1 // dear imgui, v1.85
2 // (main code and documentation)
3
4 // Help:
5 // - Read FAQ at http://dearimgui.org/faq
6 // - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
7 // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
8 // Read imgui.cpp for details, links and comments.
9
10 // Resources:
11 // - FAQ http://dearimgui.org/faq
12 // - Homepage & latest https://github.com/ocornut/imgui
13 // - Releases & changelog https://github.com/ocornut/imgui/releases
14 // - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!)
15 // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
16 // - Glossary https://github.com/ocornut/imgui/wiki/Glossary
17 // - Issues & support https://github.com/ocornut/imgui/issues
18
19 // Getting Started?
20 // - For first-time users having issues compiling/linking/running or issues loading fonts:
21 // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
22
23 // Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
24 // See LICENSE.txt for copyright and licensing details (standard MIT License).
25 // This library is free but needs your support to sustain development and maintenance.
26 // Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com".
27 // Individuals: you can support continued development via donations. See docs/README or web page.
28
29 // It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
30 // Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
31 // modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
32 // come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
33 // to a better solution or official support for them.
34
35 /*
36
37 Index of this file:
38
39 DOCUMENTATION
40
41 - MISSION STATEMENT
42 - END-USER GUIDE
43 - PROGRAMMER GUIDE
44 - READ FIRST
45 - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
46 - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
47 - HOW A SIMPLE APPLICATION MAY LOOK LIKE
48 - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
49 - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
50 - API BREAKING CHANGES (read me when you update!)
51 - FREQUENTLY ASKED QUESTIONS (FAQ)
52 - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
53
54 CODE
55 (search for "[SECTION]" in the code to find them)
56
57 // [SECTION] INCLUDES
58 // [SECTION] FORWARD DECLARATIONS
59 // [SECTION] CONTEXT AND MEMORY ALLOCATORS
60 // [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
61 // [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
62 // [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
63 // [SECