 3266 const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs); 3267 3268 if (g.IO.MouseWheel != 0.0f) 3269 { 3270 if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling) 3271 { 3272 // Zoom / Scale window 3273 const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); 3274 const float scale = new_font_scale / window->FontWindowScale; 3275 window->FontWindowScale = new_font_scale; 3276 3277 const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; 3278 window->Pos += offset; 3279 window->Size *= scale; 3280 window->SizeFull *= scale; 3281 } 3282 else if (!g.IO.KeyCtrl && scroll_allowed) 3283 { 3284 // Mouse wheel vertical scrolling 3285 float scroll_amount = 5 * scroll_window->CalcFontSize(); 3286 scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f); 3287 SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount); 3288 } 3289 } 3290 if (g.IO.MouseWheelH != 0.0f && scroll_allowed && !g.IO.KeyCtrl) 3291 { 3292 // Mouse wheel horizontal scrolling (for hardware that supports it) 3293 float scroll_amount = scroll_window->CalcFontSize(); 3294 SetWindowScrollX(scroll_window, scroll_window->Scroll.x - g.IO.MouseWheelH * scroll_amount); 3295 } 3296} 3297 3298// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) 3299void ImGui::UpdateHoveredWindowAndCaptureFlags() 3300{ 3301 ImGuiContext& g = *GImGui; 3302 3303 // Find the window hovered by mouse: 3304 // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. 3305 // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. 3306 // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. 3307 FindHoveredWindow(); 3308 3309 // Modal windows prevents cursor from hovering behind them. 3310 ImGuiWindow* modal_window = GetFrontMostPopupModal(); 3311 if (modal_window) 3312 if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) 3313 g.HoveredRootWindow = g.HoveredWindow = NULL; 3314 3315 // Disabled mouse? 3316 if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) 3317 g.HoveredWindow = g.HoveredRootWindow = NULL; 3318 3319 // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward. 3320 int mouse_earliest_button_down = -1; 3321 bool mouse_any_down = false; 3322 for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) 3323 { 3324 if (g.IO.MouseClicked[i]) 3325 g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenPopupStack.empty()); 3326 mouse_any_down |= g.IO.MouseDown[i]; 3327 if (g.IO.MouseDown[i]) 3328 if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down]) 3329 mouse_earliest_button_down = i; 3330 } 3331 const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; 3332 3333 // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. 3334 // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) 3335 const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; 3336 if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) 3337 g.HoveredWindow = g.HoveredRootWindow = NULL; 3338 3339 // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to imgui + app) 3340 if (g.WantCaptureMouseNextFrame != -1) 3341 g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); 3342 else 3343 g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty()); 3344 3345 // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to imgui + app) 3346 if (g.WantCaptureKeyboardNextFrame != -1) 3347 g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); 3348 else 3349 g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); 3350 if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) 3351 g.IO.WantCaptureKeyboard = true; 3352 3353 // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible 3354 g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; 3355} 3356 3357void ImGui::NewFrame() 3358{ 3359 IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); 3360 ImGuiContext& g = *GImGui; 3361 3362#ifdef IMGUI_ENABLE_TEST_ENGINE 3363 ImGuiTestEngineHook_PreNewFrame(&g); 3364#endif 3365 3366 // Check user data 3367 // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) 3368 IM_ASSERT(g.Initialized); 3369 IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); 3370 IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); 3371 IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); 3372 IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); 3373 IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); 3374 IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); 3375 IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); 3376 for (int n = 0; n < ImGuiKey_COUNT; n++) 3377 IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); 3378 3379 // Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP) 3380 if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) 3381 IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); 3382 3383 // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. 3384 if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) 3385 g.IO.ConfigWindowsResizeFromEdges = false; 3386 3387 // Load settings on first frame (if not explicitly loaded manually before) 3388 if (!g.SettingsLoaded) 3389 { 3390 IM_ASSERT(g.SettingsWindows.empty()); 3391 if (g.IO.IniFilename) 3392 LoadIniSettingsFromDisk(g.IO.IniFilename); 3393 g.SettingsLoaded = true; 3394 } 3395 3396 // Save settings (with a delay after the last modification, so we don't spam disk too much) 3397 if (g.SettingsDirtyTimer > 0.0f) 3398 { 3399 g.SettingsDirtyTimer -= g.IO.DeltaTime; 3400 if (g.SettingsDirtyTimer <= 0.0f) 3401 { 3402 if (g.IO.IniFilename != NULL) 3403 SaveIniSettingsToDisk(g.IO.IniFilename); 3404 else 3405 g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. 3406 g.SettingsDirtyTimer = 0.0f; 3407 } 3408 } 3409 3410 g.Time += g.IO.DeltaTime; 3411 g.FrameScopeActive = true; 3412 g.FrameCount += 1; 3413 g.TooltipOverrideCount = 0; 3414 g.WindowsActiveCount = 0; 3415 3416 // Setup current font and draw list shared data 3417 g.IO.Fonts->Locked = true; 3418 SetCurrentFont(GetDefaultFont()); 3419 IM_ASSERT(g.Font->IsLoaded()); 3420 g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); 3421 g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; 3422 3423 g.OverlayDrawList.Clear(); 3424 g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID); 3425 g.OverlayDrawList.PushClipRectFullScreen(); 3426 g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); 3427 3428 // Mark rendering data as invalid to prevent user who may have a handle on it to use it. 3429 g.DrawData.Clear(); 3430 3431 // Drag and drop keep the source ID alive so even if the source disappear our state is consistent 3432 if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) 3433 KeepAliveID(g.DragDropPayload.SourceId); 3434 3435 // Clear reference to active widget if the widget isn't alive anymore 3436 if (!g.HoveredIdPreviousFrame) 3437 g.HoveredIdTimer = 0.0f; 3438 if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) 3439 g.HoveredIdNotActiveTimer = 0.0f; 3440 if (g.HoveredId) 3441 g.HoveredIdTimer += g.IO.DeltaTime; 3442 if (g.HoveredId && g.ActiveId != g.HoveredId) 3443 g.HoveredIdNotActiveTimer += g.IO.DeltaTime; 3444 g.HoveredIdPreviousFrame = g.HoveredId; 3445 g.HoveredId = 0; 3446 g.HoveredIdAllowOverlap = false; 3447 if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) 3448 ClearActiveID(); 3449 if (g.ActiveId) 3450 g.ActiveIdTimer += g.IO.DeltaTime; 3451 g.LastActiveIdTimer += g.IO.DeltaTime; 3452 g.ActiveIdPreviousFrame = g.ActiveId; 3453 g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; 3454 g.ActiveIdPreviousFrameHasBeenEdited = g.ActiveIdHasBeenEdited; 3455 g.ActiveIdIsAlive = 0; 3456 g.ActiveIdPreviousFrameIsAlive = false; 3457 g.ActiveIdIsJustActivated = false; 3458 if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId) 3459 g.ScalarAsInputTextId = 0; 3460 3461 // Drag and drop 3462 g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; 3463 g.DragDropAcceptIdCurr = 0; 3464 g.DragDropAcceptIdCurrRectSurface = FLT_MAX; 3465 g.DragDropWithinSourceOrTarget = false; 3466 3467 // Update keyboard input state 3468 memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration)); 3469 for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++) 3470 g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f; 3471 3472 // Update gamepad/keyboard directional navigation 3473 NavUpdate(); 3474 3475 // Update mouse input state 3476 UpdateMouseInputs(); 3477 3478 // Calculate frame-rate for the user, as a purely luxurious feature 3479 g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; 3480 g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; 3481 g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); 3482 g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; 3483 3484 // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) 3485 UpdateMouseMovingWindowNewFrame(); 3486 UpdateHoveredWindowAndCaptureFlags(); 3487 3488 // Background darkening/whitening 3489 if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) 3490 g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); 3491 else 3492 g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); 3493 3494 g.MouseCursor = ImGuiMouseCursor_Arrow; 3495 g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; 3496 g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default 3497 3498 // Mouse wheel scrolling, scale 3499 UpdateMouseWheel(); 3500 3501 // Pressing TAB activate widget focus 3502 if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false)) 3503 { 3504 if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) 3505 g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); 3506 else 3507 g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0; 3508 } 3509 g.NavIdTabCounter = INT_MAX; 3510 3511 // Mark all windows as not visible 3512 IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); 3513 for (int i = 0; i != g.Windows.Size; i++) 3514 { 3515 ImGuiWindow* window = g.Windows[i]; 3516 window->WasActive = window->Active; 3517 window->Active = false; 3518 window->WriteAccessed = false; 3519 } 3520 3521 // Closing the focused window restore focus to the first active root window in descending z-order 3522 if (g.NavWindow && !g.NavWindow->WasActive) 3523 FocusPreviousWindowIgnoringOne(NULL); 3524 3525 // No window should be open at the beginning of the frame. 3526 // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. 3527 g.CurrentWindowStack.resize(0); 3528 g.BeginPopupStack.resize(0); 3529 ClosePopupsOverWindow(g.NavWindow); 3530 3531 // Create implicit/fallback window - which we will only render it if the user has added something to it. 3532 // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. 3533 // This fallback is particularly important as it avoid ImGui:: calls from crashing. 3534 SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); 3535 Begin("Debug##Default"); 3536 g.FrameScopePushedImplicitWindow = true; 3537 3538#ifdef IMGUI_ENABLE_TEST_ENGINE 3539 ImGuiTestEngineHook_PostNewFrame(&g); 3540#endif 3541} 3542 3543void ImGui::Initialize(ImGuiContext* context) 3544{ 3545 ImGuiContext& g = *context; 3546 IM_ASSERT(!g.Initialized && !g.SettingsLoaded); 3547 3548 // Add .ini handle for ImGuiWindow type 3549 ImGuiSettingsHandler ini_handler; 3550 ini_handler.TypeName = "Window"; 3551 ini_handler.TypeHash = ImHashStr("Window", 0); 3552 ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen; 3553 ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine; 3554 ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll; 3555 g.SettingsHandlers.push_back(ini_handler); 3556 3557 g.Initialized = true; 3558} 3559 3560// This function is merely here to free heap allocations. 3561void ImGui::Shutdown(ImGuiContext* context) 3562{ 3563 // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) 3564 ImGuiContext& g = *context; 3565 if (g.IO.Fonts && g.FontAtlasOwnedByContext) 3566 { 3567 g.IO.Fonts->Locked = false; 3568 IM_DELETE(g.IO.Fonts); 3569 } 3570 g.IO.Fonts = NULL; 3571 3572 // Cleanup of other data are conditional on actually having initialized ImGui. 3573 if (!g.Initialized) 3574 return; 3575 3576 // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) 3577 if (g.SettingsLoaded && g.IO.IniFilename != NULL) 3578 { 3579 ImGuiContext* backup_context = GImGui; 3580 SetCurrentContext(context); 3581 SaveIniSettingsToDisk(g.IO.IniFilename); 3582 SetCurrentContext(backup_context); 3583 } 3584 3585 // Clear everything else 3586 for (int i = 0; i < g.Windows.Size; i++) 3587 IM_DELETE(g.Windows[i]); 3588 g.Windows.clear(); 3589 g.WindowsFocusOrder.clear(); 3590 g.WindowsSortBuffer.clear(); 3591 g.CurrentWindow = NULL; 3592 g.CurrentWindowStack.clear(); 3593 g.WindowsById.Clear(); 3594 g.NavWindow = NULL; 3595 g.HoveredWindow = g.HoveredRootWindow = NULL; 3596 g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; 3597 g.MovingWindow = NULL; 3598 g.ColorModifiers.clear(); 3599 g.StyleModifiers.clear(); 3600 g.FontStack.clear(); 3601 g.OpenPopupStack.clear(); 3602 g.BeginPopupStack.clear(); 3603 g.DrawDataBuilder.ClearFreeMemory(); 3604 g.OverlayDrawList.ClearFreeMemory(); 3605 g.PrivateClipboard.clear(); 3606 g.InputTextState.TextW.clear(); 3607 g.InputTextState.InitialText.clear(); 3608 g.InputTextState.TempBuffer.clear(); 3609 3610 for (int i = 0; i < g.SettingsWindows.Size; i++) 3611 IM_DELETE(g.SettingsWindows[i].Name); 3612 g.SettingsWindows.clear(); 3613 g.SettingsHandlers.clear(); 3614 3615 if (g.LogFile && g.LogFile != stdout) 3616 { 3617 fclose(g.LogFile); 3618 g.LogFile = NULL; 3619 } 3620 g.LogClipboard.clear(); 3621 3622 g.Initialized = false; 3623} 3624 3625// FIXME: Add a more explicit sort order in the window structure. 3626static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) 3627{ 3628 const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; 3629 const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; 3630 if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) 3631 return d; 3632 if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) 3633 return d; 3634 return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); 3635} 3636 3637static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window) 3638{ 3639 out_sorted_windows->push_back(window); 3640 if (window->Active) 3641 { 3642 int count = window->DC.ChildWindows.Size; 3643 if (count > 1) 3644 ImQsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); 3645 for (int i = 0; i < count; i++) 3646 { 3647 ImGuiWindow* child = window->DC.ChildWindows[i]; 3648 if (child->Active) 3649 AddWindowToSortBuffer(out_sorted_windows, child); 3650 } 3651 } 3652} 3653 3654static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list) 3655{ 3656 if (draw_list->CmdBuffer.empty()) 3657 return; 3658 3659 // Remove trailing command if unused 3660 ImDrawCmd& last_cmd = draw_list->CmdBuffer.back(); 3661 if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL) 3662 { 3663 draw_list->CmdBuffer.pop_back(); 3664 if (draw_list->CmdBuffer.empty()) 3665 return; 3666 } 3667 3668 // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. May trigger for you if you are using PrimXXX functions incorrectly. 3669 IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); 3670 IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); 3671 IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); 3672 3673 // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) 3674 // If this assert triggers because you are drawing lots of stuff manually: 3675 // A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents. 3676 // B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes. 3677 // You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing: 3678 // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); 3679 // Your own engine or render API may use different parameters or function calls to specify index sizes. 2 and 4 bytes indices are generally supported by most API. 3680 // C) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists. 3681 if (sizeof(ImDrawIdx) == 2) 3682 IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); 3683 3684 out_list->push_back(draw_list); 3685} 3686 3687static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window) 3688{ 3689 ImGuiContext& g = *GImGui; 3690 g.IO.MetricsRenderWindows++; 3691 AddDrawListToDrawData(out_render_list, window->DrawList); 3692 for (int i = 0; i < window->DC.ChildWindows.Size; i++) 3693 { 3694 ImGuiWindow* child = window->DC.ChildWindows[i]; 3695 if (IsWindowActiveAndVisible(child)) // clipped children may have been marked not active 3696 AddWindowToDrawData(out_render_list, child); 3697 } 3698} 3699 3700static void AddRootWindowToDrawData(ImGuiWindow* window) 3701{ 3702 ImGuiContext& g = *GImGui; 3703 if (window->Flags & ImGuiWindowFlags_Tooltip) 3704 AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window); 3705 else 3706 AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window); 3707} 3708 3709void ImDrawDataBuilder::FlattenIntoSingleLayer() 3710{ 3711 int n = Layers[0].Size; 3712 int size = n; 3713 for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) 3714 size += Layers[i].Size; 3715 Layers[0].resize(size); 3716 for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) 3717 { 3718 ImVector<ImDrawList*>& layer = Layers[layer_n]; 3719 if (layer.empty()) 3720 continue; 3721 memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); 3722 n += layer.Size; 3723 layer.resize(0); 3724 } 3725} 3726 3727static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_data) 3728{ 3729 ImGuiIO& io = ImGui::GetIO(); 3730 draw_data->Valid = true; 3731 draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; 3732 draw_data->CmdListsCount = draw_lists->Size; 3733 draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; 3734 draw_data->DisplayPos = ImVec2(0.0f, 0.0f); 3735 draw_data->DisplaySize = io.DisplaySize; 3736 draw_data->FramebufferScale = io.DisplayFramebufferScale; 3737 for (int n = 0; n < draw_lists->Size; n++) 3738 { 3739 draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; 3740 draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size; 3741 } 3742} 3743 3744// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result. 3745void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) 3746{ 3747 ImGuiWindow* window = GetCurrentWindow(); 3748 window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); 3749 window->ClipRect = window->DrawList->_ClipRectStack.back(); 3750} 3751 3752void ImGui::PopClipRect() 3753{ 3754 ImGuiWindow* window = GetCurrentWindow(); 3755 window->DrawList->PopClipRect(); 3756 window->ClipRect = window->DrawList->_ClipRectStack.back(); 3757} 3758 3759// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. 3760void ImGui::EndFrame() 3761{ 3762 ImGuiContext& g = *GImGui; 3763 IM_ASSERT(g.Initialized); 3764 if (g.FrameCountEnded == g.FrameCount) // Don't process EndFrame() multiple times. 3765 return; 3766 IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()?"); 3767 3768 // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) 3769 if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f)) 3770 { 3771 g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y); 3772 g.PlatformImeLastPos = g.PlatformImePos; 3773 } 3774 3775 // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you 3776 // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). 3777 if (g.CurrentWindowStack.Size != 1) 3778 { 3779 if (g.CurrentWindowStack.Size > 1) 3780 { 3781 IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); 3782 while (g.CurrentWindowStack.Size > 1) // FIXME-ERRORHANDLING 3783 End(); 3784 } 3785 else 3786 { 3787 IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); 3788 } 3789 } 3790 3791 // Hide implicit/fallback "Debug" window if it hasn't been used 3792 g.FrameScopePushedImplicitWindow = false; 3793 if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) 3794 g.CurrentWindow->Active = false; 3795 End(); 3796 3797 // Show CTRL+TAB list window 3798 if (g.NavWindowingTarget) 3799 NavUpdateWindowingList(); 3800 3801 // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) 3802 if (g.DragDropActive) 3803 { 3804 bool is_delivered = g.DragDropPayload.Delivery; 3805 bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); 3806 if (is_delivered || is_elapsed) 3807 ClearDragDrop(); 3808 } 3809 3810 // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. 3811 if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount) 3812 { 3813 g.DragDropWithinSourceOrTarget = true; 3814 SetTooltip("..."); 3815 g.DragDropWithinSourceOrTarget = false; 3816 } 3817 3818 // End frame 3819 g.FrameScopeActive = false; 3820 g.FrameCountEnded = g.FrameCount; 3821 3822 // Initiate moving window + handle left-click and right-click focus 3823 UpdateMouseMovingWindowEndFrame(); 3824 3825 // Sort the window list so that all child windows are after their parent 3826 // We cannot do that on FocusWindow() because childs may not exist yet 3827 g.WindowsSortBuffer.resize(0); 3828 g.WindowsSortBuffer.reserve(g.Windows.Size); 3829 for (int i = 0; i != g.Windows.Size; i++) 3830 { 3831 ImGuiWindow* window = g.Windows[i]; 3832 if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it 3833 continue; 3834 AddWindowToSortBuffer(&g.WindowsSortBuffer, window); 3835 } 3836 3837 // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. 3838 IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); 3839 g.Windows.swap(g.WindowsSortBuffer); 3840 g.IO.MetricsActiveWindows = g.WindowsActiveCount; 3841 3842 // Unlock font atlas 3843 g.IO.Fonts->Locked = false; 3844 3845 // Clear Input data for next frame 3846 g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; 3847 g.IO.InputQueueCharacters.resize(0); 3848 memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); 3849} 3850 3851void ImGui::Render() 3852{ 3853 ImGuiContext& g = *GImGui; 3854 IM_ASSERT(g.Initialized); 3855 3856 if (g.FrameCountEnded != g.FrameCount) 3857 EndFrame(); 3858 g.FrameCountRendered = g.FrameCount; 3859 3860 // Gather ImDrawList to render (for each active window) 3861 g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; 3862 g.DrawDataBuilder.Clear(); 3863 ImGuiWindow* windows_to_render_front_most[2]; 3864 windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; 3865 windows_to_render_front_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; 3866 for (int n = 0; n != g.Windows.Size; n++) 3867 { 3868 ImGuiWindow* window = g.Windows[n]; 3869 if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1]) 3870 AddRootWindowToDrawData(window); 3871 } 3872 for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++) 3873 if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window 3874 AddRootWindowToDrawData(windows_to_render_front_most[n]); 3875 g.DrawDataBuilder.FlattenIntoSingleLayer(); 3876 3877 // Draw software mouse cursor if requested 3878 if (g.IO.MouseDrawCursor) 3879 RenderMouseCursor(&g.OverlayDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor); 3880 3881 if (!g.OverlayDrawList.VtxBuffer.empty()) 3882 AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList); 3883 3884 // Setup ImDrawData structure for end-user 3885 SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData); 3886 g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount; 3887 g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount; 3888 3889 // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves. 3890#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 3891 if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) 3892 g.IO.RenderDrawListsFn(&g.DrawData); 3893#endif 3894} 3895 3896// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. 3897// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize) 3898ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) 3899{ 3900 ImGuiContext& g = *GImGui; 3901 3902 const char* text_display_end; 3903 if (hide_text_after_double_hash) 3904 text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string 3905 else 3906 text_display_end = text_end; 3907 3908 ImFont* font = g.Font; 3909 const float font_size = g.FontSize; 3910 if (text == text_display_end) 3911 return ImVec2(0.0f, font_size); 3912 ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); 3913 3914 // Round 3915 text_size.x = (float)(int)(text_size.x + 0.95f); 3916 3917 return text_size; 3918} 3919 3920// Helper to calculate coarse clipping of large list of evenly sized items. 3921// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. 3922// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX 3923void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) 3924{ 3925 ImGuiContext& g = *GImGui; 3926 ImGuiWindow* window = g.CurrentWindow; 3927 if (g.LogEnabled) 3928 { 3929 // If logging is active, do not perform any clipping 3930 *out_items_display_start = 0; 3931 *out_items_display_end = items_count; 3932 return; 3933 } 3934 if (window->SkipItems) 3935 { 3936 *out_items_display_start = *out_items_display_end = 0; 3937 return; 3938 } 3939 3940 // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect 3941 ImRect unclipped_rect = window->ClipRect; 3942 if (g.NavMoveRequest) 3943 unclipped_rect.Add(g.NavScoringRectScreen); 3944 3945 const ImVec2 pos = window->DC.CursorPos; 3946 int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); 3947 int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); 3948 3949 // When performing a navigation request, ensure we have one item extra in the direction we are moving to 3950 if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) 3951 start--; 3952 if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) 3953 end++; 3954 3955 start = ImClamp(start, 0, items_count); 3956 end = ImClamp(end + 1, start, items_count); 3957 *out_items_display_start = start; 3958 *out_items_display_end = end; 3959} 3960 3961// Find window given position, search front-to-back 3962// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically 3963// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is 3964// called, aka before the next Begin(). Moving window isn't affected. 3965static void FindHoveredWindow() 3966{ 3967 ImGuiContext& g = *GImGui; 3968 3969 ImGuiWindow* hovered_window = NULL; 3970 if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) 3971 hovered_window = g.MovingWindow; 3972 3973 ImVec2 padding_regular = g.Style.TouchExtraPadding; 3974 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; 3975 for (int i = g.Windows.Size - 1; i >= 0; i--) 3976 { 3977 ImGuiWindow* window = g.Windows[i]; 3978 if (!window->Active || window->Hidden) 3979 continue; 3980 if (window->Flags & ImGuiWindowFlags_NoMouseInputs) 3981 continue; 3982 3983 // Using the clipped AABB, a child window will typically be clipped by its parent (not always) 3984 ImRect bb(window->OuterRectClipped); 3985 if ((window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_NoResize)) 3986 bb.Expand(padding_regular); 3987 else 3988 bb.Expand(padding_for_resize_from_edges); 3989 if (!bb.Contains(g.IO.MousePos)) 3990 continue; 3991 3992 // Those seemingly unnecessary extra tests are because the code here is a little different in viewport/docking branches. 3993 if (hovered_window == NULL) 3994 hovered_window = window; 3995 if (hovered_window) 3996 break; 3997 } 3998 3999 g.HoveredWindow = hovered_window; 4000 g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; 4001 4002} 4003 4004// Test if mouse cursor is hovering given rectangle 4005// NB- Rectangle is clipped by our current clip setting 4006// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) 4007bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) 4008{ 4009 ImGuiContext& g = *GImGui; 4010 4011 // Clip 4012 ImRect rect_clipped(r_min, r_max); 4013 if (clip) 4014 rect_clipped.ClipWith(g.CurrentWindow->ClipRect); 4015 4016 // Expand for touch input 4017 const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); 4018 if (!rect_for_touch.Contains(g.IO.MousePos)) 4019 return false; 4020 return true; 4021} 4022 4023int ImGui::GetKeyIndex(ImGuiKey imgui_key) 4024{ 4025 IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); 4026 return GImGui->IO.KeyMap[imgui_key]; 4027} 4028 4029// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! 4030bool ImGui::IsKeyDown(int user_key_index) 4031{ 4032 if (user_key_index < 0) return false; 4033 IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown)); 4034 return GImGui->IO.KeysDown[user_key_index]; 4035} 4036 4037int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate) 4038{ 4039 if (t == 0.0f) 4040 return 1; 4041 if (t <= repeat_delay || repeat_rate <= 0.0f) 4042 return 0; 4043 const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate); 4044 return (count > 0) ? count : 0; 4045} 4046 4047int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) 4048{ 4049 ImGuiContext& g = *GImGui; 4050 if (key_index < 0) 4051 return 0; 4052 IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); 4053 const float t = g.IO.KeysDownDuration[key_index]; 4054 return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate); 4055} 4056 4057bool ImGui::IsKeyPressed(int user_key_index, bool repeat) 4058{ 4059 ImGuiContext& g = *GImGui; 4060 if (user_key_index < 0) 4061 return false; 4062 IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); 4063 const float t = g.IO.KeysDownDuration[user_key_index]; 4064 if (t == 0.0f) 4065 return true; 4066 if (repeat && t > g.IO.KeyRepeatDelay) 4067 return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; 4068 return false; 4069} 4070 4071bool ImGui::IsKeyReleased(int user_key_index) 4072{ 4073 ImGuiContext& g = *GImGui; 4074 if (user_key_index < 0) return false; 4075 IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); 4076 return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; 4077} 4078 4079bool ImGui::IsMouseDown(int button) 4080{ 4081 ImGuiContext& g = *GImGui; 4082 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); 4083 return g.IO.MouseDown[button]; 4084} 4085 4086bool ImGui::IsAnyMouseDown() 4087{ 4088 ImGuiContext& g = *GImGui; 4089 for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) 4090 if (g.IO.MouseDown[n]) 4091 return true; 4092 return false; 4093} 4094 4095bool ImGui::IsMouseClicked(int button, bool repeat) 4096{ 4097 ImGuiContext& g = *GImGui; 4098 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); 4099 const float t = g.IO.MouseDownDuration[button]; 4100 if (t == 0.0f) 4101 return true; 4102 4103 if (repeat && t > g.IO.KeyRepeatDelay) 4104 { 4105 float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate; 4106 if ((ImFmod(t - delay, rate) > rate*0.5f) != (ImFmod(t - delay - g.IO.DeltaTime, rate) > rate*0.5f)) 4107 return true; 4108 } 4109 4110 return false; 4111} 4112 4113bool ImGui::IsMouseReleased(int button) 4114{ 4115 ImGuiContext& g = *GImGui; 4116 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); 4117 return g.IO.MouseReleased[button]; 4118} 4119 4120bool ImGui::IsMouseDoubleClicked(int button) 4121{ 4122 ImGuiContext& g = *GImGui; 4123 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); 4124 return g.IO.MouseDoubleClicked[button]; 4125} 4126 4127bool ImGui::IsMouseDragging(int button, float lock_threshold) 4128{ 4129 ImGuiContext& g = *GImGui; 4130 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); 4131 if (!g.IO.MouseDown[button]) 4132 return false; 4133 if (lock_threshold < 0.0f) 4134 lock_threshold = g.IO.MouseDragThreshold; 4135 return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; 4136} 4137 4138ImVec2 ImGui::GetMousePos() 4139{ 4140 return GImGui->IO.MousePos; 4141} 4142 4143// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! 4144ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() 4145{ 4146 ImGuiContext& g = *GImGui; 4147 if (g.BeginPopupStack.Size > 0) 4148 return g.OpenPopupStack[g.BeginPopupStack.Size-1].OpenMousePos; 4149 return g.IO.MousePos; 4150} 4151 4152// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. 4153bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) 4154{ 4155 // The assert is only to silence a false-positive in XCode Static Analysis. 4156 // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). 4157 IM_ASSERT(GImGui != NULL); 4158 const float MOUSE_INVALID = -256000.0f; 4159 ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; 4160 return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; 4161} 4162 4163// Return the delta from the initial clicking position. 4164// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. 4165// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. 4166ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) 4167{ 4168 ImGuiContext& g = *GImGui; 4169 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); 4170 if (lock_threshold < 0.0f) 4171 lock_threshold = g.IO.MouseDragThreshold; 4172 if (g.IO.MouseDown[button]) 4173 if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) 4174 return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment). 4175 return ImVec2(0.0f, 0.0f); 4176} 4177 4178void ImGui::ResetMouseDragDelta(int button) 4179{ 4180 ImGuiContext& g = *GImGui; 4181 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); 4182 // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr 4183 g.IO.MouseClickedPos[button] = g.IO.MousePos; 4184} 4185 4186ImGuiMouseCursor ImGui::GetMouseCursor() 4187{ 4188 return GImGui->MouseCursor; 4189} 4190 4191void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) 4192{ 4193 GImGui->MouseCursor = cursor_type; 4194} 4195 4196void ImGui::CaptureKeyboardFromApp(bool capture) 4197{ 4198 GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0; 4199} 4200 4201void ImGui::CaptureMouseFromApp(bool capture) 4202{ 4203 GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0; 4204} 4205 4206bool ImGui::IsItemActive() 4207{ 4208 ImGuiContext& g = *GImGui; 4209 if (g.ActiveId) 4210 { 4211 ImGuiWindow* window = g.CurrentWindow; 4212 return g.ActiveId == window->DC.LastItemId; 4213 } 4214 return false; 4215} 4216 4217bool ImGui::IsItemActivated() 4218{ 4219 ImGuiContext& g = *GImGui; 4220 if (g.ActiveId) 4221 { 4222 ImGuiWindow* window = g.CurrentWindow; 4223 if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId) 4224 return true; 4225 } 4226 return false; 4227} 4228 4229bool ImGui::IsItemDeactivated() 4230{ 4231 ImGuiContext& g = *GImGui; 4232 ImGuiWindow* window = g.CurrentWindow; 4233 return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); 4234} 4235 4236bool ImGui::IsItemDeactivatedAfterEdit() 4237{ 4238 ImGuiContext& g = *GImGui; 4239 return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEdited || (g.ActiveId == 0 && g.ActiveIdHasBeenEdited)); 4240} 4241 4242bool ImGui::IsItemFocused() 4243{ 4244 ImGuiContext& g = *GImGui; 4245 ImGuiWindow* window = g.CurrentWindow; 4246 4247 if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) 4248 return false; 4249 return true; 4250} 4251 4252bool ImGui::IsItemClicked(int mouse_button) 4253{ 4254 return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); 4255} 4256 4257bool ImGui::IsAnyItemHovered() 4258{ 4259 ImGuiContext& g = *GImGui; 4260 return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; 4261} 4262 4263bool ImGui::IsAnyItemActive() 4264{ 4265 ImGuiContext& g = *GImGui; 4266 return g.ActiveId != 0; 4267} 4268 4269bool ImGui::IsAnyItemFocused() 4270{ 4271 ImGuiContext& g = *GImGui; 4272 return g.NavId != 0 && !g.NavDisableHighlight; 4273} 4274 4275bool ImGui::IsItemVisible() 4276{ 4277 ImGuiWindow* window = GetCurrentWindowRead(); 4278 return window->ClipRect.Overlaps(window->DC.LastItemRect); 4279} 4280 4281bool ImGui::IsItemEdited() 4282{ 4283 ImGuiWindow* window = GetCurrentWindowRead(); 4284 return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0; 4285} 4286 4287// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. 4288void ImGui::SetItemAllowOverlap() 4289{ 4290 ImGuiContext& g = *GImGui; 4291 if (g.HoveredId == g.CurrentWindow->DC.LastItemId) 4292 g.HoveredIdAllowOverlap = true; 4293 if (g.ActiveId == g.CurrentWindow->DC.LastItemId) 4294 g.ActiveIdAllowOverlap = true; 4295} 4296 4297ImVec2 ImGui::GetItemRectMin() 4298{ 4299 ImGuiWindow* window = GetCurrentWindowRead(); 4300 return window->DC.LastItemRect.Min; 4301} 4302 4303ImVec2 ImGui::GetItemRectMax() 4304{ 4305 ImGuiWindow* window = GetCurrentWindowRead(); 4306 return window->DC.LastItemRect.Max; 4307} 4308 4309ImVec2 ImGui::GetItemRectSize() 4310{ 4311 ImGuiWindow* window = GetCurrentWindowRead(); 4312 return window->DC.LastItemRect.GetSize(); 4313} 4314 4315static ImRect GetViewportRect() 4316{ 4317 ImGuiContext& g = *GImGui; 4318 return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); 4319} 4320 4321static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) 4322{ 4323 ImGuiContext& g = *GImGui; 4324 ImGuiWindow* parent_window = g.CurrentWindow; 4325 4326 flags |= ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow; 4327 flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag 4328 4329 // Size 4330 const ImVec2 content_avail = GetContentRegionAvail(); 4331 ImVec2 size = ImFloor(size_arg); 4332 const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); 4333 if (size.x <= 0.0f) 4334 size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) 4335 if (size.y <= 0.0f) 4336 size.y = ImMax(content_avail.y + size.y, 4.0f); 4337 SetNextWindowSize(size); 4338 4339 // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. 4340 char title[256]; 4341 if (name) 4342 ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id); 4343 else 4344 ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id); 4345 4346 const float backup_border_size = g.Style.ChildBorderSize; 4347 if (!border) 4348 g.Style.ChildBorderSize = 0.0f; 4349 bool ret = Begin(title, NULL, flags); 4350 g.Style.ChildBorderSize = backup_border_size; 4351 4352 ImGuiWindow* child_window = g.CurrentWindow; 4353 child_window->ChildId = id; 4354 child_window->AutoFitChildAxises = auto_fit_axises; 4355 4356 // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. 4357 // While this is not really documented/defined, it seems that the expected thing to do. 4358 if (child_window->BeginCount == 1) 4359 parent_window->DC.CursorPos = child_window->Pos; 4360 4361 // Process navigation-in immediately so NavInit can run on first frame 4362 if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll)) 4363 { 4364 FocusWindow(child_window); 4365 NavInitWindow(child_window, false); 4366 SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item 4367 g.ActiveIdSource = ImGuiInputSource_Nav; 4368 } 4369 return ret; 4370} 4371 4372bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) 4373{ 4374 ImGuiWindow* window = GetCurrentWindow(); 4375 return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); 4376} 4377 4378bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) 4379{ 4380 IM_ASSERT(id != 0); 4381 return BeginChildEx(NULL, id, size_arg, border, extra_flags); 4382} 4383 4384void ImGui::EndChild() 4385{ 4386 ImGuiContext& g = *GImGui; 4387 ImGuiWindow* window = g.CurrentWindow; 4388 4389 IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() callss 4390 if (window->BeginCount > 1) 4391 { 4392 End(); 4393 } 4394 else 4395 { 4396 ImVec2 sz = window->Size; 4397 if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f 4398 sz.x = ImMax(4.0f, sz.x); 4399 if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) 4400 sz.y = ImMax(4.0f, sz.y); 4401 End(); 4402 4403 ImGuiWindow* parent_window = g.CurrentWindow; 4404 ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); 4405 ItemSize(sz); 4406 if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) 4407 { 4408 ItemAdd(bb, window->ChildId); 4409 RenderNavHighlight(bb, window->ChildId); 4410 4411 // When browsing a window that has no activable items (scroll only) we keep a highlight on the child 4412 if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow) 4413 RenderNavHighlight(ImRect(bb.Min - ImVec2(2,2), bb.Max + ImVec2(2,2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); 4414 } 4415 else 4416 { 4417 // Not navigable into 4418 ItemAdd(bb, 0); 4419 } 4420 } 4421} 4422 4423// Helper to create a child window / scrolling region that looks like a normal widget frame. 4424bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) 4425{ 4426 ImGuiContext& g = *GImGui; 4427 const ImGuiStyle& style = g.Style; 4428 PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); 4429 PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); 4430 PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); 4431 PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); 4432 bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); 4433 PopStyleVar(3); 4434 PopStyleColor(); 4435 return ret; 4436} 4437 4438void ImGui::EndChildFrame() 4439{ 4440 EndChild(); 4441} 4442 4443// Save and compare stack sizes on Begin()/End() to detect usage errors 4444static void CheckStacksSize(ImGuiWindow* window, bool write) 4445{ 4446 // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) 4447 ImGuiContext& g = *GImGui; 4448 short* p_backup = &window->DC.StackSizesBackup[0]; 4449 { int current = window->IDStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop() 4450 { int current = window->DC.GroupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup() 4451 { int current = g.BeginPopupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup() 4452 // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. 4453 { int current = g.ColorModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor() 4454 { int current = g.StyleModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar() 4455 { int current = g.FontStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont() 4456 IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); 4457} 4458 4459static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) 4460{ 4461 window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); 4462 window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); 4463 window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); 4464} 4465 4466ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) 4467{ 4468 ImGuiContext& g = *GImGui; 4469 return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); 4470} 4471 4472ImGuiWindow* ImGui::FindWindowByName(const char* name) 4473{ 4474 ImGuiID id = ImHashStr(name, 0); 4475 return FindWindowByID(id); 4476} 4477 4478static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags) 4479{ 4480 ImGuiContext& g = *GImGui; 4481 4482 // Create window the first time 4483 ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); 4484 window->Flags = flags; 4485 g.WindowsById.SetVoidPtr(window->ID, window); 4486 4487 // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. 4488 window->Pos = ImVec2(60, 60); 4489 4490 // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. 4491 if (!(flags & ImGuiWindowFlags_NoSavedSettings)) 4492 if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) 4493 { 4494 // Retrieve settings from .ini file 4495 window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); 4496 SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); 4497 window->Pos = ImFloor(settings->Pos); 4498 window->Collapsed = settings->Collapsed; 4499 if (ImLengthSqr(settings->Size) > 0.00001f) 4500 size = ImFloor(settings->Size); 4501 } 4502 window->Size = window->SizeFull = window->SizeFullAtLastBegin = ImFloor(size); 4503 window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values 4504 4505 if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) 4506 { 4507 window->AutoFitFramesX = window->AutoFitFramesY = 2; 4508 window->AutoFitOnlyGrows = false; 4509 } 4510 else 4511 { 4512 if (window->Size.x <= 0.0f) 4513 window->AutoFitFramesX = 2; 4514 if (window->Size.y <= 0.0f) 4515 window->AutoFitFramesY = 2; 4516 window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); 4517 } 4518 4519 g.WindowsFocusOrder.push_back(window); 4520 if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) 4521 g.Windows.push_front(window); // Quite slow but rare and only once 4522 else 4523 g.Windows.push_back(window); 4524 return window; 4525} 4526 4527static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) 4528{ 4529 ImGuiContext& g = *GImGui; 4530 if (g.NextWindowData.SizeConstraintCond != 0) 4531 { 4532 // Using -1,-1 on either X/Y axis to preserve the current size. 4533 ImRect cr = g.NextWindowData.SizeConstraintRect; 4534 new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; 4535 new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; 4536 if (g.NextWindowData.SizeCallback) 4537 { 4538 ImGuiSizeCallbackData data; 4539 data.UserData = g.NextWindowData.SizeCallbackUserData; 4540 data.Pos = window->Pos; 4541 data.CurrentSize = window->SizeFull; 4542 data.DesiredSize = new_size; 4543 g.NextWindowData.SizeCallback(&data); 4544 new_size = data.DesiredSize; 4545 } 4546 } 4547 4548 // Minimum size 4549 if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) 4550 { 4551 new_size = ImMax(new_size, g.Style.WindowMinSize); 4552 new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows 4553 } 4554 return new_size; 4555} 4556 4557static ImVec2 CalcSizeContents(ImGuiWindow* window) 4558{ 4559 if (window->Collapsed) 4560 if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) 4561 return window->SizeContents; 4562 if (window->Hidden && window->HiddenFramesForResize == 0 && window->HiddenFramesRegular > 0) 4563 return window->SizeContents; 4564 4565 ImVec2 sz; 4566 sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : (window->DC.CursorMaxPos.x - window->Pos.x + window->Scroll.x)); 4567 sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : (window->DC.CursorMaxPos.y - window->Pos.y + window->Scroll.y)); 4568 return sz + window->WindowPadding; 4569} 4570 4571static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) 4572{ 4573 ImGuiContext& g = *GImGui; 4574 ImGuiStyle& style = g.Style; 4575 if (window->Flags & ImGuiWindowFlags_Tooltip) 4576 { 4577 // Tooltip always resize 4578 return size_contents; 4579 } 4580 else 4581 { 4582 // Maximum window size is determined by the display size 4583 const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; 4584 const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; 4585 ImVec2 size_min = style.WindowMinSize; 4586 if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) 4587 size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); 4588 ImVec2 size_auto_fit = ImClamp(size_contents, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f)); 4589 4590 // When the window cannot fit all contents (either because of constraints, either because screen is too small), 4591 // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. 4592 ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit); 4593 if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) 4594 size_auto_fit.y += style.ScrollbarSize; 4595 if (size_auto_fit_after_constraint.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) 4596 size_auto_fit.x += style.ScrollbarSize; 4597 return size_auto_fit; 4598 } 4599} 4600 4601ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) 4602{ 4603 ImVec2 size_contents = CalcSizeContents(window); 4604 return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); 4605} 4606 4607float ImGui::GetWindowScrollMaxX(ImGuiWindow* window) 4608{ 4609 return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x)); 4610} 4611 4612float ImGui::GetWindowScrollMaxY(ImGuiWindow* window) 4613{ 4614 return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y)); 4615} 4616 4617static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) 4618{ 4619 ImGuiContext& g = *GImGui; 4620 ImVec2 scroll = window->Scroll; 4621 if (window->ScrollTarget.x < FLT_MAX) 4622 { 4623 float cr_x = window->ScrollTargetCenterRatio.x; 4624 scroll.x = window->ScrollTarget.x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); 4625 } 4626 if (window->ScrollTarget.y < FLT_MAX) 4627 { 4628 // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. 4629 float cr_y = window->ScrollTargetCenterRatio.y; 4630 float target_y = window->ScrollTarget.y; 4631 if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) 4632 target_y = 0.0f; 4633 if (snap_on_edges && cr_y >= 1.0f && target_y >= window->SizeContents.y - window->WindowPadding.y + g.Style.ItemSpacing.y) 4634 target_y = window->SizeContents.y; 4635 scroll.y = target_y - (1.0f - cr_y) * (window->TitleBarHeight() + window->MenuBarHeight()) - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y); 4636 } 4637 scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); 4638 if (!window->Collapsed && !window->SkipItems) 4639 { 4640 scroll.x = ImMin(scroll.x, ImGui::GetWindowScrollMaxX(window)); 4641 scroll.y = ImMin(scroll.y, ImGui::GetWindowScrollMaxY(window)); 4642 } 4643 return scroll; 4644} 4645 4646static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) 4647{ 4648 if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) 4649 return ImGuiCol_PopupBg; 4650 if (flags & ImGuiWindowFlags_ChildWindow) 4651 return ImGuiCol_ChildBg; 4652 return ImGuiCol_WindowBg; 4653} 4654 4655static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) 4656{ 4657 ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left 4658 ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right 4659 ImVec2 size_expected = pos_max - pos_min; 4660 ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected); 4661 *out_pos = pos_min; 4662 if (corner_norm.x == 0.0f) 4663 out_pos->x -= (size_constrained.x - size_expected.x); 4664 if (corner_norm.y == 0.0f) 4665 out_pos->y -= (size_constrained.y - size_expected.y); 4666 *out_size = size_constrained; 4667} 4668 4669struct ImGuiResizeGripDef 4670{ 4671 ImVec2 CornerPosN; 4672 ImVec2 InnerDir; 4673 int AngleMin12, AngleMax12; 4674}; 4675 4676static const ImGuiResizeGripDef resize_grip_def[4] = 4677{ 4678 { ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right 4679 { ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left 4680 { ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper left 4681 { ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right 4682}; 4683 4684static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) 4685{ 4686 ImRect rect = window->Rect(); 4687 if (thickness == 0.0f) rect.Max -= ImVec2(1,1); 4688 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 4689 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 4690 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 4691 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 4692 IM_ASSERT(0); 4693 return ImRect(); 4694} 4695 4696// Handle resize for: Resize Grips, Borders, Gamepad 4697static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) 4698{ 4699 ImGuiContext& g = *GImGui; 4700 ImGuiWindowFlags flags = window->Flags; 4701 if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) 4702 return; 4703 if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. 4704 return; 4705 4706 const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; 4707 const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); 4708 const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f); 4709 const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; 4710 4711 ImVec2 pos_target(FLT_MAX, FLT_MAX); 4712 ImVec2 size_target(FLT_MAX, FLT_MAX); 4713 4714 // Manual resize grips 4715 PushID("#RESIZE"); 4716 for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) 4717 { 4718 const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; 4719 const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); 4720 4721 // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window 4722 ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size); 4723 if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); 4724 if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); 4725 bool hovered, held; 4726 ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); 4727 //GetOverlayDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); 4728 if (hovered || held) 4729 g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; 4730 4731 if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) 4732 { 4733 // Manual auto-fit when double-clicking 4734 size_target = CalcSizeAfterConstraint(window, size_auto_fit); 4735 ClearActiveID(); 4736 } 4737 else if (held) 4738 { 4739 // Resize from any of the four corners 4740 // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position 4741 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 4742 CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target); 4743 } 4744 if (resize_grip_n == 0 || held || hovered) 4745 resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); 4746 } 4747 for (int border_n = 0; border_n < resize_border_count; border_n++) 4748 { 4749 bool hovered, held; 4750 ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); 4751 ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren); 4752 //GetOverlayDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); 4753 if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) 4754 { 4755 g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; 4756 if (held) 4757 *border_held = border_n; 4758 } 4759 if (held) 4760 { 4761 ImVec2 border_target = window->Pos; 4762 ImVec2 border_posn; 4763 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 4764 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 4765 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 4766 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 4767 CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); 4768 } 4769 } 4770 PopID(); 4771 4772 // Navigation resize (keyboard/gamepad) 4773 if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) 4774 { 4775 ImVec2 nav_resize_delta; 4776 if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) 4777 nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); 4778 if (g.NavInputSource == ImGuiInputSource_NavGamepad) 4779 nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); 4780 if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) 4781 { 4782 const float NAV_RESIZE_SPEED = 600.0f; 4783 nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); 4784 g.NavWindowingToggleLayer = false; 4785 g.NavDisableMouseHover = true; 4786 resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); 4787 // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. 4788 size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); 4789 } 4790 } 4791 4792 // Apply back modified position/size to window 4793 if (size_target.x != FLT_MAX) 4794 { 4795 window->SizeFull = size_target; 4796 MarkIniSettingsDirty(window); 4797 } 4798 if (pos_target.x != FLT_MAX) 4799 { 4800 window->Pos = ImFloor(pos_target); 4801 MarkIniSettingsDirty(window); 4802 } 4803 4804 window->Size = window->SizeFull; 4805} 4806 4807static void ImGui::RenderOuterBorders(ImGuiWindow* window) 4808{ 4809 ImGuiContext& g = *GImGui; 4810 float rounding = window->WindowRounding; 4811 float border_size = window->WindowBorderSize; 4812 if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) 4813 window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); 4814 4815 int border_held = window->ResizeBorderHeld; 4816 if (border_held != -1) 4817 { 4818 struct ImGuiResizeBorderDef 4819 { 4820 ImVec2 InnerDir; 4821 ImVec2 CornerPosN1, CornerPosN2; 4822 float OuterAngle; 4823 }; 4824 static const ImGuiResizeBorderDef resize_border_def[4] = 4825 { 4826 { ImVec2(0,+1), ImVec2(0,0), ImVec2(1,0), IM_PI*1.50f }, // Top 4827 { ImVec2(-1,0), ImVec2(1,0), ImVec2(1,1), IM_PI*0.00f }, // Right 4828 { ImVec2(0,-1), ImVec2(1,1), ImVec2(0,1), IM_PI*0.50f }, // Bottom 4829 { ImVec2(+1,0), ImVec2(0,1), ImVec2(0,0), IM_PI*1.00f } // Left 4830 }; 4831 const ImGuiResizeBorderDef& def = resize_border_def[border_held]; 4832 ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); 4833 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); 4834 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); 4835 window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual 4836 } 4837 if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) 4838 { 4839 float y = window->Pos.y + window->TitleBarHeight() - 1; 4840 window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); 4841 } 4842} 4843 4844void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) 4845{ 4846 window->ParentWindow = parent_window; 4847 window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; 4848 if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) 4849 window->RootWindow = parent_window->RootWindow; 4850 if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) 4851 window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; 4852 while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) 4853 { 4854 IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); 4855 window->RootWindowForNav = window->RootWindowForNav->ParentWindow; 4856 } 4857} 4858 4859// Push a new ImGui window to add widgets to. 4860// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. 4861// - Begin/End can be called multiple times during the frame with the same window name to append content. 4862// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). 4863// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. 4864// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. 4865// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. 4866bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) 4867{ 4868 ImGuiContext& g = *GImGui; 4869 const ImGuiStyle& style = g.Style; 4870 IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required 4871 IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame() 4872 IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet 4873 4874 // Find or create 4875 ImGuiWindow* window = FindWindowByName(name); 4876 const bool window_just_created = (window == NULL); 4877 if (window_just_created) 4878 { 4879 ImVec2 size_on_first_use = (g.NextWindowData.SizeCond != 0) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. 4880 window = CreateNewWindow(name, size_on_first_use, flags); 4881 } 4882 4883 // Automatically disable manual moving/resizing when NoInputs is set 4884 if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) 4885 flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; 4886 4887 if (flags & ImGuiWindowFlags_NavFlattened) 4888 IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); 4889 4890 const int current_frame = g.FrameCount; 4891 const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); 4892 4893 // Update Flags, LastFrameActive, BeginOrderXXX fields 4894 if (first_begin_of_the_frame) 4895 window->Flags = (ImGuiWindowFlags)flags; 4896 else 4897 flags = window->Flags; 4898 4899 // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack 4900 ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); 4901 ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; 4902 IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); 4903 window->HasCloseButton = (p_open != NULL); 4904 4905 // Update the Appearing flag 4906 bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on 4907 const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesForResize > 0); 4908 if (flags & ImGuiWindowFlags_Popup) 4909 { 4910 ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; 4911 window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed 4912 window_just_activated_by_user |= (window != popup_ref.Window); 4913 } 4914 window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); 4915 if (window->Appearing) 4916 SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); 4917 4918 // Add to stack 4919 g.CurrentWindowStack.push_back(window); 4920 SetCurrentWindow(window); 4921 CheckStacksSize(window, true); 4922 if (flags & ImGuiWindowFlags_Popup) 4923 { 4924 ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; 4925 popup_ref.Window = window; 4926 g.BeginPopupStack.push_back(popup_ref); 4927 window->PopupId = popup_ref.PopupId; 4928 } 4929 4930 if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) 4931 window->NavLastIds[0] = 0; 4932 4933 // Process SetNextWindow***() calls 4934 bool window_pos_set_by_api = false; 4935 bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; 4936 if (g.NextWindowData.PosCond) 4937 { 4938 window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; 4939 if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) 4940 { 4941 // May be processed on the next frame if this is our first frame and we are measuring size 4942 // FIXME: Look into removing the branch so everything can go through this same code path for consistency. 4943 window->SetWindowPosVal = g.NextWindowData.PosVal; 4944 window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; 4945 window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); 4946 } 4947 else 4948 { 4949 SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); 4950 } 4951 } 4952 if (g.NextWindowData.SizeCond) 4953 { 4954 window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); 4955 window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); 4956 SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); 4957 } 4958 if (g.NextWindowData.ContentSizeCond) 4959 { 4960 // Adjust passed "client size" to become a "window size" 4961 window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal; 4962 if (window->SizeContentsExplicit.y != 0.0f) 4963 window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight(); 4964 } 4965 else if (first_begin_of_the_frame) 4966 { 4967 window->SizeContentsExplicit = ImVec2(0.0f, 0.0f); 4968 } 4969 if (g.NextWindowData.CollapsedCond) 4970 SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); 4971 if (g.NextWindowData.FocusCond) 4972 FocusWindow(window); 4973 if (window->Appearing) 4974 SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); 4975 4976 // When reusing window again multiple times a frame, just append content (don't need to setup again) 4977 if (first_begin_of_the_frame) 4978 { 4979 // Initialize 4980 const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) 4981 UpdateWindowParentAndRootLinks(window, flags, parent_window); 4982 4983 window->Active = true; 4984 window->BeginOrderWithinParent = 0; 4985 window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); 4986 window->BeginCount = 0; 4987 window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); 4988 window->LastFrameActive = current_frame; 4989 window->IDStack.resize(1); 4990 4991 // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). 4992 // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. 4993 bool window_title_visible_elsewhere = false; 4994 if (g.NavWindowingList != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB 4995 window_title_visible_elsewhere = true; 4996 if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) 4997 { 4998 size_t buf_len = (size_t)window->NameBufLen; 4999 window->Name = ImStrdupcpy(window->Name, &buf_len, name); 5000 window->NameBufLen = (int)buf_len; 5001 } 5002 5003 // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS 5004 5005 // Update contents size from last frame for auto-fitting (or use explicit size) 5006 window->SizeContents = CalcSizeContents(window); 5007 if (window->HiddenFramesRegular > 0) 5008 window->HiddenFramesRegular--; 5009 if (window->HiddenFramesForResize > 0) 5010 window->HiddenFramesForResize--; 5011 5012 // Hide new windows for one frame until they calculate their size 5013 if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) 5014 window->HiddenFramesForResize = 1; 5015 5016 // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) 5017 // We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. 5018 if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) 5019 { 5020 window->HiddenFramesForResize = 1; 5021 if (flags & ImGuiWindowFlags_AlwaysAutoResize) 5022 { 5023 if (!window_size_x_set_by_api) 5024 window->Size.x = window->SizeFull.x = 0.f; 5025 if (!window_size_y_set_by_api) 5026 window->Size.y = window->SizeFull.y = 0.f; 5027 window->SizeContents = ImVec2(0.f, 0.f); 5028 } 5029 } 5030 5031 SetCurrentWindow(window); 5032 5033 // Lock border size and padding for the frame (so that altering them doesn't cause inconsistencies) 5034 window->WindowBorderSize = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildBorderSize : ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; 5035 window->WindowPadding = style.WindowPadding; 5036 if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) 5037 window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); 5038 window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); 5039 window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; 5040 5041 // Collapse window by double-clicking on title bar 5042 // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing 5043 if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) 5044 { 5045 // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. 5046 ImRect title_bar_rect = window->TitleBarRect(); 5047 if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]) 5048 window->WantCollapseToggle = true; 5049 if (window->WantCollapseToggle) 5050 { 5051 window->Collapsed = !window->Collapsed; 5052 MarkIniSettingsDirty(window); 5053 FocusWindow(window); 5054 } 5055 } 5056 else 5057 { 5058 window->Collapsed = false; 5059 } 5060 window->WantCollapseToggle = false; 5061 5062 // SIZE 5063 5064 // Calculate auto-fit size, handle automatic resize 5065 const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents); 5066 ImVec2 size_full_modified(FLT_MAX, FLT_MAX); 5067 if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) 5068 { 5069 // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. 5070 if (!window_size_x_set_by_api) 5071 window->SizeFull.x = size_full_modified.x = size_auto_fit.x; 5072 if (!window_size_y_set_by_api) 5073 window->SizeFull.y = size_full_modified.y = size_auto_fit.y; 5074 } 5075 else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) 5076 { 5077 // Auto-fit may only grow window during the first few frames 5078 // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. 5079 if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) 5080 window->SizeFull.x = size_full_modified.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; 5081 if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) 5082 window->SizeFull.y = size_full_modified.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; 5083 if (!window->Collapsed) 5084 MarkIniSettingsDirty(window); 5085 } 5086 5087 // Apply minimum/maximum window size constraints and final size 5088 window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull); 5089 window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; 5090 5091 // SCROLLBAR STATUS 5092 5093 // Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). 5094 if (!window->Collapsed) 5095 { 5096 // When reading the current size we need to read it after size constraints have been applied 5097 float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x; 5098 float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y; 5099 window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); 5100 window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); 5101 if (window->ScrollbarX && !window->ScrollbarY) 5102 window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); 5103 window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); 5104 } 5105 5106 // POSITION 5107 5108 // Popup latch its initial position, will position itself when it appears next frame 5109 if (window_just_activated_by_user) 5110 { 5111 window->AutoPosLastDirection = ImGuiDir_None; 5112 if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api) 5113 window->Pos = g.BeginPopupStack.back().OpenPopupPos; 5114 } 5115 5116 // Position child window 5117 if (flags & ImGuiWindowFlags_ChildWindow) 5118 { 5119 IM_ASSERT(parent_window && parent_window->Active); 5120 window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; 5121 parent_window->DC.ChildWindows.push_back(window); 5122 if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) 5123 window->Pos = parent_window->DC.CursorPos; 5124 } 5125 5126 const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesForResize == 0); 5127 if (window_pos_with_pivot) 5128 SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering) 5129 else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) 5130 window->Pos = FindBestWindowPosForPopup(window); 5131 else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) 5132 window->Pos = FindBestWindowPosForPopup(window); 5133 else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) 5134 window->Pos = FindBestWindowPosForPopup(window); 5135 5136 // Clamp position so it stays visible 5137 // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. 5138 if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) 5139 { 5140 if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. 5141 { 5142 ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); 5143 ImVec2 size_for_clamping = ((g.IO.ConfigWindowsMoveFromTitleBarOnly) && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) ? ImVec2(window->Size.x, window->TitleBarHeight()) : window->Size; 5144 window->Pos = ImMax(window->Pos + size_for_clamping, padding) - size_for_clamping; 5145 window->Pos = ImMin(window->Pos, g.IO.DisplaySize - padding); 5146 } 5147 } 5148 window->Pos = ImFloor(window->Pos); 5149 5150 // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) 5151 window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; 5152 5153 // Prepare for item focus requests 5154 window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1); 5155 window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1); 5156 window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1; 5157 window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX; 5158 5159 // Apply scrolling 5160 window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); 5161 window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); 5162 5163 // Apply window focus (new and reactivated windows are moved to front) 5164 bool want_focus = false; 5165 if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) 5166 { 5167 if (flags & ImGuiWindowFlags_Popup) 5168 want_focus = true; 5169 else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0) 5170 want_focus = true; 5171 } 5172 5173 // Handle manual resize: Resize Grips, Borders, Gamepad 5174 int border_held = -1; 5175 ImU32 resize_grip_col[4] = { 0 }; 5176 const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 5177 const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); 5178 if (!window->Collapsed) 5179 UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]); 5180 window->ResizeBorderHeld = (signed char)border_held; 5181 5182 // Default item width. Make it proportional to window size if window manually resizes 5183 if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) 5184 window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f); 5185 else 5186 window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); 5187 5188 // DRAWING 5189 5190 // Setup draw list and outer clipping rectangle 5191 window->DrawList->Clear(); 5192 window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); 5193 window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); 5194 ImRect viewport_rect(GetViewportRect()); 5195 if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) 5196 PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true); 5197 else 5198 PushClipRect(viewport_rect.Min, viewport_rect.Max, true); 5199 5200 // Draw modal window background (darkens what is behind them, all viewports) 5201 const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesForResize <= 0; 5202 const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow); 5203 if (dim_bg_for_modal || dim_bg_for_window_list) 5204 { 5205 const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); 5206 window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col); 5207 } 5208 5209 // Draw navigation selection/windowing rectangle background 5210 if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim) 5211 { 5212 ImRect bb = window->Rect(); 5213 bb.Expand(g.FontSize); 5214 if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway 5215 window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); 5216 } 5217 5218 // Draw window + handle manual resize 5219 // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. 5220 const float window_rounding = window->WindowRounding; 5221 const float window_border_size = window->WindowBorderSize; 5222 const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; 5223 const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); 5224 const ImRect title_bar_rect = window->TitleBarRect(); 5225 if (window->Collapsed) 5226 { 5227 // Title bar only 5228 float backup_border_size = style.FrameBorderSize; 5229 g.Style.FrameBorderSize = window->WindowBorderSize; 5230 ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); 5231 RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); 5232 g.Style.FrameBorderSize = backup_border_size; 5233 } 5234 else 5235 { 5236 // Window background 5237 if (!(flags & ImGuiWindowFlags_NoBackground)) 5238 { 5239 ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); 5240 float alpha = 1.0f; 5241 if (g.NextWindowData.BgAlphaCond != 0) 5242 alpha = g.NextWindowData.BgAlphaVal; 5243 if (alpha != 1.0f) 5244 bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); 5245 window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); 5246 } 5247 g.NextWindowData.BgAlphaCond = 0; 5248 5249 // Title bar 5250 if (!(flags & ImGuiWindowFlags_NoTitleBar)) 5251 { 5252 ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); 5253 window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); 5254 } 5255 5256 // Menu bar 5257 if (flags & ImGuiWindowFlags_MenuBar) 5258 { 5259 ImRect menu_bar_rect = window->MenuBarRect(); 5260 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. 5261 window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); 5262 if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) 5263 window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); 5264 } 5265 5266 // Scrollbars 5267 if (window->ScrollbarX) 5268 Scrollbar(ImGuiLayoutType_Horizontal); 5269 if (window->ScrollbarY) 5270 Scrollbar(ImGuiLayoutType_Vertical); 5271 5272 // Render resize grips (after their input handling so we don't have a frame of latency) 5273 if (!(flags & ImGuiWindowFlags_NoResize)) 5274 { 5275 for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) 5276 { 5277 const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; 5278 const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); 5279 window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size))); 5280 window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size))); 5281 window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); 5282 window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); 5283 } 5284 } 5285 5286 // Borders 5287 RenderOuterBorders(window); 5288 } 5289 5290 // Draw navigation selection/windowing rectangle border 5291 if (g.NavWindowingTargetAnim == window) 5292 { 5293 float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); 5294 ImRect bb = window->Rect(); 5295 bb.Expand(g.FontSize); 5296 if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward 5297 { 5298 bb.Expand(-g.FontSize - 1.0f); 5299 rounding = window->WindowRounding; 5300 } 5301 window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); 5302 } 5303 5304 // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. 5305 window->SizeFullAtLastBegin = window->SizeFull; 5306 5307 // Update various regions. Variables they depends on are set above in this function. 5308 // FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. 5309 window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; 5310 window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); 5311 window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x)); 5312 window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y)); 5313 5314 // Setup drawing context 5315 // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) 5316 window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; 5317 window->DC.GroupOffset.x = 0.0f; 5318 window->DC.ColumnsOffset.x = 0.0f; 5319 window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y); 5320 window->DC.CursorPos = window->DC.CursorStartPos; 5321 window->DC.CursorPosPrevLine = window->DC.CursorPos; 5322 window->DC.CursorMaxPos = window->DC.CursorStartPos; 5323 window->DC.CurrentLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); 5324 window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; 5325 window->DC.NavHideHighlightOneFrame = false; 5326 window->DC.NavHasScroll = (GetWindowScrollMaxY(window) > 0.0f); 5327 window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; 5328 window->DC.NavLayerActiveMaskNext = 0x00; 5329 window->DC.MenuBarAppending = false; 5330 window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; 5331 window->DC.ChildWindows.resize(0); 5332 window->DC.LayoutType = ImGuiLayoutType_Vertical; 5333 window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; 5334 window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; 5335 window->DC.ItemWidth = window->ItemWidthDefault; 5336 window->DC.TextWrapPos = -1.0f; // disabled 5337 window->DC.ItemFlagsStack.resize(0); 5338 window->DC.ItemWidthStack.resize(0); 5339 window->DC.TextWrapPosStack.resize(0); 5340 window->DC.ColumnsSet = NULL; 5341 window->DC.TreeDepth = 0; 5342 window->DC.TreeDepthMayJumpToParentOnPop = 0x00; 5343 window->DC.StateStorage = &window->StateStorage; 5344 window->DC.GroupStack.resize(0); 5345 window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); 5346 5347 if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags)) 5348 { 5349 window->DC.ItemFlags = parent_window->DC.ItemFlags; 5350 window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); 5351 } 5352 5353 if (window->AutoFitFramesX > 0) 5354 window->AutoFitFramesX--; 5355 if (window->AutoFitFramesY > 0) 5356 window->AutoFitFramesY--; 5357 5358 // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) 5359 if (want_focus) 5360 { 5361 FocusWindow(window); 5362 NavInitWindow(window, false); 5363 } 5364 5365 // Title bar 5366 if (!(flags & ImGuiWindowFlags_NoTitleBar)) 5367 { 5368 // Close & collapse button are on layer 1 (same as menus) and don't default focus 5369 const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; 5370 window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; 5371 window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; 5372 window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); 5373 5374 // Collapse button 5375 if (!(flags & ImGuiWindowFlags_NoCollapse)) 5376 if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos)) 5377 window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function 5378 5379 // Close button 5380 if (p_open != NULL) 5381 { 5382 const float pad = style.FramePadding.y; 5383 const float rad = g.FontSize * 0.5f; 5384 if (CloseButton(window->GetID("#CLOSE"), window->Rect().GetTR() + ImVec2(-pad - rad, pad + rad), rad + 1)) 5385 *p_open = false; 5386 } 5387 5388 window->DC.NavLayerCurrent = ImGuiNavLayer_Main; 5389 window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); 5390 window->DC.ItemFlags = item_flags_backup; 5391 5392 // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) 5393 // FIXME: Refactor text alignment facilities along with RenderText helpers, this is too much code.. 5394 const char* UNSAVED_DOCUMENT_MARKER = "*"; 5395 float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; 5396 ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); 5397 ImRect text_r = title_bar_rect; 5398 float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); 5399 float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); 5400 if (style.WindowTitleAlign.x > 0.0f) 5401 pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x); 5402 text_r.Min.x += pad_left; 5403 text_r.Max.x -= pad_right; 5404 ImRect clip_rect = text_r; 5405 clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton() 5406 RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect); 5407 if (flags & ImGuiWindowFlags_UnsavedDocument) 5408 { 5409 ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); 5410 ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f)); 5411 RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect); 5412 } 5413 } 5414 5415 // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() 5416 window->OuterRectClipped = window->Rect(); 5417 window->OuterRectClipped.ClipWith(window->ClipRect); 5418 5419 // Pressing CTRL+C while holding on a window copy its content to the clipboard 5420 // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. 5421 // Maybe we can support CTRL+C on every element? 5422 /* 5423 if (g.ActiveId == move_id) 5424 if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) 5425 LogToClipboard(); 5426 */ 5427 5428 // Inner rectangle 5429 // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame 5430 // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. 5431 window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; 5432 window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); 5433 window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - window->WindowBorderSize; 5434 window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y - window->WindowBorderSize; 5435 //window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE); 5436 5437 // Inner clipping rectangle 5438 // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. 5439 window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize))); 5440 window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); 5441 window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize))); 5442 window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); 5443 5444 // We fill last item data based on Title Bar, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). 5445 // This is useful to allow creating context menus on title bar only, etc. 5446 window->DC.LastItemId = window->MoveId; 5447 window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; 5448 window->DC.LastItemRect = title_bar_rect; 5449 } 5450 5451 PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); 5452 5453 // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) 5454 if (first_begin_of_the_frame) 5455 window->WriteAccessed = false; 5456 5457 window->BeginCount++; 5458 g.NextWindowData.Clear(); 5459 5460 if (flags & ImGuiWindowFlags_ChildWindow) 5461 { 5462 // Child window can be out of sight and have "negative" clip windows. 5463 // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). 5464 IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); 5465 if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) 5466 if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) 5467 window->HiddenFramesRegular = 1; 5468 5469 // Completely hide along with parent or if parent is collapsed 5470 if (parent_window && (parent_window->Collapsed || parent_window->Hidden)) 5471 window->HiddenFramesRegular = 1; 5472 } 5473 5474 // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) 5475 if (style.Alpha <= 0.0f) 5476 window->HiddenFramesRegular = 1; 5477 5478 // Update the Hidden flag 5479 window->Hidden = (window->HiddenFramesRegular > 0) || (window->HiddenFramesForResize > 0); 5480 5481 // Return false if we don't intend to display anything to allow user to perform an early out optimization 5482 window->SkipItems = (window->Collapsed || !window->Active || window->Hidden) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesForResize <= 0; 5483 5484 return !window->SkipItems; 5485} 5486 5487// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead. 5488#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 5489bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use, float bg_alpha_override, ImGuiWindowFlags flags) 5490{ 5491 // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file. 5492 if (size_first_use.x != 0.0f || size_first_use.y != 0.0f) 5493 SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver); 5494 5495 // Old API feature: override the window background alpha with a parameter. 5496 if (bg_alpha_override >= 0.0f) 5497 SetNextWindowBgAlpha(bg_alpha_override); 5498 5499 return Begin(name, p_open, flags); 5500} 5501#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS 5502 5503void ImGui::End() 5504{ 5505 ImGuiContext& g = *GImGui; 5506 5507 if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow) 5508 { 5509 IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!"); 5510 return; // FIXME-ERRORHANDLING 5511 } 5512 IM_ASSERT(g.CurrentWindowStack.Size > 0); 5513 5514 ImGuiWindow* window = g.CurrentWindow; 5515 5516 if (window->DC.ColumnsSet != NULL) 5517 EndColumns(); 5518 PopClipRect(); // Inner window clip rectangle 5519 5520 // Stop logging 5521 if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging 5522 LogFinish(); 5523 5524 // Pop from window stack 5525 g.CurrentWindowStack.pop_back(); 5526 if (window->Flags & ImGuiWindowFlags_Popup) 5527 g.BeginPopupStack.pop_back(); 5528 CheckStacksSize(window, false); 5529 SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); 5530} 5531 5532void ImGui::BringWindowToFocusFront(ImGuiWindow* window) 5533{ 5534 ImGuiContext& g = *GImGui; 5535 if (g.WindowsFocusOrder.back() == window) 5536 return; 5537 for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the front most window 5538 if (g.WindowsFocusOrder[i] == window) 5539 { 5540 memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*)); 5541 g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window; 5542 break; 5543 } 5544} 5545 5546void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) 5547{ 5548 ImGuiContext& g = *GImGui; 5549 ImGuiWindow* current_front_window = g.Windows.back(); 5550 if (current_front_window == window || current_front_window->RootWindow == window) 5551 return; 5552 for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window 5553 if (g.Windows[i] == window) 5554 { 5555 memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); 5556 g.Windows[g.Windows.Size - 1] = window; 5557 break; 5558 } 5559} 5560 5561void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) 5562{ 5563 ImGuiContext& g = *GImGui; 5564 if (g.Windows[0] == window) 5565 return; 5566 for (int i = 0; i < g.Windows.Size; i++) 5567 if (g.Windows[i] == window) 5568 { 5569 memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); 5570 g.Windows[0] = window; 5571 break; 5572 } 5573} 5574 5575// Moving window to front of display and set focus (which happens to be back of our sorted list) 5576void ImGui::FocusWindow(ImGuiWindow* window) 5577{ 5578 ImGuiContext& g = *GImGui; 5579 5580 if (g.NavWindow != window) 5581 { 5582 g.NavWindow = window; 5583 if (window && g.NavDisableMouseHover) 5584 g.NavMousePosDirty = true; 5585 g.NavInitRequest = false; 5586 g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId 5587 g.NavIdIsAlive = false; 5588 g.NavLayer = ImGuiNavLayer_Main; 5589 //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); 5590 } 5591 5592 // Passing NULL allow to disable keyboard focus 5593 if (!window) 5594 return; 5595 5596 // Move the root window to the top of the pile 5597 if (window->RootWindow) 5598 window = window->RootWindow; 5599 5600 // Steal focus on active widgets 5601 if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it.. 5602 if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window) 5603 ClearActiveID(); 5604 5605 // Bring to front 5606 BringWindowToFocusFront(window); 5607 if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) 5608 BringWindowToDisplayFront(window); 5609} 5610 5611void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window) 5612{ 5613 ImGuiContext& g = *GImGui; 5614 for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) 5615 { 5616 // 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. 5617 ImGuiWindow* window = g.WindowsFocusOrder[i]; 5618 if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow)) 5619 if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) 5620 { 5621 ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); 5622 FocusWindow(focus_window); 5623 return; 5624 } 5625 } 5626} 5627 5628void ImGui::PushItemWidth(float item_width) 5629{ 5630 ImGuiWindow* window = GetCurrentWindow(); 5631 window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); 5632 window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); 5633} 5634 5635void ImGui::PushMultiItemsWidths(int components, float w_full) 5636{ 5637 ImGuiWindow* window = GetCurrentWindow(); 5638 const ImGuiStyle& style = GImGui->Style; 5639 if (w_full <= 0.0f) 5640 w_full = CalcItemWidth(); 5641 const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); 5642 const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); 5643 window->DC.ItemWidthStack.push_back(w_item_last); 5644 for (int i = 0; i < components-1; i++) 5645 window->DC.ItemWidthStack.push_back(w_item_one); 5646 window->DC.ItemWidth = window->DC.ItemWidthStack.back(); 5647} 5648 5649void ImGui::PopItemWidth() 5650{ 5651 ImGuiWindow* window = GetCurrentWindow(); 5652 window->DC.ItemWidthStack.pop_back(); 5653 window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); 5654} 5655 5656float ImGui::CalcItemWidth() 5657{ 5658 ImGuiWindow* window = GetCurrentWindowRead(); 5659 float w = window->DC.ItemWidth; 5660 if (w < 0.0f) 5661 { 5662 // Align to a right-side limit. We include 1 frame padding in the calculation because this is how the width is always used (we add 2 frame padding to it), but we could move that responsibility to the widget as well. 5663 float width_to_right_edge = GetContentRegionAvail().x; 5664 w = ImMax(1.0f, width_to_right_edge + w); 5665 } 5666 w = (float)(int)w; 5667 return w; 5668} 5669 5670void ImGui::SetCurrentFont(ImFont* font) 5671{ 5672 ImGuiContext& g = *GImGui; 5673 IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? 5674 IM_ASSERT(font->Scale > 0.0f); 5675 g.Font = font; 5676 g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); 5677 g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; 5678 5679 ImFontAtlas* atlas = g.Font->ContainerAtlas; 5680 g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; 5681 g.DrawListSharedData.Font = g.Font; 5682 g.DrawListSharedData.FontSize = g.FontSize; 5683} 5684 5685void ImGui::PushFont(ImFont* font) 5686{ 5687 ImGuiContext& g = *GImGui; 5688 if (!font) 5689 font = GetDefaultFont(); 5690 SetCurrentFont(font); 5691 g.FontStack.push_back(font); 5692 g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); 5693} 5694 5695void ImGui::PopFont() 5696{ 5697 ImGuiContext& g = *GImGui; 5698 g.CurrentWindow->DrawList->PopTextureID(); 5699 g.FontStack.pop_back(); 5700 SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); 5701} 5702 5703void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) 5704{ 5705 ImGuiWindow* window = GetCurrentWindow(); 5706 if (enabled) 5707 window->DC.ItemFlags |= option; 5708 else 5709 window->DC.ItemFlags &= ~option; 5710 window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); 5711} 5712 5713void ImGui::PopItemFlag() 5714{ 5715 ImGuiWindow* window = GetCurrentWindow(); 5716 window->DC.ItemFlagsStack.pop_back(); 5717 window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back(); 5718} 5719 5720// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. 5721void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) 5722{ 5723 PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); 5724} 5725 5726void ImGui::PopAllowKeyboardFocus() 5727{ 5728 PopItemFlag(); 5729} 5730 5731void ImGui::PushButtonRepeat(bool repeat) 5732{ 5733 PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); 5734} 5735 5736void ImGui::PopButtonRepeat() 5737{ 5738 PopItemFlag(); 5739} 5740 5741void ImGui::PushTextWrapPos(float wrap_pos_x) 5742{ 5743 ImGuiWindow* window = GetCurrentWindow(); 5744 window->DC.TextWrapPos = wrap_pos_x; 5745 window->DC.TextWrapPosStack.push_back(wrap_pos_x); 5746} 5747 5748void ImGui::PopTextWrapPos() 5749{ 5750 ImGuiWindow* window = GetCurrentWindow(); 5751 window->DC.TextWrapPosStack.pop_back(); 5752 window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); 5753} 5754 5755// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 5756void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) 5757{ 5758 ImGuiContext& g = *GImGui; 5759 ImGuiColorMod backup; 5760 backup.Col = idx; 5761 backup.BackupValue = g.Style.Colors[idx]; 5762 g.ColorModifiers.push_back(backup); 5763 g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); 5764} 5765 5766void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) 5767{ 5768 ImGuiContext& g = *GImGui; 5769 ImGuiColorMod backup; 5770 backup.Col = idx; 5771 backup.BackupValue = g.Style.Colors[idx]; 5772 g.ColorModifiers.push_back(backup); 5773 g.Style.Colors[idx] = col; 5774} 5775 5776void ImGui::PopStyleColor(int count) 5777{ 5778 ImGuiContext& g = *GImGui; 5779 while (count > 0) 5780 { 5781 ImGuiColorMod& backup = g.ColorModifiers.back(); 5782 g.Style.Colors[backup.Col] = backup.BackupValue; 5783 g.ColorModifiers.pop_back(); 5784 count--; 5785 } 5786} 5787 5788struct ImGuiStyleVarInfo 5789{ 5790 ImGuiDataType Type; 5791 ImU32 Count; 5792 ImU32 Offset; 5793 void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } 5794}; 5795 5796static const ImGuiStyleVarInfo GStyleVarInfo[] = 5797{ 5798 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha 5799 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding 5800 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding 5801 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize 5802 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize 5803 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign 5804 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding 5805 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize 5806 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding 5807 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize 5808 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding 5809 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding 5810 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize 5811 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing 5812 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing 5813 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing 5814 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize 5815 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding 5816 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize 5817 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding 5818 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding 5819 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign 5820 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign 5821}; 5822 5823static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) 5824{ 5825 IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); 5826 IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); 5827 return &GStyleVarInfo[idx]; 5828} 5829 5830void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) 5831{ 5832 const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); 5833 if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) 5834 { 5835 ImGuiContext& g = *GImGui; 5836 float* pvar = (float*)var_info->GetVarPtr(&g.Style); 5837 g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); 5838 *pvar = val; 5839 return; 5840 } 5841 IM_ASSERT(0); // Called function with wrong-type? Variable is not a float. 5842} 5843 5844void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) 5845{ 5846 const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); 5847 if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) 5848 { 5849 ImGuiContext& g = *GImGui; 5850 ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); 5851 g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); 5852 *pvar = val; 5853 return; 5854 } 5855 IM_ASSERT(0); // Called function with wrong-type? Variable is not a ImVec2. 5856} 5857 5858void ImGui::PopStyleVar(int count) 5859{ 5860 ImGuiContext& g = *GImGui; 5861 while (count > 0) 5862 { 5863 // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. 5864 ImGuiStyleMod& backup = g.StyleModifiers.back(); 5865 const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); 5866 void* data = info->GetVarPtr(&g.Style); 5867 if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } 5868 else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } 5869 g.StyleModifiers.pop_back(); 5870 count--; 5871 } 5872} 5873 5874const char* ImGui::GetStyleColorName(ImGuiCol idx) 5875{ 5876 // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; 5877 switch (idx) 5878 { 5879 case ImGuiCol_Text: return "Text"; 5880 case ImGuiCol_TextDisabled: return "TextDisabled"; 5881 case ImGuiCol_WindowBg: return "WindowBg"; 5882 case ImGuiCol_ChildBg: return "ChildBg"; 5883 case ImGuiCol_PopupBg: return "PopupBg"; 5884 case ImGuiCol_Border: return "Border"; 5885 case ImGuiCol_BorderShadow: return "BorderShadow"; 5886 case ImGuiCol_FrameBg: return "FrameBg"; 5887 case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; 5888 case ImGuiCol_FrameBgActive: return "FrameBgActive"; 5889 case ImGuiCol_TitleBg: return "TitleBg"; 5890 case ImGuiCol_TitleBgActive: return "TitleBgActive"; 5891 case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; 5892 case ImGuiCol_MenuBarBg: return "MenuBarBg"; 5893 case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; 5894 case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; 5895 case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; 5896 case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; 5897 case ImGuiCol_CheckMark: return "CheckMark"; 5898 case ImGuiCol_SliderGrab: return "SliderGrab"; 5899 case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; 5900 case ImGuiCol_Button: return "Button"; 5901 case ImGuiCol_ButtonHovered: return "ButtonHovered"; 5902 case ImGuiCol_ButtonActive: return "ButtonActive"; 5903 case ImGuiCol_Header: return "Header"; 5904 case ImGuiCol_HeaderHovered: return "HeaderHovered"; 5905 case ImGuiCol_HeaderActive: return "HeaderActive"; 5906 case ImGuiCol_Separator: return "Separator"; 5907 case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; 5908 case ImGuiCol_SeparatorActive: return "SeparatorActive"; 5909 case ImGuiCol_ResizeGrip: return "ResizeGrip"; 5910 case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; 5911 case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; 5912 case ImGuiCol_Tab: return "Tab"; 5913 case ImGuiCol_TabHovered: return "TabHovered"; 5914 case ImGuiCol_TabActive: return "TabActive"; 5915 case ImGuiCol_TabUnfocused: return "TabUnfocused"; 5916 case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; 5917 case ImGuiCol_PlotLines: return "PlotLines"; 5918 case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; 5919 case ImGuiCol_PlotHistogram: return "PlotHistogram"; 5920 case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; 5921 case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; 5922 case ImGuiCol_DragDropTarget: return "DragDropTarget"; 5923 case ImGuiCol_NavHighlight: return "NavHighlight"; 5924 case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; 5925 case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; 5926 case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; 5927 } 5928 IM_ASSERT(0); 5929 return "Unknown"; 5930} 5931 5932bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) 5933{ 5934 if (window->RootWindow == potential_parent) 5935 return true; 5936 while (window != NULL) 5937 { 5938 if (window == potential_parent) 5939 return true; 5940 window = window->ParentWindow; 5941 } 5942 return false; 5943} 5944 5945bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) 5946{ 5947 IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function 5948 ImGuiContext& g = *GImGui; 5949 5950 if (flags & ImGuiHoveredFlags_AnyWindow) 5951 { 5952 if (g.HoveredWindow == NULL) 5953 return false; 5954 } 5955 else 5956 { 5957 switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) 5958 { 5959 case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: 5960 if (g.HoveredRootWindow != g.CurrentWindow->RootWindow) 5961 return false; 5962 break; 5963 case ImGuiHoveredFlags_RootWindow: 5964 if (g.HoveredWindow != g.CurrentWindow->RootWindow) 5965 return false; 5966 break; 5967 case ImGuiHoveredFlags_ChildWindows: 5968 if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow)) 5969 return false; 5970 break; 5971 default: 5972 if (g.HoveredWindow != g.CurrentWindow) 5973 return false; 5974 break; 5975 } 5976 } 5977 5978 if (!IsWindowContentHoverable(g.HoveredRootWindow, flags)) 5979 return false; 5980 if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) 5981 if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId) 5982 return false; 5983 return true; 5984} 5985 5986bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) 5987{ 5988 ImGuiContext& g = *GImGui; 5989 5990 if (flags & ImGuiFocusedFlags_AnyWindow) 5991 return g.NavWindow != NULL; 5992 5993 IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() 5994 switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) 5995 { 5996 case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: 5997 return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow; 5998 case ImGuiFocusedFlags_RootWindow: 5999 return g.NavWindow == g.CurrentWindow->RootWindow; 6000 case ImGuiFocusedFlags_ChildWindows: 6001 return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow); 6002 default: 6003 return g.NavWindow == g.CurrentWindow; 6004 } 6005} 6006 6007// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) 6008// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly. 6009// If you want a window to never be focused, you may use the e.g. NoInputs flag. 6010bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) 6011{ 6012 return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); 6013} 6014 6015float ImGui::GetWindowWidth() 6016{ 6017 ImGuiWindow* window = GImGui->CurrentWindow; 6018 return window->Size.x; 6019} 6020 6021float ImGui::GetWindowHeight() 6022{ 6023 ImGuiWindow* window = GImGui->CurrentWindow; 6024 return window->Size.y; 6025} 6026 6027ImVec2 ImGui::GetWindowPos() 6028{ 6029 ImGuiContext& g = *GImGui; 6030 ImGuiWindow* window = g.CurrentWindow; 6031 return window->Pos; 6032} 6033 6034void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x) 6035{ 6036 window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. 6037 window->Scroll.x = new_scroll_x; 6038 window->DC.CursorMaxPos.x -= window->Scroll.x; 6039} 6040 6041void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) 6042{ 6043 window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. 6044 window->Scroll.y = new_scroll_y; 6045 window->DC.CursorMaxPos.y -= window->Scroll.y; 6046} 6047 6048void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) 6049{ 6050 // Test condition (NB: bit 0 is always true) and clear flags for next time 6051 if (cond && (window->SetWindowPosAllowFlags & cond) == 0) 6052 return; 6053 6054 IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. 6055 window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); 6056 window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); 6057 6058 // Set 6059 const ImVec2 old_pos = window->Pos; 6060 window->Pos = ImFloor(pos); 6061 window->DC.CursorPos += (window->Pos - old_pos); // 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 6062 window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected. 6063} 6064 6065void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) 6066{ 6067 ImGuiWindow* window = GetCurrentWindowRead(); 6068 SetWindowPos(window, pos, cond); 6069} 6070 6071void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) 6072{ 6073 if (ImGuiWindow* window = FindWindowByName(name)) 6074 SetWindowPos(window, pos, cond); 6075} 6076 6077ImVec2 ImGui::GetWindowSize() 6078{ 6079 ImGuiWindow* window = GetCurrentWindowRead(); 6080 return window->Size; 6081} 6082 6083void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) 6084{ 6085 // Test condition (NB: bit 0 is always true) and clear flags for next time 6086 if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) 6087 return; 6088 6089 IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. 6090 window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); 6091 6092 // Set 6093 if (size.x > 0.0f) 6094 { 6095 window->AutoFitFramesX = 0; 6096 window->SizeFull.x = ImFloor(size.x); 6097 } 6098 else 6099 { 6100 window->AutoFitFramesX = 2; 6101 window->AutoFitOnlyGrows = false; 6102 } 6103 if (size.y > 0.0f) 6104 { 6105 window->AutoFitFramesY = 0; 6106 window->SizeFull.y = ImFloor(size.y); 6107 } 6108 else 6109 { 6110 window->AutoFitFramesY = 2; 6111 window->AutoFitOnlyGrows = false; 6112 } 6113} 6114 6115void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) 6116{ 6117 SetWindowSize(GImGui->CurrentWindow, size, cond); 6118} 6119 6120void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) 6121{ 6122 if (ImGuiWindow* window = FindWindowByName(name)) 6123 SetWindowSize(window, size, cond); 6124} 6125 6126void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) 6127{ 6128 // Test condition (NB: bit 0 is always true) and clear flags for next time 6129 if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) 6130 return; 6131 window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); 6132 6133 // Set 6134 window->Collapsed = collapsed; 6135} 6136 6137void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) 6138{ 6139 SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); 6140} 6141 6142bool ImGui::IsWindowCollapsed() 6143{ 6144 ImGuiWindow* window = GetCurrentWindowRead(); 6145 return window->Collapsed; 6146} 6147 6148bool ImGui::IsWindowAppearing() 6149{ 6150 ImGuiWindow* window = GetCurrentWindowRead(); 6151 return window->Appearing; 6152} 6153 6154void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) 6155{ 6156 if (ImGuiWindow* window = FindWindowByName(name)) 6157 SetWindowCollapsed(window, collapsed, cond); 6158} 6159 6160void ImGui::SetWindowFocus() 6161{ 6162 FocusWindow(GImGui->CurrentWindow); 6163} 6164 6165void ImGui::SetWindowFocus(const char* name) 6166{ 6167 if (name) 6168 { 6169 if (ImGuiWindow* window = FindWindowByName(name)) 6170 FocusWindow(window); 6171 } 6172 else 6173 { 6174 FocusWindow(NULL); 6175 } 6176} 6177 6178void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) 6179{ 6180 ImGuiContext& g = *GImGui; 6181 IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. 6182 g.NextWindowData.PosVal = pos; 6183 g.NextWindowData.PosPivotVal = pivot; 6184 g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; 6185} 6186 6187void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) 6188{ 6189 ImGuiContext& g = *GImGui; 6190 IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. 6191 g.NextWindowData.SizeVal = size; 6192 g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; 6193} 6194 6195void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) 6196{ 6197 ImGuiContext& g = *GImGui; 6198 g.NextWindowData.SizeConstraintCond = ImGuiCond_Always; 6199 g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); 6200 g.NextWindowData.SizeCallback = custom_callback; 6201 g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; 6202} 6203 6204void ImGui::SetNextWindowContentSize(const ImVec2& size) 6205{ 6206 ImGuiContext& g = *GImGui; 6207 g.NextWindowData.ContentSizeVal = size; // In Begin() we will add the size of window decorations (title bar, menu etc.) to that to form a SizeContents value. 6208 g.NextWindowData.ContentSizeCond = ImGuiCond_Always; 6209} 6210 6211void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) 6212{ 6213 ImGuiContext& g = *GImGui; 6214 IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. 6215 g.NextWindowData.CollapsedVal = collapsed; 6216 g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; 6217} 6218 6219void ImGui::SetNextWindowFocus() 6220{ 6221 ImGuiContext& g = *GImGui; 6222 g.NextWindowData.FocusCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) 6223} 6224 6225void ImGui::SetNextWindowBgAlpha(float alpha) 6226{ 6227 ImGuiContext& g = *GImGui; 6228 g.NextWindowData.BgAlphaVal = alpha; 6229 g.NextWindowData.BgAlphaCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) 6230} 6231 6232// FIXME: This is in window space (not screen space!) 6233ImVec2 ImGui::GetContentRegionMax() 6234{ 6235 ImGuiWindow* window = GetCurrentWindowRead(); 6236 ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; 6237 if (window->DC.ColumnsSet) 6238 mx.x = GetColumnOffset(window->DC.ColumnsSet->Current + 1) - window->WindowPadding.x; 6239 return mx; 6240} 6241 6242ImVec2 ImGui::GetContentRegionAvail() 6243{ 6244 ImGuiWindow* window = GetCurrentWindowRead(); 6245 return GetContentRegionMax() - (window->DC.CursorPos - window->Pos); 6246} 6247 6248float ImGui::GetContentRegionAvailWidth() 6249{ 6250 return GetContentRegionAvail().x; 6251} 6252 6253// In window space (not screen space!) 6254ImVec2 ImGui::GetWindowContentRegionMin() 6255{ 6256 ImGuiWindow* window = GetCurrentWindowRead(); 6257 return window->ContentsRegionRect.Min - window->Pos; 6258} 6259 6260ImVec2 ImGui::GetWindowContentRegionMax() 6261{ 6262 ImGuiWindow* window = GetCurrentWindowRead(); 6263 return window->ContentsRegionRect.Max - window->Pos; 6264} 6265 6266float ImGui::GetWindowContentRegionWidth() 6267{ 6268 ImGuiWindow* window = GetCurrentWindowRead(); 6269 return window->ContentsRegionRect.GetWidth(); 6270} 6271 6272float ImGui::GetTextLineHeight() 6273{ 6274 ImGuiContext& g = *GImGui; 6275 return g.FontSize; 6276} 6277 6278float ImGui::GetTextLineHeightWithSpacing() 6279{ 6280 ImGuiContext& g = *GImGui; 6281 return g.FontSize + g.Style.ItemSpacing.y; 6282} 6283 6284float ImGui::GetFrameHeight() 6285{ 6286 ImGuiContext& g = *GImGui; 6287 return g.FontSize + g.Style.FramePadding.y * 2.0f; 6288} 6289 6290float ImGui::GetFrameHeightWithSpacing() 6291{ 6292 ImGuiContext& g = *GImGui; 6293 return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; 6294} 6295 6296ImDrawList* ImGui::GetWindowDrawList() 6297{ 6298 ImGuiWindow* window = GetCurrentWindow(); 6299 return window->DrawList; 6300} 6301 6302ImFont* ImGui::GetFont() 6303{ 6304 return GImGui->Font; 6305} 6306 6307float ImGui::GetFontSize() 6308{ 6309 return GImGui->FontSize; 6310} 6311 6312ImVec2 ImGui::GetFontTexUvWhitePixel() 6313{ 6314 return GImGui->DrawListSharedData.TexUvWhitePixel; 6315} 6316 6317void ImGui::SetWindowFontScale(float scale) 6318{ 6319 ImGuiContext& g = *GImGui; 6320 ImGuiWindow* window = GetCurrentWindow(); 6321 window->FontWindowScale = scale; 6322 g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); 6323} 6324 6325// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. 6326// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. 6327ImVec2 ImGui::GetCursorPos() 6328{ 6329 ImGuiWindow* window = GetCurrentWindowRead(); 6330 return window->DC.CursorPos - window->Pos + window->Scroll; 6331} 6332 6333float ImGui::GetCursorPosX() 6334{ 6335 ImGuiWindow* window = GetCurrentWindowRead(); 6336 return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; 6337} 6338 6339float ImGui::GetCursorPosY() 6340{ 6341 ImGuiWindow* window = GetCurrentWindowRead(); 6342 return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; 6343} 6344 6345void ImGui::SetCursorPos(const ImVec2& local_pos) 6346{ 6347 ImGuiWindow* window = GetCurrentWindow(); 6348 window->DC.CursorPos = window->Pos - window->Scroll + local_pos; 6349 window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); 6350} 6351 6352void ImGui::SetCursorPosX(float x) 6353{ 6354 ImGuiWindow* window = GetCurrentWindow(); 6355 window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; 6356 window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); 6357} 6358 6359void ImGui::SetCursorPosY(float y) 6360{ 6361 ImGuiWindow* window = GetCurrentWindow(); 6362 window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; 6363 window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); 6364} 6365 6366ImVec2 ImGui::GetCursorStartPos() 6367{ 6368 ImGuiWindow* window = GetCurrentWindowRead(); 6369 return window->DC.CursorStartPos - window->Pos; 6370} 6371 6372ImVec2 ImGui::GetCursorScreenPos() 6373{ 6374 ImGuiWindow* window = GetCurrentWindowRead(); 6375 return window->DC.CursorPos; 6376} 6377 6378void ImGui::SetCursorScreenPos(const ImVec2& pos) 6379{ 6380 ImGuiWindow* window = GetCurrentWindow(); 6381 window->DC.CursorPos = pos; 6382 window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); 6383} 6384 6385float ImGui::GetScrollX() 6386{ 6387 return GImGui->CurrentWindow->Scroll.x; 6388} 6389 6390float ImGui::GetScrollY() 6391{ 6392 return GImGui->CurrentWindow->Scroll.y; 6393} 6394 6395float ImGui::GetScrollMaxX() 6396{ 6397 return GetWindowScrollMaxX(GImGui->CurrentWindow); 6398} 6399 6400float ImGui::GetScrollMaxY() 6401{ 6402 return GetWindowScrollMaxY(GImGui->CurrentWindow); 6403} 6404 6405void ImGui::SetScrollX(float scroll_x) 6406{ 6407 ImGuiWindow* window = GetCurrentWindow(); 6408 window->ScrollTarget.x = scroll_x; 6409 window->ScrollTargetCenterRatio.x = 0.0f; 6410} 6411 6412void ImGui::SetScrollY(float scroll_y) 6413{ 6414 ImGuiWindow* window = GetCurrentWindow(); 6415 window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY 6416 window->ScrollTargetCenterRatio.y = 0.0f; 6417} 6418 6419void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) 6420{ 6421 // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size 6422 ImGuiWindow* window = GetCurrentWindow(); 6423 IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); 6424 window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); 6425 window->ScrollTargetCenterRatio.y = center_y_ratio; 6426} 6427 6428// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. 6429void ImGui::SetScrollHereY(float center_y_ratio) 6430{ 6431 ImGuiWindow* window = GetCurrentWindow(); 6432 float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space 6433 target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. 6434 SetScrollFromPosY(target_y, center_y_ratio); 6435} 6436 6437void ImGui::ActivateItem(ImGuiID id) 6438{ 6439 ImGuiContext& g = *GImGui; 6440 g.NavNextActivateId = id; 6441} 6442 6443void ImGui::SetKeyboardFocusHere(int offset) 6444{ 6445 IM_ASSERT(offset >= -1); // -1 is allowed but not below 6446 ImGuiWindow* window = GetCurrentWindow(); 6447 window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset; 6448 window->FocusIdxTabRequestNext = INT_MAX; 6449} 6450 6451void ImGui::SetItemDefaultFocus() 6452{ 6453 ImGuiContext& g = *GImGui; 6454 ImGuiWindow* window = g.CurrentWindow; 6455 if (!window->Appearing) 6456 return; 6457 if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) 6458 { 6459 g.NavInitRequest = false; 6460 g.NavInitResultId = g.NavWindow->DC.LastItemId; 6461 g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); 6462 NavUpdateAnyRequestFlag(); 6463 if (!IsItemVisible()) 6464 SetScrollHereY(); 6465 } 6466} 6467 6468void ImGui::SetStateStorage(ImGuiStorage* tree) 6469{ 6470 ImGuiWindow* window = GImGui->CurrentWindow; 6471 window->DC.StateStorage = tree ? tree : &window->StateStorage; 6472} 6473 6474ImGuiStorage* ImGui::GetStateStorage() 6475{ 6476 ImGuiWindow* window = GImGui->CurrentWindow; 6477 return window->DC.StateStorage; 6478} 6479 6480void ImGui::PushID(const char* str_id) 6481{ 6482 ImGuiWindow* window = GImGui->CurrentWindow; 6483 window->IDStack.push_back(window->GetIDNoKeepAlive(str_id)); 6484} 6485 6486void ImGui::PushID(const char* str_id_begin, const char* str_id_end) 6487{ 6488 ImGuiWindow* window = GImGui->CurrentWindow; 6489 window->IDStack.push_back(window->GetIDNoKeepAlive(str_id_begin, str_id_end)); 6490} 6491 6492void ImGui::PushID(const void* ptr_id) 6493{ 6494 ImGuiWindow* window = GImGui->CurrentWindow; 6495 window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); 6496} 6497 6498void ImGui::PushID(int int_id) 6499{ 6500 const void* ptr_id = (void*)(intptr_t)int_id; 6501 ImGuiWindow* window = GImGui->CurrentWindow; 6502 window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); 6503} 6504 6505void ImGui::PopID() 6506{ 6507 ImGuiWindow* window = GImGui->CurrentWindow; 6508 window->IDStack.pop_back(); 6509} 6510 6511ImGuiID ImGui::GetID(const char* str_id) 6512{ 6513 ImGuiWindow* window = GImGui->CurrentWindow; 6514 return window->GetID(str_id); 6515} 6516 6517ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) 6518{ 6519 ImGuiWindow* window = GImGui->CurrentWindow; 6520 return window->GetID(str_id_begin, str_id_end); 6521} 6522 6523ImGuiID ImGui::GetID(const void* ptr_id) 6524{ 6525 ImGuiWindow* window = GImGui->CurrentWindow; 6526 return window->GetID(ptr_id); 6527} 6528 6529bool ImGui::IsRectVisible(const ImVec2& size) 6530{ 6531 ImGuiWindow* window = GImGui->CurrentWindow;; 6532 return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); 6533} 6534 6535bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) 6536{ 6537 ImGuiWindow* window = GImGui->CurrentWindow;; 6538 return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); 6539} 6540 6541// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) 6542void ImGui::BeginGroup() 6543{ 6544 ImGuiContext& g = *GImGui; 6545 ImGuiWindow* window = GetCurrentWindow(); 6546 6547 window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1); 6548 ImGuiGroupData& group_data = window->DC.GroupStack.back(); 6549 group_data.BackupCursorPos = window->DC.CursorPos; 6550 group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; 6551 group_data.BackupIndent = window->DC.Indent; 6552 group_data.BackupGroupOffset = window->DC.GroupOffset; 6553 group_data.BackupCurrentLineSize = window->DC.CurrentLineSize; 6554 group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset; 6555 group_data.BackupLogLinePosY = window->DC.LogLinePosY; 6556 group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; 6557 group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; 6558 group_data.AdvanceCursor = true; 6559 6560 window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; 6561 window->DC.Indent = window->DC.GroupOffset; 6562 window->DC.CursorMaxPos = window->DC.CursorPos; 6563 window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); 6564 window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return 6565} 6566 6567void ImGui::EndGroup() 6568{ 6569 ImGuiContext& g = *GImGui; 6570 ImGuiWindow* window = GetCurrentWindow(); 6571 IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls 6572 6573 ImGuiGroupData& group_data = window->DC.GroupStack.back(); 6574 6575 ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos); 6576 group_bb.Max = ImMax(group_bb.Min, group_bb.Max); 6577 6578 window->DC.CursorPos = group_data.BackupCursorPos; 6579 window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); 6580 window->DC.Indent = group_data.BackupIndent; 6581 window->DC.GroupOffset = group_data.BackupGroupOffset; 6582 window->DC.CurrentLineSize = group_data.BackupCurrentLineSize; 6583 window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset; 6584 window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return 6585 6586 if (group_data.AdvanceCursor) 6587 { 6588 window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. 6589 ItemSize(group_bb.GetSize(), 0.0f); 6590 ItemAdd(group_bb, 0); 6591 } 6592 6593 // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. 6594 // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. 6595 // (and if you grep for LastItemId you'll notice it is only used in that context. 6596 if ((group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow) 6597 window->DC.LastItemId = g.ActiveId; 6598 else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow) 6599 window->DC.LastItemId = g.ActiveIdPreviousFrame; 6600 window->DC.LastItemRect = group_bb; 6601 6602 window->DC.GroupStack.pop_back(); 6603 6604 //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] 6605} 6606 6607// Gets back to previous line and continue with horizontal layout 6608// pos_x == 0 : follow right after previous item 6609// pos_x != 0 : align to specified x position (relative to window/group left) 6610// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 6611// spacing_w >= 0 : enforce spacing amount 6612void ImGui::SameLine(float pos_x, float spacing_w) 6613{ 6614 ImGuiWindow* window = GetCurrentWindow(); 6615 if (window->SkipItems) 6616 return; 6617 6618 ImGuiContext& g = *GImGui; 6619 if (pos_x != 0.0f) 6620 { 6621 if (spacing_w < 0.0f) spacing_w = 0.0f; 6622 window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + pos_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; 6623 window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; 6624 } 6625 else 6626 { 6627 if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; 6628 window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; 6629 window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; 6630 } 6631 window->DC.CurrentLineSize = window->DC.PrevLineSize; 6632 window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; 6633} 6634 6635void ImGui::Indent(float indent_w) 6636{ 6637 ImGuiContext& g = *GImGui; 6638 ImGuiWindow* window = GetCurrentWindow(); 6639 window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; 6640 window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; 6641} 6642 6643void ImGui::Unindent(float indent_w) 6644{ 6645 ImGuiContext& g = *GImGui; 6646 ImGuiWindow* window = GetCurrentWindow(); 6647 window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; 6648 window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; 6649} 6650 6651//----------------------------------------------------------------------------- 6652// [SECTION] TOOLTIPS 6653//----------------------------------------------------------------------------- 6654 6655void ImGui::BeginTooltip() 6656{ 6657 ImGuiContext& g = *GImGui; 6658 if (g.DragDropWithinSourceOrTarget) 6659 { 6660 // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) 6661 // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. 6662 // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. 6663 //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; 6664 ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); 6665 SetNextWindowPos(tooltip_pos); 6666 SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); 6667 //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( 6668 BeginTooltipEx(0, true); 6669 } 6670 else 6671 { 6672 BeginTooltipEx(0, false); 6673 } 6674} 6675 6676// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first. 6677void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip) 6678{ 6679 ImGuiContext& g = *GImGui; 6680 char window_name[16]; 6681 ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); 6682 if (override_previous_tooltip) 6683 if (ImGuiWindow* window = FindWindowByName(window_name)) 6684 if (window->Active) 6685 { 6686 // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. 6687 window->Hidden = true; 6688 window->HiddenFramesRegular = 1; 6689 ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); 6690 } 6691 ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize; 6692 Begin(window_name, NULL, flags | extra_flags); 6693} 6694 6695void ImGui::EndTooltip() 6696{ 6697 IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls 6698 End(); 6699} 6700 6701void ImGui::SetTooltipV(const char* fmt, va_list args) 6702{ 6703 ImGuiContext& g = *GImGui; 6704 if (g.DragDropWithinSourceOrTarget) 6705 BeginTooltip(); 6706 else 6707 BeginTooltipEx(0, true); 6708 TextV(fmt, args); 6709 EndTooltip(); 6710} 6711 6712void ImGui::SetTooltip(const char* fmt, ...) 6713{ 6714 va_list args; 6715 va_start(args, fmt); 6716 SetTooltipV(fmt, args); 6717 va_end(args); 6718} 6719 6720//----------------------------------------------------------------------------- 6721// [SECTION] POPUPS 6722//----------------------------------------------------------------------------- 6723 6724bool ImGui::IsPopupOpen(ImGuiID id) 6725{ 6726 ImGuiContext& g = *GImGui; 6727 return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; 6728} 6729 6730bool ImGui::IsPopupOpen(const char* str_id) 6731{ 6732 ImGuiContext& g = *GImGui; 6733 return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); 6734} 6735 6736ImGuiWindow* ImGui::GetFrontMostPopupModal() 6737{ 6738 ImGuiContext& g = *GImGui; 6739 for (int n = g.OpenPopupStack.Size-1; n >= 0; n--) 6740 if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) 6741 if (popup->Flags & ImGuiWindowFlags_Modal) 6742 return popup; 6743 return NULL; 6744} 6745 6746void ImGui::OpenPopup(const char* str_id) 6747{ 6748 ImGuiContext& g = *GImGui; 6749 OpenPopupEx(g.CurrentWindow->GetID(str_id)); 6750} 6751 6752// Mark popup as open (toggle toward open state). 6753// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. 6754// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). 6755// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) 6756void ImGui::OpenPopupEx(ImGuiID id) 6757{ 6758 ImGuiContext& g = *GImGui; 6759 ImGuiWindow* parent_window = g.CurrentWindow; 6760 int current_stack_size = g.BeginPopupStack.Size; 6761 ImGuiPopupRef popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. 6762 popup_ref.PopupId = id; 6763 popup_ref.Window = NULL; 6764 popup_ref.ParentWindow = parent_window; 6765 popup_ref.OpenFrameCount = g.FrameCount; 6766 popup_ref.OpenParentId = parent_window->IDStack.back(); 6767 popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); 6768 popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; 6769 6770 //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id); 6771 if (g.OpenPopupStack.Size < current_stack_size + 1) 6772 { 6773 g.OpenPopupStack.push_back(popup_ref); 6774 } 6775 else 6776 { 6777 // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui 6778 // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing 6779 // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. 6780 if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) 6781 { 6782 g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; 6783 } 6784 else 6785 { 6786 // Close child popups if any, then flag popup for open/reopen 6787 g.OpenPopupStack.resize(current_stack_size + 1); 6788 g.OpenPopupStack[current_stack_size] = popup_ref; 6789 } 6790 6791 // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). 6792 // This is equivalent to what ClosePopupToLevel() does. 6793 //if (g.OpenPopupStack[current_stack_size].PopupId == id) 6794 // FocusWindow(parent_window); 6795 } 6796} 6797 6798bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) 6799{ 6800 ImGuiWindow* window = GImGui->CurrentWindow; 6801 if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) 6802 { 6803 ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! 6804 IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) 6805 OpenPopupEx(id); 6806 return true; 6807 } 6808 return false; 6809} 6810 6811void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window) 6812{ 6813 ImGuiContext& g = *GImGui; 6814 if (g.OpenPopupStack.empty()) 6815 return; 6816 6817 // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. 6818 // Don't close our own child popup windows. 6819 int popup_count_to_keep = 0; 6820 if (ref_window) 6821 { 6822 // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) 6823 for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) 6824 { 6825 ImGuiPopupRef& popup = g.OpenPopupStack[popup_count_to_keep]; 6826 if (!popup.Window) 6827 continue; 6828 IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); 6829 if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) 6830 continue; 6831 6832 // Trim the stack if popups are not direct descendant of the reference window (which is often the NavWindow) 6833 bool popup_or_descendent_has_focus = false; 6834 for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_has_focus; m++) 6835 if (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow) 6836 popup_or_descendent_has_focus = true; 6837 if (!popup_or_descendent_has_focus) 6838 break; 6839 } 6840 } 6841 if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below 6842 { 6843 //IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); 6844 ClosePopupToLevel(popup_count_to_keep, false); 6845 } 6846} 6847 6848void ImGui::ClosePopupToLevel(int remaining, bool apply_focus_to_window_under) 6849{ 6850 IM_ASSERT(remaining >= 0); 6851 ImGuiContext& g = *GImGui; 6852 ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow; 6853 g.OpenPopupStack.resize(remaining); 6854 6855 // FIXME: This code is faulty and we may want to eventually to replace or remove the 'apply_focus_to_window_under=true' path completely. 6856 // Instead of using g.OpenPopupStack[remaining-1].Window etc. we should find the highest root window that is behind the popups we are closing. 6857 // The current code will set focus to the parent of the popup window which is incorrect. 6858 // It rarely manifested until now because UpdateMouseMovingWindowNewFrame() would call FocusWindow() again on the clicked window, 6859 // leading to a chain of focusing A (clicked window) then B (parent window of the popup) then A again. 6860 // However if the clicked window has the _NoMove flag set we would be left with B focused. 6861 // For now, we have disabled this path when called from ClosePopupsOverWindow() because the users of ClosePopupsOverWindow() don't need to alter focus anyway, 6862 // but we should inspect and fix this properly. 6863 if (apply_focus_to_window_under) 6864 { 6865 if (g.NavLayer == 0) 6866 focus_window = NavRestoreLastChildNavWindow(focus_window); 6867 FocusWindow(focus_window); 6868 } 6869} 6870 6871// Close the popup we have begin-ed into. 6872void ImGui::CloseCurrentPopup() 6873{ 6874 ImGuiContext& g = *GImGui; 6875 int popup_idx = g.BeginPopupStack.Size - 1; 6876 if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) 6877 return; 6878 6879 // Closing a menu closes its top-most parent popup (unless a modal) 6880 while (popup_idx > 0) 6881 { 6882 ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; 6883 ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; 6884 bool close_parent = false; 6885 if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) 6886 if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal)) 6887 close_parent = true; 6888 if (!close_parent) 6889 break; 6890 popup_idx--; 6891 } 6892 //IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); 6893 ClosePopupToLevel(popup_idx, true); 6894 6895 // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. 6896 // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. 6897 // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. 6898 if (ImGuiWindow* window = g.NavWindow) 6899 window->DC.NavHideHighlightOneFrame = true; 6900} 6901 6902bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) 6903{ 6904 ImGuiContext& g = *GImGui; 6905 if (!IsPopupOpen(id)) 6906 { 6907 g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values 6908 return false; 6909 } 6910 6911 char name[20]; 6912 if (extra_flags & ImGuiWindowFlags_ChildMenu) 6913 ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth 6914 else 6915 ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame 6916 6917 bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup); 6918 if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) 6919 EndPopup(); 6920 6921 return is_open; 6922} 6923 6924bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) 6925{ 6926 ImGuiContext& g = *GImGui; 6927 if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance 6928 { 6929 g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values 6930 return false; 6931 } 6932 flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; 6933 return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags); 6934} 6935 6936// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. 6937// Note that popup visibility status is owned by imgui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. 6938bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) 6939{ 6940 ImGuiContext& g = *GImGui; 6941 ImGuiWindow* window = g.CurrentWindow; 6942 const ImGuiID id = window->GetID(name); 6943 if (!IsPopupOpen(id)) 6944 { 6945 g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values 6946 return false; 6947 } 6948 6949 // Center modal windows by default 6950 // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. 6951 if (g.NextWindowData.PosCond == 0) 6952 SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); 6953 6954 flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings; 6955 const bool is_open = Begin(name, p_open, flags); 6956 if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) 6957 { 6958 EndPopup(); 6959 if (is_open) 6960 ClosePopupToLevel(g.BeginPopupStack.Size, true); 6961 return false; 6962 } 6963 return is_open; 6964} 6965 6966void ImGui::EndPopup() 6967{ 6968 ImGuiContext& g = *GImGui; 6969 IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls 6970 IM_ASSERT(g.BeginPopupStack.Size > 0); 6971 6972 // Make all menus and popups wrap around for now, may need to expose that policy. 6973 NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY); 6974 6975 End(); 6976} 6977 6978// This is a helper to handle the simplest case of associating one named popup to one given widget. 6979// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). 6980// You can pass a NULL str_id to use the identifier of the last item. 6981bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) 6982{ 6983 ImGuiWindow* window = GImGui->CurrentWindow; 6984 ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! 6985 IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) 6986 if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) 6987 OpenPopupEx(id); 6988 return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); 6989} 6990 6991bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items) 6992{ 6993 if (!str_id) 6994 str_id = "window_context"; 6995 ImGuiID id = GImGui->CurrentWindow->GetID(str_id); 6996 if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) 6997 if (also_over_items || !IsAnyItemHovered()) 6998 OpenPopupEx(id); 6999 return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); 7000} 7001 7002bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button) 7003{ 7004 if (!str_id) 7005 str_id = "void_context"; 7006 ImGuiID id = GImGui->CurrentWindow->GetID(str_id); 7007 if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) 7008 OpenPopupEx(id); 7009 return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); 7010} 7011 7012ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow*) 7013{ 7014 ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding; 7015 ImRect r_screen = GetViewportRect(); 7016 r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); 7017 return r_screen; 7018} 7019 7020// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) 7021// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. 7022ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) 7023{ 7024 ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); 7025 //GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); 7026 //GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); 7027 7028 // Combo Box policy (we want a connecting edge) 7029 if (policy == ImGuiPopupPositionPolicy_ComboBox) 7030 { 7031 const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; 7032 for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) 7033 { 7034 const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; 7035 if (n != -1 && dir == *last_dir) // Already tried this direction? 7036 continue; 7037 ImVec2 pos; 7038 if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) 7039 if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right 7040 if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left 7041 if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left 7042 if (!r_outer.Contains(ImRect(pos, pos + size))) 7043 continue; 7044 *last_dir = dir; 7045 return pos; 7046 } 7047 } 7048 7049 // Default popup policy 7050 const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; 7051 for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) 7052 { 7053 const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; 7054 if (n != -1 && dir == *last_dir) // Already tried this direction? 7055 continue; 7056 float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); 7057 float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); 7058 if (avail_w < size.x || avail_h < size.y) 7059 continue; 7060 ImVec2 pos; 7061 pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; 7062 pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; 7063 *last_dir = dir; 7064 return pos; 7065 } 7066 7067 // Fallback, try to keep within display 7068 *last_dir = ImGuiDir_None; 7069 ImVec2 pos = ref_pos; 7070 pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); 7071 pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); 7072 return pos; 7073} 7074 7075ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) 7076{ 7077 ImGuiContext& g = *GImGui; 7078 7079 ImRect r_outer = GetWindowAllowedExtentRect(window); 7080 if (window->Flags & ImGuiWindowFlags_ChildMenu) 7081 { 7082 // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. 7083 // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. 7084 IM_ASSERT(g.CurrentWindow == window); 7085 ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2]; 7086 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). 7087 ImRect r_avoid; 7088 if (parent_window->DC.MenuBarAppending) 7089 r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight()); 7090 else 7091 r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); 7092 return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); 7093 } 7094 if (window->Flags & ImGuiWindowFlags_Popup) 7095 { 7096 ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1); 7097 return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); 7098 } 7099 if (window->Flags & ImGuiWindowFlags_Tooltip) 7100 { 7101 // Position tooltip (always follows mouse) 7102 float sc = g.Style.MouseCursorScale; 7103 ImVec2 ref_pos = NavCalcPreferredRefPos(); 7104 ImRect r_avoid; 7105 if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) 7106 r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); 7107 else 7108 r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. 7109 ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); 7110 if (window->AutoPosLastDirection == ImGuiDir_None) 7111 pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. 7112 return pos; 7113 } 7114 IM_ASSERT(0); 7115 return window->Pos; 7116} 7117 7118//----------------------------------------------------------------------------- 7119// [SECTION] VIEWPORTS, PLATFORM WINDOWS 7120//----------------------------------------------------------------------------- 7121 7122// (this section is filled in the 'viewport' and 'docking' branches) 7123 7124//----------------------------------------------------------------------------- 7125// [SECTION] KEYBOARD/GAMEPAD NAVIGATION 7126//----------------------------------------------------------------------------- 7127 7128ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) 7129{ 7130 if (ImFabs(dx) > ImFabs(dy)) 7131 return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; 7132 return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; 7133} 7134 7135static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1) 7136{ 7137 if (a1 < b0) 7138 return a1 - b0; 7139 if (b1 < a0) 7140 return a0 - b1; 7141 return 0.0f; 7142} 7143 7144static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) 7145{ 7146 if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) 7147 { 7148 r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); 7149 r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); 7150 } 7151 else 7152 { 7153 r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); 7154 r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); 7155 } 7156} 7157 7158// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057 7159static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) 7160{ 7161 ImGuiContext& g = *GImGui; 7162 ImGuiWindow* window = g.CurrentWindow; 7163 if (g.NavLayer != window->DC.NavLayerCurrent) 7164 return false; 7165 7166 const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) 7167 g.NavScoringCount++; 7168 7169 // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring 7170 if (window->ParentWindow == g.NavWindow) 7171 { 7172 IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); 7173 if (!window->ClipRect.Contains(cand)) 7174 return false; 7175 cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window 7176 } 7177 7178 // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) 7179 // For example, this ensure that items in one column are not reached when moving vertically from items in another column. 7180 NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); 7181 7182 // Compute distance between boxes 7183 // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. 7184 float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); 7185 float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items 7186 if (dby != 0.0f && dbx != 0.0f) 7187 dbx = (dbx/1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); 7188 float dist_box = ImFabs(dbx) + ImFabs(dby); 7189 7190 // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) 7191 float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); 7192 float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); 7193 float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) 7194 7195 // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance 7196 ImGuiDir quadrant; 7197 float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; 7198 if (dbx != 0.0f || dby != 0.0f) 7199 { 7200 // For non-overlapping boxes, use distance between boxes 7201 dax = dbx; 7202 day = dby; 7203 dist_axial = dist_box; 7204 quadrant = ImGetDirQuadrantFromDelta(dbx, dby); 7205 } 7206 else if (dcx != 0.0f || dcy != 0.0f) 7207 { 7208 // For overlapping boxes with different centers, use distance between centers 7209 dax = dcx; 7210 day = dcy; 7211 dist_axial = dist_center; 7212 quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); 7213 } 7214 else 7215 { 7216 // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) 7217 quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; 7218 } 7219 7220#if IMGUI_DEBUG_NAV_SCORING 7221 char buf[128]; 7222 if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) 7223 { 7224 ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); 7225 ImDrawList* draw_list = ImGui::GetOverlayDrawList(window); 7226 draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); 7227 draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); 7228 draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); 7229 draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); 7230 } 7231 else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. 7232 { 7233 if (ImGui::IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } 7234 if (quadrant == g.NavMoveDir) 7235 { 7236 ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); 7237 ImDrawList* draw_list = ImGui::GetOverlayDrawList(window); 7238 draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); 7239 draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); 7240 } 7241 } 7242 #endif 7243 7244 // Is it in the quadrant we're interesting in moving to? 7245 bool new_best = false; 7246 if (quadrant == g.NavMoveDir) 7247 { 7248 // Does it beat the current best candidate? 7249 if (dist_box < result->DistBox) 7250 { 7251 result->DistBox = dist_box; 7252 result->DistCenter = dist_center; 7253 return true; 7254 } 7255 if (dist_box == result->DistBox) 7256 { 7257 // Try using distance between center points to break ties 7258 if (dist_center < result->DistCenter) 7259 { 7260 result->DistCenter = dist_center; 7261 new_best = true; 7262 } 7263 else if (dist_center == result->DistCenter) 7264 { 7265 // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items 7266 // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), 7267 // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. 7268 if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance 7269 new_best = true; 7270 } 7271 } 7272 } 7273 7274 // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches 7275 // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) 7276 // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. 7277 // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. 7278 // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? 7279 if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match 7280 if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) 7281 if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f)) 7282 { 7283 result->DistAxial = dist_axial; 7284 new_best = true; 7285 } 7286 7287 return new_best; 7288} 7289 7290// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) 7291static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id) 7292{ 7293 ImGuiContext& g = *GImGui; 7294 //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. 7295 // return; 7296 7297 const ImGuiItemFlags item_flags = window->DC.ItemFlags; 7298 const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); 7299 7300 // Process Init Request 7301 if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) 7302 { 7303 // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback 7304 if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0) 7305 { 7306 g.NavInitResultId = id; 7307 g.NavInitResultRectRel = nav_bb_rel; 7308 } 7309 if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) 7310 { 7311 g.NavInitRequest = false; // Found a match, clear request 7312 NavUpdateAnyRequestFlag(); 7313 } 7314 } 7315 7316 // Process Move Request (scoring for navigation) 7317 // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) 7318 if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_NoNav)) 7319 { 7320 ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; 7321#if IMGUI_DEBUG_NAV_SCORING 7322 // [DEBUG] Score all items in NavWindow at all times 7323 if (!g.NavMoveRequest) 7324 g.NavMoveDir = g.NavMoveDirLast; 7325 bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest; 7326#else 7327 bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); 7328#endif 7329 if (new_best) 7330 { 7331 result->ID = id; 7332 result->SelectScopeId = g.MultiSelectScopeId; 7333 result->Window = window; 7334 result->RectRel = nav_bb_rel; 7335 } 7336 7337 const float VISIBLE_RATIO = 0.70f; 7338 if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) 7339 if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) 7340 if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb)) 7341 { 7342 result = &g.NavMoveResultLocalVisibleSet; 7343 result->ID = id; 7344 result->SelectScopeId = g.MultiSelectScopeId; 7345 result->Window = window; 7346 result->RectRel = nav_bb_rel; 7347 } 7348 } 7349 7350 // Update window-relative bounding box of navigated item 7351 if (g.NavId == id) 7352 { 7353 g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. 7354 g.NavLayer = window->DC.NavLayerCurrent; 7355 g.NavIdIsAlive = true; 7356 g.NavIdTabCounter = window->FocusIdxTabCounter; 7357 window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) 7358 } 7359} 7360 7361bool ImGui::NavMoveRequestButNoResultYet() 7362{ 7363 ImGuiContext& g = *GImGui; 7364 return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; 7365} 7366 7367void ImGui::NavMoveRequestCancel() 7368{ 7369 ImGuiContext& g = *GImGui; 7370 g.NavMoveRequest = false; 7371 NavUpdateAnyRequestFlag(); 7372} 7373 7374void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags) 7375{ 7376 ImGuiContext& g = *GImGui; 7377 IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); 7378 ImGui::NavMoveRequestCancel(); 7379 g.NavMoveDir = move_dir; 7380 g.NavMoveClipDir = clip_dir; 7381 g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; 7382 g.NavMoveRequestFlags = move_flags; 7383 g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; 7384} 7385 7386void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) 7387{ 7388 ImGuiContext& g = *GImGui; 7389 if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0) 7390 return; 7391 IM_ASSERT(move_flags != 0); // No points calling this with no wrapping 7392 ImRect bb_rel = window->NavRectRel[0]; 7393 7394 ImGuiDir clip_dir = g.NavMoveDir; 7395 if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) 7396 { 7397 bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - window->Scroll.x; 7398 if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; } 7399 NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); 7400 } 7401 if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) 7402 { 7403 bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x; 7404 if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(+bb_rel.GetHeight()); clip_dir = ImGuiDir_Down; } 7405 NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); 7406 } 7407 if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) 7408 { 7409 bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - window->Scroll.y; 7410 if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; } 7411 NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); 7412 } 7413 if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) 7414 { 7415 bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y; 7416 if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(+bb_rel.GetWidth()); clip_dir = ImGuiDir_Right; } 7417 NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); 7418 } 7419} 7420 7421static void ImGui::NavSaveLastChildNavWindow(ImGuiWindow* nav_window) 7422{ 7423 ImGuiWindow* parent_window = nav_window; 7424 while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) 7425 parent_window = parent_window->ParentWindow; 7426 if (parent_window && parent_window != nav_window) 7427 parent_window->NavLastChildNavWindow = nav_window; 7428} 7429 7430// Call when we are expected to land on Layer 0 after FocusWindow() 7431static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) 7432{ 7433 return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window; 7434} 7435 7436static void NavRestoreLayer(ImGuiNavLayer layer) 7437{ 7438 ImGuiContext& g = *GImGui; 7439 g.NavLayer = layer; 7440 if (layer == 0) 7441 g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); 7442 if (layer == 0 && g.NavWindow->NavLastIds[0] != 0) 7443 ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]); 7444 else 7445 ImGui::NavInitWindow(g.NavWindow, true); 7446} 7447 7448static inline void ImGui::NavUpdateAnyRequestFlag() 7449{ 7450 ImGuiContext& g = *GImGui; 7451 g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); 7452 if (g.NavAnyRequest) 7453 IM_ASSERT(g.NavWindow != NULL); 7454} 7455 7456// This needs to be called before we submit any widget (aka in or before Begin) 7457void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) 7458{ 7459 ImGuiContext& g = *GImGui; 7460 IM_ASSERT(window == g.NavWindow); 7461 bool init_for_nav = false; 7462 if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) 7463 if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) 7464 init_for_nav = true; 7465 if (init_for_nav) 7466 { 7467 SetNavID(0, g.NavLayer); 7468 g.NavInitRequest = true; 7469 g.NavInitRequestFromMove = false; 7470 g.NavInitResultId = 0; 7471 g.NavInitResultRectRel = ImRect(); 7472 NavUpdateAnyRequestFlag(); 7473 } 7474 else 7475 { 7476 g.NavId = window->NavLastIds[0]; 7477 } 7478} 7479 7480static ImVec2 ImGui::NavCalcPreferredRefPos() 7481{ 7482 ImGuiContext& g = *GImGui; 7483 if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow) 7484 { 7485 // Mouse (we need a fallback in case the mouse becomes invalid after being used) 7486 if (IsMousePosValid(&g.IO.MousePos)) 7487 return g.IO.MousePos; 7488 return g.LastValidMousePos; 7489 } 7490 else 7491 { 7492 // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item. 7493 const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; 7494 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())); 7495 ImRect visible_rect = GetViewportRect(); 7496 return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta. 7497 } 7498} 7499 7500float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) 7501{ 7502 ImGuiContext& g = *GImGui; 7503 if (mode == ImGuiInputReadMode_Down) 7504 return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) 7505 7506 const float t = g.IO.NavInputsDownDuration[n]; 7507 if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. 7508 return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); 7509 if (t < 0.0f) 7510 return 0.0f; 7511 if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. 7512 return (t == 0.0f) ? 1.0f : 0.0f; 7513 if (mode == ImGuiInputReadMode_Repeat) 7514 return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f); 7515 if (mode == ImGuiInputReadMode_RepeatSlow) 7516 return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f); 7517 if (mode == ImGuiInputReadMode_RepeatFast) 7518 return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f); 7519 return 0.0f; 7520} 7521 7522ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) 7523{ 7524 ImVec2 delta(0.0f, 0.0f); 7525 if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) 7526 delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); 7527 if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) 7528 delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); 7529 if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) 7530 delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); 7531 if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) 7532 delta *= slow_factor; 7533 if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) 7534 delta *= fast_factor; 7535 return delta; 7536} 7537 7538// Scroll to keep newly navigated item fully into view 7539// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated. 7540static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) 7541{ 7542 ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1)); 7543 //GetOverlayDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] 7544 if (window_rect.Contains(item_rect)) 7545 return; 7546 7547 ImGuiContext& g = *GImGui; 7548 if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) 7549 { 7550 window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x; 7551 window->ScrollTargetCenterRatio.x = 0.0f; 7552 } 7553 else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) 7554 { 7555 window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x; 7556 window->ScrollTargetCenterRatio.x = 1.0f; 7557 } 7558 if (item_rect.Min.y < window_rect.Min.y) 7559 { 7560 window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y; 7561 window->ScrollTargetCenterRatio.y = 0.0f; 7562 } 7563 else if (item_rect.Max.y >= window_rect.Max.y) 7564 { 7565 window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y; 7566 window->ScrollTargetCenterRatio.y = 1.0f; 7567 } 7568} 7569 7570static void ImGui::NavUpdate() 7571{ 7572 ImGuiContext& g = *GImGui; 7573 g.IO.WantSetMousePos = false; 7574#if 0 7575 if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); 7576#endif 7577 7578 // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) 7579 bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; 7580 bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; 7581 if (nav_gamepad_active) 7582 if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f) 7583 g.NavInputSource = ImGuiInputSource_NavGamepad; 7584 7585 // Update Keyboard->Nav inputs mapping 7586 if (nav_keyboard_active) 7587 { 7588 #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } 7589 NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); 7590 NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); 7591 NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); 7592 NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); 7593 NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); 7594 NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); 7595 NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); 7596 if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; 7597 if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; 7598 if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; 7599 #undef NAV_MAP_KEY 7600 } 7601 memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration)); 7602 for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++) 7603 g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; 7604 7605 // Process navigation init request (select first/default focus) 7606 if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) 7607 { 7608 // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) 7609 IM_ASSERT(g.NavWindow); 7610 if (g.NavInitRequestFromMove) 7611 SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); 7612 else 7613 SetNavID(g.NavInitResultId, g.NavLayer); 7614 g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; 7615 } 7616 g.NavInitRequest = false; 7617 g.NavInitRequestFromMove = false; 7618 g.NavInitResultId = 0; 7619 g.NavJustMovedToId = 0; 7620 7621 // Process navigation move request 7622 if (g.NavMoveRequest) 7623 NavUpdateMoveResult(); 7624 7625 // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame 7626 if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive) 7627 { 7628 IM_ASSERT(g.NavMoveRequest); 7629 if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) 7630 g.NavDisableHighlight = false; 7631 g.NavMoveRequestForward = ImGuiNavForward_None; 7632 } 7633 7634 // Apply application mouse position movement, after we had a chance to process move request result. 7635 if (g.NavMousePosDirty && g.NavIdIsAlive) 7636 { 7637 // Set mouse position given our knowledge of the navigated item position from last frame 7638 if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) 7639 { 7640 if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) 7641 { 7642 g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos(); 7643 g.IO.WantSetMousePos = true; 7644 } 7645 } 7646 g.NavMousePosDirty = false; 7647 } 7648 g.NavIdIsAlive = false; 7649 g.NavJustTabbedId = 0; 7650 IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); 7651 7652 // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0 7653 if (g.NavWindow) 7654 NavSaveLastChildNavWindow(g.NavWindow); 7655 if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0) 7656 g.NavWindow->NavLastChildNavWindow = NULL; 7657 7658 // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) 7659 NavUpdateWindowing(); 7660 7661 // Set output flags for user application 7662 g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); 7663 g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); 7664 7665 // Process NavCancel input (to close a popup, get back to parent, clear focus) 7666 if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) 7667 { 7668 if (g.ActiveId != 0) 7669 { 7670 if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel))) 7671 ClearActiveID(); 7672 } 7673 else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) 7674 { 7675 // Exit child window 7676 ImGuiWindow* child_window = g.NavWindow; 7677 ImGuiWindow* parent_window = g.NavWindow->ParentWindow; 7678 IM_ASSERT(child_window->ChildId != 0); 7679 FocusWindow(parent_window); 7680 SetNavID(child_window->ChildId, 0); 7681 g.NavIdIsAlive = false; 7682 if (g.NavDisableMouseHover) 7683 g.NavMousePosDirty = true; 7684 } 7685 else if (g.OpenPopupStack.Size > 0) 7686 { 7687 // Close open popup/menu 7688 if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) 7689 ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); 7690 } 7691 else if (g.NavLayer != 0) 7692 { 7693 // Leave the "menu" layer 7694 NavRestoreLayer(ImGuiNavLayer_Main); 7695 } 7696 else 7697 { 7698 // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were 7699 if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) 7700 g.NavWindow->NavLastIds[0] = 0; 7701 g.NavId = 0; 7702 } 7703 } 7704 7705 // Process manual activation request 7706 g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; 7707 if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) 7708 { 7709 bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); 7710 bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); 7711 if (g.ActiveId == 0 && activate_pressed) 7712 g.NavActivateId = g.NavId; 7713 if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) 7714 g.NavActivateDownId = g.NavId; 7715 if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) 7716 g.NavActivatePressedId = g.NavId; 7717 if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) 7718 g.NavInputId = g.NavId; 7719 } 7720 if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) 7721 g.NavDisableHighlight = true; 7722 if (g.NavActivateId != 0) 7723 IM_ASSERT(g.NavActivateDownId == g.NavActivateId); 7724 g.NavMoveRequest = false; 7725 7726 // Process programmatic activation request 7727 if (g.NavNextActivateId != 0) 7728 g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; 7729 g.NavNextActivateId = 0; 7730 7731 // Initiate directional inputs request 7732 const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags; 7733 if (g.NavMoveRequestForward == ImGuiNavForward_None) 7734 { 7735 g.NavMoveDir = ImGuiDir_None; 7736 g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; 7737 if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) 7738 { 7739 if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left; 7740 if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right; 7741 if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up; 7742 if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down; 7743 } 7744 g.NavMoveClipDir = g.NavMoveDir; 7745 } 7746 else 7747 { 7748 // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) 7749 // (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function) 7750 IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); 7751 IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued); 7752 g.NavMoveRequestForward = ImGuiNavForward_ForwardActive; 7753 } 7754 7755 // Update PageUp/PageDown scroll 7756 float nav_scoring_rect_offset_y = 0.0f; 7757 if (nav_keyboard_active) 7758 nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(allowed_dir_flags); 7759 7760 // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match 7761 if (g.NavMoveDir != ImGuiDir_None) 7762 { 7763 g.NavMoveRequest = true; 7764 g.NavMoveDirLast = g.NavMoveDir; 7765 } 7766 if (g.NavMoveRequest && g.NavId == 0) 7767 { 7768 g.NavInitRequest = g.NavInitRequestFromMove = true; 7769 g.NavInitResultId = 0; 7770 g.NavDisableHighlight = false; 7771 } 7772 NavUpdateAnyRequestFlag(); 7773 7774 // Scrolling 7775 if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) 7776 { 7777 // *Fallback* manual-scroll with Nav directional keys when window has no navigable item 7778 ImGuiWindow* window = g.NavWindow; 7779 const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. 7780 if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) 7781 { 7782 if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) 7783 SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); 7784 if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) 7785 SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); 7786 } 7787 7788 // *Normal* Manual scroll with NavScrollXXX keys 7789 // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. 7790 ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); 7791 if (scroll_dir.x != 0.0f && window->ScrollbarX) 7792 { 7793 SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); 7794 g.NavMoveFromClampedRefRect = true; 7795 } 7796 if (scroll_dir.y != 0.0f) 7797 { 7798 SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); 7799 g.NavMoveFromClampedRefRect = true; 7800 } 7801 } 7802 7803 // Reset search results 7804 g.NavMoveResultLocal.Clear(); 7805 g.NavMoveResultLocalVisibleSet.Clear(); 7806 g.NavMoveResultOther.Clear(); 7807 7808 // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items 7809 if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) 7810 { 7811 ImGuiWindow* window = g.NavWindow; 7812 ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1)); 7813 if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) 7814 { 7815 float pad = window->CalcFontSize() * 0.5f; 7816 window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item 7817 window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel); 7818 g.NavId = 0; 7819 } 7820 g.NavMoveFromClampedRefRect = false; 7821 } 7822 7823 // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) 7824 ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0); 7825 g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect(); 7826 g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y); 7827 g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x); 7828 g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x; 7829 IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). 7830 //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] 7831 g.NavScoringCount = 0; 7832#if IMGUI_DEBUG_NAV_RECTS 7833 if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList(g.NavWindow)->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] 7834 if (g.NavWindow) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } 7835#endif 7836} 7837 7838// Apply result from previous frame navigation directional move request 7839static void ImGui::NavUpdateMoveResult() 7840{ 7841 ImGuiContext& g = *GImGui; 7842 if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) 7843 { 7844 // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) 7845 if (g.NavId != 0) 7846 { 7847 g.NavDisableHighlight = false; 7848 g.NavDisableMouseHover = true; 7849 } 7850 return; 7851 } 7852 7853 // Select which result to use 7854 ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; 7855 7856 // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. 7857 if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) 7858 if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId) 7859 result = &g.NavMoveResultLocalVisibleSet; 7860 7861 // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. 7862 if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) 7863 if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) 7864 result = &g.NavMoveResultOther; 7865 IM_ASSERT(g.NavWindow && result->Window); 7866 7867 // Scroll to keep newly navigated item fully into view. 7868 if (g.NavLayer == 0) 7869 { 7870 ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); 7871 NavScrollToBringItemIntoView(result->Window, rect_abs); 7872 7873 // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() 7874 ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); 7875 ImVec2 delta_scroll = result->Window->Scroll - next_scroll; 7876 result->RectRel.Translate(delta_scroll); 7877 7878 // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy). 7879 if (result->Window->Flags & ImGuiWindowFlags_ChildWindow) 7880 NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); 7881 } 7882 7883 ClearActiveID(); 7884 g.NavWindow = result->Window; 7885 if (g.NavId != result->ID) 7886 { 7887 // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) 7888 g.NavJustMovedToId = result->ID; 7889 g.NavJustMovedToSelectScopeId = result->SelectScopeId; 7890 } 7891 SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel); 7892 g.NavMoveFromClampedRefRect = false; 7893} 7894 7895static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) 7896{ 7897 ImGuiContext& g = *GImGui; 7898 if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0) 7899 { 7900 ImGuiWindow* window = g.NavWindow; 7901 bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); 7902 bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); 7903 if (page_up_held != page_down_held) // If either (not both) are pressed 7904 { 7905 if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) 7906 { 7907 // Fallback manual-scroll when window has no navigable item 7908 if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) 7909 SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight()); 7910 else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) 7911 SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight()); 7912 } 7913 else 7914 { 7915 const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; 7916 const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); 7917 float nav_scoring_rect_offset_y = 0.0f; 7918 if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) 7919 { 7920 nav_scoring_rect_offset_y = -page_offset_y; 7921 g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) 7922 g.NavMoveClipDir = ImGuiDir_Up; 7923 g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; 7924 } 7925 else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) 7926 { 7927 nav_scoring_rect_offset_y = +page_offset_y; 7928 g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) 7929 g.NavMoveClipDir = ImGuiDir_Down; 7930 g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; 7931 } 7932 return nav_scoring_rect_offset_y; 7933 } 7934 } 7935 } 7936 return 0.0f; 7937} 7938 7939static int FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) 7940{ 7941 ImGuiContext& g = *GImGui; 7942 for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--) 7943 if (g.WindowsFocusOrder[i] == window) 7944 return i; 7945 return -1; 7946} 7947 7948static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) 7949{ 7950 ImGuiContext& g = *GImGui; 7951 for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) 7952 if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) 7953 return g.WindowsFocusOrder[i]; 7954 return NULL; 7955} 7956 7957static void NavUpdateWindowingHighlightWindow(int focus_change_dir) 7958{ 7959 ImGuiContext& g = *GImGui; 7960 IM_ASSERT(g.NavWindowingTarget); 7961 if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) 7962 return; 7963 7964 const int i_current = FindWindowFocusIndex(g.NavWindowingTarget); 7965 ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); 7966 if (!window_target) 7967 window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); 7968 if (window_target) // Don't reset windowing target if there's a single window in the list 7969 g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; 7970 g.NavWindowingToggleLayer = false; 7971} 7972 7973// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer) 7974static void ImGui::NavUpdateWindowing() 7975{ 7976 ImGuiContext& g = *GImGui; 7977 ImGuiWindow* apply_focus_window = NULL; 7978 bool apply_toggle_layer = false; 7979 7980 ImGuiWindow* modal_window = GetFrontMostPopupModal(); 7981 if (modal_window != NULL) 7982 { 7983 g.NavWindowingTarget = NULL; 7984 return; 7985 } 7986 7987 // Fade out 7988 if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) 7989 { 7990 g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f); 7991 if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) 7992 g.NavWindowingTargetAnim = NULL; 7993 } 7994 7995 // Start CTRL-TAB or Square+L/R window selection 7996 bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); 7997 bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); 7998 if (start_windowing_with_gamepad || start_windowing_with_keyboard) 7999 if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) 8000 { 8001 g.NavWindowingTarget = g.NavWindowingTargetAnim = window; 8002 g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; 8003 g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; 8004 g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; 8005 } 8006 8007 // Gamepad update 8008 g.NavWindowingTimer += g.IO.DeltaTime; 8009 if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) 8010 { 8011 // 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 8012 g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); 8013 8014 // Select window to focus 8015 const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); 8016 if (focus_change_dir != 0) 8017 { 8018 NavUpdateWindowingHighlightWindow(focus_change_dir); 8019 g.NavWindowingHighlightAlpha = 1.0f; 8020 } 8021 8022 // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most) 8023 if (!IsNavInputDown(ImGuiNavInput_Menu)) 8024 { 8025 g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. 8026 if (g.NavWindowingToggleLayer && g.NavWindow) 8027 apply_toggle_layer = true; 8028 else if (!g.NavWindowingToggleLayer) 8029 apply_focus_window = g.NavWindowingTarget; 8030 g.NavWindowingTarget = NULL; 8031 } 8032 } 8033 8034 // Keyboard: Focus 8035 if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) 8036 { 8037 // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise 8038 g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f 8039 if (IsKeyPressedMap(ImGuiKey_Tab, true)) 8040 NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1); 8041 if (!g.IO.KeyCtrl) 8042 apply_focus_window = g.NavWindowingTarget; 8043 } 8044 8045 // Keyboard: Press and Release ALT to toggle menu layer 8046 // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB 8047 if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) 8048 if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) 8049 apply_toggle_layer = true; 8050 8051 // Move window 8052 if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) 8053 { 8054 ImVec2 move_delta; 8055 if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) 8056 move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); 8057 if (g.NavInputSource == ImGuiInputSource_NavGamepad) 8058 move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); 8059 if (move_delta.x != 0.0f || move_delta.y != 0.0f) 8060 { 8061 const float NAV_MOVE_SPEED = 800.0f; 8062 const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well 8063 g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed; 8064 g.NavDisableMouseHover = true; 8065 MarkIniSettingsDirty(g.NavWindowingTarget); 8066 } 8067 } 8068 8069 // Apply final focus 8070 if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) 8071 { 8072 g.NavDisableHighlight = false; 8073 g.NavDisableMouseHover = true; 8074 apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); 8075 ClosePopupsOverWindow(apply_focus_window); 8076 FocusWindow(apply_focus_window); 8077 if (apply_focus_window->NavLastIds[0] == 0) 8078 NavInitWindow(apply_focus_window, false); 8079 8080 // If the window only has a menu layer, select it directly 8081 if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu)) 8082 g.NavLayer = ImGuiNavLayer_Menu; 8083 } 8084 if (apply_focus_window) 8085 g.NavWindowingTarget = NULL; 8086 8087 // Apply menu/layer toggle 8088 if (apply_toggle_layer && g.NavWindow) 8089 { 8090 // Move to parent menu if necessary 8091 ImGuiWindow* new_nav_window = g.NavWindow; 8092 while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 8093 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 8094 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) 8095 new_nav_window = new_nav_window->ParentWindow; 8096 if (new_nav_window != g.NavWindow) 8097 { 8098 ImGuiWindow* old_nav_window = g.NavWindow; 8099 FocusWindow(new_nav_window); 8100 new_nav_window->NavLastChildNavWindow = old_nav_window; 8101 } 8102 g.NavDisableHighlight = false; 8103 g.NavDisableMouseHover = true; 8104 NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main); 8105 } 8106} 8107 8108// Window has already passed the IsWindowNavFocusable() 8109static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) 8110{ 8111 if (window->Flags & ImGuiWindowFlags_Popup) 8112 return "(Popup)"; 8113 if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) 8114 return "(Main menu bar)"; 8115 return "(Untitled)"; 8116} 8117 8118// Overlay displayed when using CTRL+TAB. Called by EndFrame(). 8119void ImGui::NavUpdateWindowingList() 8120{ 8121 ImGuiContext& g = *GImGui; 8122 IM_ASSERT(g.NavWindowingTarget != NULL); 8123 8124 if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) 8125 return; 8126 8127 if (g.NavWindowingList == NULL) 8128 g.NavWindowingList = FindWindowByName("###NavWindowingList"); 8129 SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); 8130 SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f)); 8131 PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); 8132 Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); 8133 for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) 8134 { 8135 ImGuiWindow* window = g.WindowsFocusOrder[n]; 8136 if (!IsWindowNavFocusable(window)) 8137 continue; 8138 const char* label = window->Name; 8139 if (label == FindRenderedTextEnd(label)) 8140 label = GetFallbackWindowNameForWindowingList(window); 8141 Selectable(label, g.NavWindowingTarget == window); 8142 } 8143 End(); 8144 PopStyleVar(); 8145} 8146 8147//----------------------------------------------------------------------------- 8148// [SECTION] COLUMNS 8149// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. 8150//----------------------------------------------------------------------------- 8151 8152void ImGui::NextColumn() 8153{ 8154 ImGuiWindow* window = GetCurrentWindow(); 8155 if (window->SkipItems || window->DC.ColumnsSet == NULL) 8156 return; 8157 8158 ImGuiContext& g = *GImGui; 8159 PopItemWidth(); 8160 PopClipRect(); 8161 8162 ImGuiColumnsSet* columns = window->DC.ColumnsSet; 8163 columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); 8164 if (++columns->Current < columns->Count) 8165 { 8166 // Columns 1+ cancel out IndentX 8167 window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x; 8168 window->DrawList->ChannelsSetCurrent(columns->Current); 8169 } 8170 else 8171 { 8172 window->DC.ColumnsOffset.x = 0.0f; 8173 window->DrawList->ChannelsSetCurrent(0); 8174 columns->Current = 0; 8175 columns->LineMinY = columns->LineMaxY; 8176 } 8177 window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); 8178 window->DC.CursorPos.y = columns->LineMinY; 8179 window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); 8180 window->DC.CurrentLineTextBaseOffset = 0.0f; 8181 8182 PushColumnClipRect(); 8183 PushItemWidth(GetColumnWidth() * 0.65f); // FIXME: Move on columns setup 8184} 8185 8186int ImGui::GetColumnIndex() 8187{ 8188 ImGuiWindow* window = GetCurrentWindowRead(); 8189 return window->DC.ColumnsSet ? window->DC.ColumnsSet->Current : 0; 8190} 8191 8192int ImGui::GetColumnsCount() 8193{ 8194 ImGuiWindow* window = GetCurrentWindowRead(); 8195 return window->DC.ColumnsSet ? window->DC.ColumnsSet->Count : 1; 8196} 8197 8198static float OffsetNormToPixels(const ImGuiColumnsSet* columns, float offset_norm) 8199{ 8200 return offset_norm * (columns->MaxX - columns->MinX); 8201} 8202 8203static float PixelsToOffsetNorm(const ImGuiColumnsSet* columns, float offset) 8204{ 8205 return offset / (columns->MaxX - columns->MinX); 8206} 8207 8208static inline float GetColumnsRectHalfWidth() { return 4.0f; } 8209 8210static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index) 8211{ 8212 // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing 8213 // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. 8214 ImGuiContext& g = *GImGui; 8215 ImGuiWindow* window = g.CurrentWindow; 8216 IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. 8217 IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); 8218 8219 float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + GetColumnsRectHalfWidth() - window->Pos.x; 8220 x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); 8221 if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) 8222 x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); 8223 8224 return x; 8225} 8226 8227float ImGui::GetColumnOffset(int column_index) 8228{ 8229 ImGuiWindow* window = GetCurrentWindowRead(); 8230 ImGuiColumnsSet* columns = window->DC.ColumnsSet; 8231 IM_ASSERT(columns != NULL); 8232 8233 if (column_index < 0) 8234 column_index = columns->Current; 8235 IM_ASSERT(column_index < columns->Columns.Size); 8236 8237 const float t = columns->Columns[column_index].OffsetNorm; 8238 const float x_offset = ImLerp(columns->MinX, columns->MaxX, t); 8239 return x_offset; 8240} 8241 8242static float GetColumnWidthEx(ImGuiColumnsSet* columns, int column_index, bool before_resize = false) 8243{ 8244 if (column_index < 0) 8245 column_index = columns->Current; 8246 8247 float offset_norm; 8248 if (before_resize) 8249 offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; 8250 else 8251 offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; 8252 return OffsetNormToPixels(columns, offset_norm); 8253} 8254 8255float ImGui::GetColumnWidth(int column_index) 8256{ 8257 ImGuiWindow* window = GetCurrentWindowRead(); 8258 ImGuiColumnsSet* columns = window->DC.ColumnsSet; 8259 IM_ASSERT(columns != NULL); 8260 8261 if (column_index < 0) 8262 column_index = columns->Current; 8263 return OffsetNormToPixels(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); 8264} 8265 8266void ImGui::SetColumnOffset(int column_index, float offset) 8267{ 8268 ImGuiContext& g = *GImGui; 8269 ImGuiWindow* window = g.CurrentWindow; 8270 ImGuiColumnsSet* columns = window->DC.ColumnsSet; 8271 IM_ASSERT(columns != NULL); 8272 8273 if (column_index < 0) 8274 column_index = columns->Current; 8275 IM_ASSERT(column_index < columns->Columns.Size); 8276 8277 const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); 8278 const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; 8279 8280 if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) 8281 offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); 8282 columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->MinX); 8283 8284 if (preserve_width) 8285 SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); 8286} 8287 8288void ImGui::SetColumnWidth(int column_index, float width) 8289{ 8290 ImGuiWindow* window = GetCurrentWindowRead(); 8291 ImGuiColumnsSet* columns = window->DC.ColumnsSet; 8292 IM_ASSERT(columns != NULL); 8293 8294 if (column_index < 0) 8295 column_index = columns->Current; 8296 SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); 8297} 8298 8299void ImGui::PushColumnClipRect(int column_index) 8300{ 8301 ImGuiWindow* window = GetCurrentWindowRead(); 8302 ImGuiColumnsSet* columns = window->DC.ColumnsSet; 8303 if (column_index < 0) 8304 column_index = columns->Current; 8305 8306 PushClipRect(columns->Columns[column_index].ClipRect.Min, columns->Columns[column_index].ClipRect.Max, false); 8307} 8308 8309static ImGuiColumnsSet* FindOrAddColumnsSet(ImGuiWindow* window, ImGuiID id) 8310{ 8311 for (int n = 0; n < window->ColumnsStorage.Size; n++) 8312 if (window->ColumnsStorage[n].ID == id) 8313 return &window->ColumnsStorage[n]; 8314 8315 window->ColumnsStorage.push_back(ImGuiColumnsSet()); 8316 ImGuiColumnsSet* columns = &window->ColumnsStorage.back(); 8317 columns->ID = id; 8318 return columns; 8319} 8320 8321void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) 8322{ 8323 ImGuiContext& g = *GImGui; 8324 ImGuiWindow* window = GetCurrentWindow(); 8325 8326 IM_ASSERT(columns_count > 1); 8327 IM_ASSERT(window->DC.ColumnsSet == NULL); // Nested columns are currently not supported 8328 8329 // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. 8330 // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. 8331 PushID(0x11223347 + (str_id ? 0 : columns_count)); 8332 ImGuiID id = window->GetID(str_id ? str_id : "columns"); 8333 PopID(); 8334 8335 // Acquire storage for the columns set 8336 ImGuiColumnsSet* columns = FindOrAddColumnsSet(window, id); 8337 IM_ASSERT(columns->ID == id); 8338 columns->Current = 0; 8339 columns->Count = columns_count; 8340 columns->Flags = flags; 8341 window->DC.ColumnsSet = columns; 8342 8343 // Set state for first column 8344 const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x); 8345 columns->MinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range 8346 columns->MaxX = ImMax(content_region_width - window->Scroll.x, columns->MinX + 1.0f); 8347 columns->StartPosY = window->DC.CursorPos.y; 8348 columns->StartMaxPosX = window->DC.CursorMaxPos.x; 8349 columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; 8350 window->DC.ColumnsOffset.x = 0.0f; 8351 window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); 8352 8353 // Clear data if columns count changed 8354 if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) 8355 columns->Columns.resize(0); 8356 8357 // Initialize defaults 8358 columns->IsFirstFrame = (columns->Columns.Size == 0); 8359 if (columns->Columns.Size == 0) 8360 { 8361 columns->Columns.reserve(columns_count + 1); 8362 for (int n = 0; n < columns_count + 1; n++) 8363 { 8364 ImGuiColumnData column; 8365 column.OffsetNorm = n / (float)columns_count; 8366 columns->Columns.push_back(column); 8367 } 8368 } 8369 8370 for (int n = 0; n < columns_count; n++) 8371 { 8372 // Compute clipping rectangle 8373 ImGuiColumnData* column = &columns->Columns[n]; 8374 float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n) - 1.0f); 8375 float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); 8376 column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); 8377 column->ClipRect.ClipWith(window->ClipRect); 8378 } 8379 8380 window->DrawList->ChannelsSplit(columns->Count); 8381 PushColumnClipRect(); 8382 PushItemWidth(GetColumnWidth() * 0.65f); 8383} 8384 8385void ImGui::EndColumns() 8386{ 8387 ImGuiContext& g = *GImGui; 8388 ImGuiWindow* window = GetCurrentWindow(); 8389 ImGuiColumnsSet* columns = window->DC.ColumnsSet; 8390 IM_ASSERT(columns != NULL); 8391 8392 PopItemWidth(); 8393 PopClipRect(); 8394 window->DrawList->ChannelsMerge(); 8395 8396 columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); 8397 window->DC.CursorPos.y = columns->LineMaxY; 8398 if (!(columns->Flags & ImGuiColumnsFlags_GrowParentContentsSize)) 8399 window->DC.CursorMaxPos.x = columns->StartMaxPosX; // Restore cursor max pos, as columns don't grow parent 8400 8401 // Draw columns borders and handle resize 8402 bool is_being_resized = false; 8403 if (!(columns->Flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) 8404 { 8405 const float y1 = columns->StartPosY; 8406 const float y2 = window->DC.CursorPos.y; 8407 int dragging_column = -1; 8408 for (int n = 1; n < columns->Count; n++) 8409 { 8410 float x = window->Pos.x + GetColumnOffset(n); 8411 const ImGuiID column_id = columns->ID + ImGuiID(n); 8412 const float column_hw = GetColumnsRectHalfWidth(); // Half-width for interaction 8413 const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2)); 8414 KeepAliveID(column_id); 8415 if (IsClippedEx(column_rect, column_id, false)) 8416 continue; 8417 8418 bool hovered = false, held = false; 8419 if (!(columns->Flags & ImGuiColumnsFlags_NoResize)) 8420 { 8421 ButtonBehavior(column_rect, column_id, &hovered, &held); 8422 if (hovered || held) 8423 g.MouseCursor = ImGuiMouseCursor_ResizeEW; 8424 if (held && !(columns->Columns[n].Flags & ImGuiColumnsFlags_NoResize)) 8425 dragging_column = n; 8426 } 8427 8428 // Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.) 8429 const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); 8430 const float xi = (float)(int)x; 8431 window->DrawList->AddLine(ImVec2(xi, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), col); 8432 } 8433 8434 // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. 8435 if (dragging_column != -1) 8436 { 8437 if (!columns->IsBeingResized) 8438 for (int n = 0; n < columns->Count + 1; n++) 8439 columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; 8440 columns->IsBeingResized = is_being_resized = true; 8441 float x = GetDraggedColumnOffset(columns, dragging_column); 8442 SetColumnOffset(dragging_column, x); 8443 } 8444 } 8445 columns->IsBeingResized = is_being_resized; 8446 8447 window->DC.ColumnsSet = NULL; 8448 window->DC.ColumnsOffset.x = 0.0f; 8449 window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); 8450} 8451 8452// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] 8453void ImGui::Columns(int columns_count, const char* id, bool border) 8454{ 8455 ImGuiWindow* window = GetCurrentWindow(); 8456 IM_ASSERT(columns_count >= 1); 8457 8458 ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); 8459 //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior 8460 if (window->DC.ColumnsSet != NULL && window->DC.ColumnsSet->Count == columns_count && window->DC.ColumnsSet->Flags == flags) 8461 return; 8462 8463 if (window->DC.ColumnsSet != NULL) 8464 EndColumns(); 8465 8466 if (columns_count != 1) 8467 BeginColumns(id, columns_count, flags); 8468} 8469 8470//----------------------------------------------------------------------------- 8471// [SECTION] DRAG AND DROP 8472//----------------------------------------------------------------------------- 8473 8474void ImGui::ClearDragDrop() 8475{ 8476 ImGuiContext& g = *GImGui; 8477 g.DragDropActive = false; 8478 g.DragDropPayload.Clear(); 8479 g.DragDropAcceptFlags = ImGuiDragDropFlags_None; 8480 g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; 8481 g.DragDropAcceptIdCurrRectSurface = FLT_MAX; 8482 g.DragDropAcceptFrameCount = -1; 8483 8484 g.DragDropPayloadBufHeap.clear(); 8485 memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); 8486} 8487 8488// Call when current ID is active. 8489// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() 8490bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) 8491{ 8492 ImGuiContext& g = *GImGui; 8493 ImGuiWindow* window = g.CurrentWindow; 8494 8495 bool source_drag_active = false; 8496 ImGuiID source_id = 0; 8497 ImGuiID source_parent_id = 0; 8498 int mouse_button = 0; 8499 if (!(flags & ImGuiDragDropFlags_SourceExtern)) 8500 { 8501 source_id = window->DC.LastItemId; 8502 if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case 8503 return false; 8504 if (g.IO.MouseDown[mouse_button] == false) 8505 return false; 8506 8507 if (source_id == 0) 8508 { 8509 // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: 8510 // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride. 8511 if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) 8512 { 8513 IM_ASSERT(0); 8514 return false; 8515 } 8516 8517 // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image() 8518 // We build a throwaway ID based on current ID stack + relative AABB of items in window. 8519 // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. 8520 // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. 8521 bool is_hovered = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) != 0; 8522 if (!is_hovered && (g.ActiveId == 0 || g.ActiveIdWindow != window)) 8523 return false; 8524 source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect); 8525 if (is_hovered) 8526 SetHoveredID(source_id); 8527 if (is_hovered && g.IO.MouseClicked[mouse_button]) 8528 { 8529 SetActiveID(source_id, window); 8530 FocusWindow(window); 8531 } 8532 if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. 8533 g.ActiveIdAllowOverlap = is_hovered; 8534 } 8535 else 8536 { 8537 g.ActiveIdAllowOverlap = false; 8538 } 8539 if (g.ActiveId != source_id) 8540 return false; 8541 source_parent_id = window->IDStack.back(); 8542 source_drag_active = IsMouseDragging(mouse_button); 8543 } 8544 else 8545 { 8546 window = NULL; 8547 source_id = ImHashStr("#SourceExtern", 0); 8548 source_drag_active = true; 8549 } 8550 8551 if (source_drag_active) 8552 { 8553 if (!g.DragDropActive) 8554 { 8555 IM_ASSERT(source_id != 0); 8556 ClearDragDrop(); 8557 ImGuiPayload& payload = g.DragDropPayload; 8558 payload.SourceId = source_id; 8559 payload.SourceParentId = source_parent_id; 8560 g.DragDropActive = true; 8561 g.DragDropSourceFlags = flags; 8562 g.DragDropMouseButton = mouse_button; 8563 } 8564 g.DragDropSourceFrameCount = g.FrameCount; 8565 g.DragDropWithinSourceOrTarget = true; 8566 8567 if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) 8568 { 8569 // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) 8570 // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. 8571 BeginTooltip(); 8572 if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) 8573 { 8574 ImGuiWindow* tooltip_window = g.CurrentWindow; 8575 tooltip_window->SkipItems = true; 8576 tooltip_window->HiddenFramesRegular = 1; 8577 } 8578 } 8579 8580 if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) 8581 window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; 8582 8583 return true; 8584 } 8585 return false; 8586} 8587 8588void ImGui::EndDragDropSource() 8589{ 8590 ImGuiContext& g = *GImGui; 8591 IM_ASSERT(g.DragDropActive); 8592 IM_ASSERT(g.DragDropWithinSourceOrTarget && "Not after a BeginDragDropSource()?"); 8593 8594 if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) 8595 EndTooltip(); 8596 8597 // Discard the drag if have not called SetDragDropPayload() 8598 if (g.DragDropPayload.DataFrameCount == -1) 8599 ClearDragDrop(); 8600 g.DragDropWithinSourceOrTarget = false; 8601} 8602 8603// Use 'cond' to choose to submit payload on drag start or every frame 8604bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) 8605{ 8606 ImGuiContext& g = *GImGui; 8607 ImGuiPayload& payload = g.DragDropPayload; 8608 if (cond == 0) 8609 cond = ImGuiCond_Always; 8610 8611 IM_ASSERT(type != NULL); 8612 IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); 8613 IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); 8614 IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); 8615 IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() 8616 8617 if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) 8618 { 8619 // Copy payload 8620 ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); 8621 g.DragDropPayloadBufHeap.resize(0); 8622 if (data_size > sizeof(g.DragDropPayloadBufLocal)) 8623 { 8624 // Store in heap 8625 g.DragDropPayloadBufHeap.resize((int)data_size); 8626 payload.Data = g.DragDropPayloadBufHeap.Data; 8627 memcpy(payload.Data, data, data_size); 8628 } 8629 else if (data_size > 0) 8630 { 8631 // Store locally 8632 memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); 8633 payload.Data = g.DragDropPayloadBufLocal; 8634 memcpy(payload.Data, data, data_size); 8635 } 8636 else 8637 { 8638 payload.Data = NULL; 8639 } 8640 payload.DataSize = (int)data_size; 8641 } 8642 payload.DataFrameCount = g.FrameCount; 8643 8644 return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); 8645} 8646 8647bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) 8648{ 8649 ImGuiContext& g = *GImGui; 8650 if (!g.DragDropActive) 8651 return false; 8652 8653 ImGuiWindow* window = g.CurrentWindow; 8654 if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow) 8655 return false; 8656 IM_ASSERT(id != 0); 8657 if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) 8658 return false; 8659 if (window->SkipItems) 8660 return false; 8661 8662 IM_ASSERT(g.DragDropWithinSourceOrTarget == false); 8663 g.DragDropTargetRect = bb; 8664 g.DragDropTargetId = id; 8665 g.DragDropWithinSourceOrTarget = true; 8666 return true; 8667} 8668 8669// We don't use BeginDragDropTargetCustom() and duplicate its code because: 8670// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. 8671// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. 8672// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) 8673bool ImGui::BeginDragDropTarget() 8674{ 8675 ImGuiContext& g = *GImGui; 8676 if (!g.DragDropActive) 8677 return false; 8678 8679 ImGuiWindow* window = g.CurrentWindow; 8680 if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) 8681 return false; 8682 if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow) 8683 return false; 8684 8685 const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; 8686 ImGuiID id = window->DC.LastItemId; 8687 if (id == 0) 8688 id = window->GetIDFromRectangle(display_rect); 8689 if (g.DragDropPayload.SourceId == id) 8690 return false; 8691 8692 IM_ASSERT(g.DragDropWithinSourceOrTarget == false); 8693 g.DragDropTargetRect = display_rect; 8694 g.DragDropTargetId = id; 8695 g.DragDropWithinSourceOrTarget = true; 8696 return true; 8697} 8698 8699bool ImGui::IsDragDropPayloadBeingAccepted() 8700{ 8701 ImGuiContext& g = *GImGui; 8702 return g.DragDropActive && g.DragDropAcceptIdPrev != 0; 8703} 8704 8705const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) 8706{ 8707 ImGuiContext& g = *GImGui; 8708 ImGuiWindow* window = g.CurrentWindow; 8709 ImGuiPayload& payload = g.DragDropPayload; 8710 IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? 8711 IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? 8712 if (type != NULL && !payload.IsDataType(type)) 8713 return NULL; 8714 8715 // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. 8716 // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! 8717 const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); 8718 ImRect r = g.DragDropTargetRect; 8719 float r_surface = r.GetWidth() * r.GetHeight(); 8720 if (r_surface < g.DragDropAcceptIdCurrRectSurface) 8721 { 8722 g.DragDropAcceptFlags = flags; 8723 g.DragDropAcceptIdCurr = g.DragDropTargetId; 8724 g.DragDropAcceptIdCurrRectSurface = r_surface; 8725 } 8726 8727 // Render default drop visuals 8728 payload.Preview = was_accepted_previously; 8729 flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) 8730 if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) 8731 { 8732 // FIXME-DRAG: Settle on a proper default visuals for drop target. 8733 r.Expand(3.5f); 8734 bool push_clip_rect = !window->ClipRect.Contains(r); 8735 if (push_clip_rect) window->DrawList->PushClipRect(r.Min-ImVec2(1,1), r.Max+ImVec2(1,1)); 8736 window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f); 8737 if (push_clip_rect) window->DrawList->PopClipRect(); 8738 } 8739 8740 g.DragDropAcceptFrameCount = g.FrameCount; 8741 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() 8742 if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) 8743 return NULL; 8744 8745 return &payload; 8746} 8747 8748const ImGuiPayload* ImGui::GetDragDropPayload() 8749{ 8750 ImGuiContext& g = *GImGui; 8751 return g.DragDropActive ? &g.DragDropPayload : NULL; 8752} 8753 8754// We don't really use/need this now, but added it for the sake of consistency and because we might need it later. 8755void ImGui::EndDragDropTarget() 8756{ 8757 ImGuiContext& g = *GImGui; 8758 IM_ASSERT(g.DragDropActive); 8759 IM_ASSERT(g.DragDropWithinSourceOrTarget); 8760 g.DragDropWithinSourceOrTarget = false; 8761} 8762 8763//----------------------------------------------------------------------------- 8764// [SECTION] DOCKING 8765//----------------------------------------------------------------------------- 8766 8767// (this section is filled in the 'docking' branch) 8768 8769//----------------------------------------------------------------------------- 8770// [SECTION] LOGGING/CAPTURING 8771//----------------------------------------------------------------------------- 8772// All text output from the interface can be captured into tty/file/clipboard. 8773// By default, tree nodes are automatically opened during logging. 8774//----------------------------------------------------------------------------- 8775 8776// Pass text data straight to log (without being displayed) 8777void ImGui::LogText(const char* fmt, ...) 8778{ 8779 ImGuiContext& g = *GImGui; 8780 if (!g.LogEnabled) 8781 return; 8782 8783 va_list args; 8784 va_start(args, fmt); 8785 if (g.LogFile) 8786 vfprintf(g.LogFile, fmt, args); 8787 else 8788 g.LogClipboard.appendfv(fmt, args); 8789 va_end(args); 8790} 8791 8792// Internal version that takes a position to decide on newline placement and pad items according to their depth. 8793// We split text into individual lines to add current tree level padding 8794void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) 8795{ 8796 ImGuiContext& g = *GImGui; 8797 ImGuiWindow* window = g.CurrentWindow; 8798 8799 if (!text_end) 8800 text_end = FindRenderedTextEnd(text, text_end); 8801 8802 const bool log_new_line = ref_pos && (ref_pos->y > window->DC.LogLinePosY + 1); 8803 if (ref_pos) 8804 window->DC.LogLinePosY = ref_pos->y; 8805 8806 const char* text_remaining = text; 8807 if (g.LogStartDepth > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth 8808 g.LogStartDepth = window->DC.TreeDepth; 8809 const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth); 8810 for (;;) 8811 { 8812 // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry. 8813 const char* line_start = text_remaining; 8814 const char* line_end = ImStreolRange(line_start, text_end); 8815 const bool is_first_line = (line_start == text); 8816 const bool is_last_line = (line_end == text_end); 8817 if (!is_last_line || (line_start != line_end)) 8818 { 8819 const int char_count = (int)(line_end - line_start); 8820 if (log_new_line || !is_first_line) 8821 LogText(IM_NEWLINE "%*s%.*s", tree_depth*4, "", char_count, line_start); 8822 else 8823 LogText(" %.*s", char_count, line_start); 8824 } 8825 8826 if (is_last_line) 8827 break; 8828 text_remaining = line_end + 1; 8829 } 8830} 8831 8832// Start logging ImGui output to TTY 8833void ImGui::LogToTTY(int max_depth) 8834{ 8835 ImGuiContext& g = *GImGui; 8836 if (g.LogEnabled) 8837 return; 8838 ImGuiWindow* window = g.CurrentWindow; 8839 8840 IM_ASSERT(g.LogFile == NULL); 8841 g.LogFile = stdout; 8842 g.LogEnabled = true; 8843 g.LogStartDepth = window->DC.TreeDepth; 8844 if (max_depth >= 0) 8845 g.LogAutoExpandMaxDepth = max_depth; 8846} 8847 8848// Start logging ImGui output to given file 8849void ImGui::LogToFile(int max_depth, const char* filename) 8850{ 8851 ImGuiContext& g = *GImGui; 8852 if (g.LogEnabled) 8853 return; 8854 ImGuiWindow* window = g.CurrentWindow; 8855 8856 if (!filename) 8857 { 8858 filename = g.IO.LogFilename; 8859 if (!filename) 8860 return; 8861 } 8862 8863 IM_ASSERT(g.LogFile == NULL); 8864 g.LogFile = ImFileOpen(filename, "ab"); 8865 if (!g.LogFile) 8866 { 8867 IM_ASSERT(0); 8868 return; 8869 } 8870 g.LogEnabled = true; 8871 g.LogStartDepth = window->DC.TreeDepth; 8872 if (max_depth >= 0) 8873 g.LogAutoExpandMaxDepth = max_depth; 8874} 8875 8876// Start logging ImGui output to clipboard 8877void ImGui::LogToClipboard(int max_depth) 8878{ 8879 ImGuiContext& g = *GImGui; 8880 if (g.LogEnabled) 8881 return; 8882 ImGuiWindow* window = g.CurrentWindow; 8883 8884 IM_ASSERT(g.LogFile == NULL); 8885 g.LogFile = NULL; 8886 g.LogEnabled = true; 8887 g.LogStartDepth = window->DC.TreeDepth; 8888 if (max_depth >= 0) 8889 g.LogAutoExpandMaxDepth = max_depth; 8890} 8891 8892void ImGui::LogFinish() 8893{ 8894 ImGuiContext& g = *GImGui; 8895 if (!g.LogEnabled) 8896 return; 8897 8898 LogText(IM_NEWLINE); 8899 if (g.LogFile != NULL) 8900 { 8901 if (g.LogFile == stdout) 8902 fflush(g.LogFile); 8903 else 8904 fclose(g.LogFile); 8905 g.LogFile = NULL; 8906 } 8907 if (g.LogClipboard.size() > 1) 8908 { 8909 SetClipboardText(g.LogClipboard.begin()); 8910 g.LogClipboard.clear(); 8911 } 8912 g.LogEnabled = false; 8913} 8914 8915// Helper to display logging buttons 8916void ImGui::LogButtons() 8917{ 8918 ImGuiContext& g = *GImGui; 8919 8920 PushID("LogButtons"); 8921 const bool log_to_tty = Button("Log To TTY"); SameLine(); 8922 const bool log_to_file = Button("Log To File"); SameLine(); 8923 const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); 8924 PushItemWidth(80.0f); 8925 PushAllowKeyboardFocus(false); 8926 SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL); 8927 PopAllowKeyboardFocus(); 8928 PopItemWidth(); 8929 PopID(); 8930 8931 // Start logging at the end of the function so that the buttons don't appear in the log 8932 if (log_to_tty) 8933 LogToTTY(g.LogAutoExpandMaxDepth); 8934 if (log_to_file) 8935 LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename); 8936 if (log_to_clipboard) 8937 LogToClipboard(g.LogAutoExpandMaxDepth); 8938} 8939 8940//----------------------------------------------------------------------------- 8941// [SECTION] SETTINGS 8942//----------------------------------------------------------------------------- 8943 8944void ImGui::MarkIniSettingsDirty() 8945{ 8946 ImGuiContext& g = *GImGui; 8947 if (g.SettingsDirtyTimer <= 0.0f) 8948 g.SettingsDirtyTimer = g.IO.IniSavingRate; 8949} 8950 8951void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) 8952{ 8953 ImGuiContext& g = *GImGui; 8954 if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) 8955 if (g.SettingsDirtyTimer <= 0.0f) 8956 g.SettingsDirtyTimer = g.IO.IniSavingRate; 8957} 8958 8959ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) 8960{ 8961 ImGuiContext& g = *GImGui; 8962 g.SettingsWindows.push_back(ImGuiWindowSettings()); 8963 ImGuiWindowSettings* settings = &g.SettingsWindows.back(); 8964 settings->Name = ImStrdup(name); 8965 settings->ID = ImHashStr(name, 0); 8966 return settings; 8967} 8968 8969ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) 8970{ 8971 ImGuiContext& g = *GImGui; 8972 for (int i = 0; i != g.SettingsWindows.Size; i++) 8973 if (g.SettingsWindows[i].ID == id) 8974 return &g.SettingsWindows[i]; 8975 return NULL; 8976} 8977 8978ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) 8979{ 8980 if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name, 0))) 8981 return settings; 8982 return CreateNewWindowSettings(name); 8983} 8984 8985void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) 8986{ 8987 size_t file_data_size = 0; 8988 char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); 8989 if (!file_data) 8990 return; 8991 LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); 8992 ImGui::MemFree(file_data); 8993} 8994 8995ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) 8996{ 8997 ImGuiContext& g = *GImGui; 8998 const ImGuiID type_hash = ImHashStr(type_name, 0); 8999 for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) 9000 if (g.SettingsHandlers[handler_n].TypeHash == type_hash) 9001 return &g.SettingsHandlers[handler_n]; 9002 return NULL; 9003} 9004 9005// Zero-tolerance, no error reporting, cheap .ini parsing 9006void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) 9007{ 9008 ImGuiContext& g = *GImGui; 9009 IM_ASSERT(g.Initialized); 9010 IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); 9011 9012 // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). 9013 // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. 9014 if (ini_size == 0) 9015 ini_size = strlen(ini_data); 9016 char* buf = (char*)ImGui::MemAlloc(ini_size + 1); 9017 char* buf_end = buf + ini_size; 9018 memcpy(buf, ini_data, ini_size); 9019 buf[ini_size] = 0; 9020 9021 void* entry_data = NULL; 9022 ImGuiSettingsHandler* entry_handler = NULL; 9023 9024 char* line_end = NULL; 9025 for (char* line = buf; line < buf_end; line = line_end + 1) 9026 { 9027 // Skip new lines markers, then find end of the line 9028 while (*line == '\n' || *line == '\r') 9029 line++; 9030 line_end = line; 9031 while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') 9032 line_end++; 9033 line_end[0] = 0; 9034 if (line[0] == ';') 9035 continue; 9036 if (line[0] == '[' && line_end > line && line_end[-1] == ']') 9037 { 9038 // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. 9039 line_end[-1] = 0; 9040 const char* name_end = line_end - 1; 9041 const char* type_start = line + 1; 9042 char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']'); 9043 const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; 9044 if (!type_end || !name_start) 9045 { 9046 name_start = type_start; // Import legacy entries that have no type 9047 type_start = "Window"; 9048 } 9049 else 9050 { 9051 *type_end = 0; // Overwrite first ']' 9052 name_start++; // Skip second '[' 9053 } 9054 entry_handler = FindSettingsHandler(type_start); 9055 entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; 9056 } 9057 else if (entry_handler != NULL && entry_data != NULL) 9058 { 9059 // Let type handler parse the line 9060 entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); 9061 } 9062 } 9063 ImGui::MemFree(buf); 9064 g.SettingsLoaded = true; 9065} 9066 9067void ImGui::SaveIniSettingsToDisk(const char* ini_filename) 9068{ 9069 ImGuiContext& g = *GImGui; 9070 g.SettingsDirtyTimer = 0.0f; 9071 if (!ini_filename) 9072 return; 9073 9074 size_t ini_data_size = 0; 9075 const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); 9076 FILE* f = ImFileOpen(ini_filename, "wt"); 9077 if (!f) 9078 return; 9079 fwrite(ini_data, sizeof(char), ini_data_size, f); 9080 fclose(f); 9081} 9082 9083// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer 9084const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) 9085{ 9086 ImGuiContext& g = *GImGui; 9087 g.SettingsDirtyTimer = 0.0f; 9088 g.SettingsIniData.Buf.resize(0); 9089 g.SettingsIniData.Buf.push_back(0); 9090 for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) 9091 { 9092 ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; 9093 handler->WriteAllFn(&g, handler, &g.SettingsIniData); 9094 } 9095 if (out_size) 9096 *out_size = (size_t)g.SettingsIniData.size(); 9097 return g.SettingsIniData.c_str(); 9098} 9099 9100static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) 9101{ 9102 ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name, 0)); 9103 if (!settings) 9104 settings = ImGui::CreateNewWindowSettings(name); 9105 return (void*)settings; 9106} 9107 9108static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) 9109{ 9110 ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; 9111 float x, y; 9112 int i; 9113 if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) settings->Pos = ImVec2(x, y); 9114 else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) settings->Size = ImMax(ImVec2(x, y), GImGui->Style.WindowMinSize); 9115 else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0); 9116} 9117 9118static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) 9119{ 9120 // Gather data from windows that were active during this session 9121 // (if a window wasn't opened in this session we preserve its settings) 9122 ImGuiContext& g = *imgui_ctx; 9123 for (int i = 0; i != g.Windows.Size; i++) 9124 { 9125 ImGuiWindow* window = g.Windows[i]; 9126 if (window->Flags & ImGuiWindowFlags_NoSavedSettings) 9127 continue; 9128 9129 ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID); 9130 if (!settings) 9131 { 9132 settings = ImGui::CreateNewWindowSettings(window->Name); 9133 window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); 9134 } 9135 IM_ASSERT(settings->ID == window->ID); 9136 settings->Pos = window->Pos; 9137 settings->Size = window->SizeFull; 9138 settings->Collapsed = window->Collapsed; 9139 } 9140 9141 // Write to text buffer 9142 buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve 9143 for (int i = 0; i != g.SettingsWindows.Size; i++) 9144 { 9145 const ImGuiWindowSettings* settings = &g.SettingsWindows[i]; 9146 if (settings->Pos.x == FLT_MAX) 9147 continue; 9148 const char* name = settings->Name; 9149 if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() 9150 name = p; 9151 buf->appendf("[%s][%s]\n", handler->TypeName, name); 9152 buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y); 9153 buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y); 9154 buf->appendf("Collapsed=%d\n", settings->Collapsed); 9155 buf->appendf("\n"); 9156 } 9157} 9158 9159//----------------------------------------------------------------------------- 9160// [SECTION] PLATFORM DEPENDENT HELPERS 9161//----------------------------------------------------------------------------- 9162 9163#if defined(_WIN32) && !defined(_WINDOWS_) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)) 9164#ifndef WIN32_LEAN_AND_MEAN 9165#define WIN32_LEAN_AND_MEAN 9166#endif 9167#ifndef __MINGW32__ 9168#include <Windows.h> 9169#else 9170#include <windows.h> 9171#endif 9172#endif 9173 9174// Win32 API clipboard implementation 9175#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) 9176 9177#ifdef _MSC_VER 9178#pragma comment(lib, "user32") 9179#endif 9180 9181static const char* GetClipboardTextFn_DefaultImpl(void*) 9182{ 9183 static ImVector<char> buf_local; 9184 buf_local.clear(); 9185 if (!::OpenClipboard(NULL)) 9186 return NULL; 9187 HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); 9188 if (wbuf_handle == NULL) 9189 { 9190 ::CloseClipboard(); 9191 return NULL; 9192 } 9193 if (ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle)) 9194 { 9195 int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1; 9196 buf_local.resize(buf_len); 9197 ImTextStrToUtf8(buf_local.Data, buf_len, wbuf_global, NULL); 9198 } 9199 ::GlobalUnlock(wbuf_handle); 9200 ::CloseClipboard(); 9201 return buf_local.Data; 9202} 9203 9204static void SetClipboardTextFn_DefaultImpl(void*, const char* text) 9205{ 9206 if (!::OpenClipboard(NULL)) 9207 return; 9208 const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1; 9209 HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar)); 9210 if (wbuf_handle == NULL) 9211 { 9212 ::CloseClipboard(); 9213 return; 9214 } 9215 ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle); 9216 ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL); 9217 ::GlobalUnlock(wbuf_handle); 9218 ::EmptyClipboard(); 9219 if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) 9220 ::GlobalFree(wbuf_handle); 9221 ::CloseClipboard(); 9222} 9223 9224#else 9225 9226// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers 9227static const char* GetClipboardTextFn_DefaultImpl(void*) 9228{ 9229 ImGuiContext& g = *GImGui; 9230 return g.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin(); 9231} 9232 9233// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers 9234static void SetClipboardTextFn_DefaultImpl(void*, const char* text) 9235{ 9236 ImGuiContext& g = *GImGui; 9237 g.PrivateClipboard.clear(); 9238 const char* text_end = text + strlen(text); 9239 g.PrivateClipboard.resize((int)(text_end - text) + 1); 9240 memcpy(&g.PrivateClipboard[0], text, (size_t)(text_end - text)); 9241 g.PrivateClipboard[(int)(text_end - text)] = 0; 9242} 9243 9244#endif 9245 9246// Win32 API IME support (for Asian languages, etc.) 9247#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) 9248 9249#include <imm.h> 9250#ifdef _MSC_VER 9251#pragma comment(lib, "imm32") 9252#endif 9253 9254static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y) 9255{ 9256 // Notify OS Input Method Editor of text input position 9257 if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle) 9258 if (HIMC himc = ::ImmGetContext(hwnd)) 9259 { 9260 COMPOSITIONFORM cf; 9261 cf.ptCurrentPos.x = x; 9262 cf.ptCurrentPos.y = y; 9263 cf.dwStyle = CFS_FORCE_POSITION; 9264 ::ImmSetCompositionWindow(himc, &cf); 9265 ::ImmReleaseContext(hwnd, himc); 9266 } 9267} 9268 9269#else 9270 9271static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} 9272 9273#endif 9274 9275//----------------------------------------------------------------------------- 9276// [SECTION] METRICS/DEBUG WINDOW 9277//----------------------------------------------------------------------------- 9278 9279void ImGui::ShowMetricsWindow(bool* p_open) 9280{ 9281 if (!ImGui::Begin("ImGui Metrics", p_open)) 9282 { 9283 ImGui::End(); 9284 return; 9285 } 9286 9287 static bool show_draw_cmd_clip_rects = true; 9288 static bool show_window_begin_order = false; 9289 ImGuiIO& io = ImGui::GetIO(); 9290 ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); 9291 ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); 9292 ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); 9293 ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows); 9294 ImGui::Text("%d allocations", io.MetricsActiveAllocations); 9295 ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_draw_cmd_clip_rects); 9296 ImGui::Checkbox("Ctrl shows window begin order", &show_window_begin_order); 9297 ImGui::Separator(); 9298 9299 struct Funcs 9300 { 9301 static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label) 9302 { 9303 bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size); 9304 if (draw_list == ImGui::GetWindowDrawList()) 9305 { 9306 ImGui::SameLine(); 9307 ImGui::TextColored(ImVec4(1.0f,0.4f,0.4f,1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) 9308 if (node_open) ImGui::TreePop(); 9309 return; 9310 } 9311 9312 ImDrawList* overlay_draw_list = GetOverlayDrawList(window); // Render additional visuals into the top-most draw list 9313 if (window && IsItemHovered()) 9314 overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); 9315 if (!node_open) 9316 return; 9317 9318 int elem_offset = 0; 9319 for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) 9320 { 9321 if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0) 9322 continue; 9323 if (pcmd->UserCallback) 9324 { 9325 ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); 9326 continue; 9327 } 9328 ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; 9329 bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); 9330 if (show_draw_cmd_clip_rects && ImGui::IsItemHovered()) 9331 { 9332 ImRect clip_rect = pcmd->ClipRect; 9333 ImRect vtxs_rect; 9334 for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++) 9335 vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos); 9336 clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255)); 9337 vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255)); 9338 } 9339 if (!pcmd_node_open) 9340 continue; 9341 9342 // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. 9343 ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. 9344 while (clipper.Step()) 9345 for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++) 9346 { 9347 char buf[300]; 9348 char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); 9349 ImVec2 triangles_pos[3]; 9350 for (int n = 0; n < 3; n++, idx_i++) 9351 { 9352 int vtx_i = idx_buffer ? idx_buffer[idx_i] : idx_i; 9353 ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; 9354 triangles_pos[n] = v.pos; 9355 buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", 9356 (n == 0) ? "idx" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); 9357 } 9358 ImGui::Selectable(buf, false); 9359 if (ImGui::IsItemHovered()) 9360 { 9361 ImDrawListFlags backup_flags = overlay_draw_list->Flags; 9362 overlay_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. 9363 overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f); 9364 overlay_draw_list->Flags = backup_flags; 9365 } 9366 } 9367 ImGui::TreePop(); 9368 } 9369 ImGui::TreePop(); 9370 } 9371 9372 static void NodeWindows(ImVector<ImGuiWindow*>& windows, const char* label) 9373 { 9374 if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size)) 9375 return; 9376 for (int i = 0; i < windows.Size; i++) 9377 Funcs::NodeWindow(windows[i], "Window"); 9378 ImGui::TreePop(); 9379 } 9380 9381 static void NodeWindow(ImGuiWindow* window, const char* label) 9382 { 9383 if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window)) 9384 return; 9385 ImGuiWindowFlags flags = window->Flags; 9386 NodeDrawList(window, window->DrawList, "DrawList"); 9387 ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y); 9388 ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, 9389 (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", 9390 (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", 9391 (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); 9392 ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetWindowScrollMaxX(window), window->Scroll.y, GetWindowScrollMaxY(window)); 9393 ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); 9394 ImGui::BulletText("Appearing: %d, Hidden: %d (Reg %d Resize %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesRegular, window->HiddenFramesForResize, window->SkipItems); 9395 ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); 9396 ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); 9397 if (!window->NavRectRel[0].IsInverted()) 9398 ImGui::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); 9399 else 9400 ImGui::BulletText("NavRectRel[0]: <None>"); 9401 if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow"); 9402 if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow"); 9403 if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows"); 9404 if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) 9405 { 9406 for (int n = 0; n < window->ColumnsStorage.Size; n++) 9407 { 9408 const ImGuiColumnsSet* columns = &window->ColumnsStorage[n]; 9409 if (ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) 9410 { 9411 ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX); 9412 for (int column_n = 0; column_n < columns->Columns.Size; column_n++) 9413 ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm)); 9414 ImGui::TreePop(); 9415 } 9416 } 9417 ImGui::TreePop(); 9418 } 9419 ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair)); 9420 ImGui::TreePop(); 9421 } 9422 9423 static void NodeTabBar(ImGuiTabBar* tab_bar) 9424 { 9425 // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. 9426 char buf[256]; 9427 char* p = buf; 9428 const char* buf_end = buf + IM_ARRAYSIZE(buf); 9429 ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); 9430 if (ImGui::TreeNode(tab_bar, "%s", buf)) 9431 { 9432 for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) 9433 { 9434 const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; 9435 ImGui::PushID(tab); 9436 if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); 9437 if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine(); 9438 ImGui::Text("%02d%c Tab 0x%08X", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID); 9439 ImGui::PopID(); 9440 } 9441 ImGui::TreePop(); 9442 } 9443 } 9444 }; 9445 9446 // Access private state, we are going to display the draw lists from last frame 9447 ImGuiContext& g = *GImGui; 9448 Funcs::NodeWindows(g.Windows, "Windows"); 9449 if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) 9450 { 9451 for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++) 9452 Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList"); 9453 ImGui::TreePop(); 9454 } 9455 if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) 9456 { 9457 for (int i = 0; i < g.OpenPopupStack.Size; i++) 9458 { 9459 ImGuiWindow* window = g.OpenPopupStack[i].Window; 9460 ImGui::BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); 9461 } 9462 ImGui::TreePop(); 9463 } 9464 if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size)) 9465 { 9466 for (int n = 0; n < g.TabBars.Data.Size; n++) 9467 Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); 9468 ImGui::TreePop(); 9469 } 9470 if (ImGui::TreeNode("Internal state")) 9471 { 9472 const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); 9473 ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); 9474 ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); 9475 ImGui::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 9476 ImGui::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]); 9477 ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); 9478 ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); 9479 ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); 9480 ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); 9481 ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]); 9482 ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); 9483 ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); 9484 ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); 9485 ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); 9486 ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); 9487 ImGui::TreePop(); 9488 } 9489 9490 9491 if (g.IO.KeyCtrl && show_window_begin_order) 9492 { 9493 for (int n = 0; n < g.Windows.Size; n++) 9494 { 9495 ImGuiWindow* window = g.Windows[n]; 9496 if ((window->Flags & ImGuiWindowFlags_ChildWindow) || !window->WasActive) 9497 continue; 9498 char buf[32]; 9499 ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); 9500 float font_size = ImGui::GetFontSize() * 2; 9501 ImDrawList* overlay_draw_list = GetOverlayDrawList(window); 9502 overlay_draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); 9503 overlay_draw_list->AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf); 9504 } 9505 } 9506 ImGui::End(); 9507} 9508 9509//----------------------------------------------------------------------------- 9510 9511// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. 9512// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. 9513#ifdef IMGUI_INCLUDE_IMGUI_USER_INL 9514#include "imgui_user.inl" 9515#endif 9516 9517//----------------------------------------------------------------------------- 9518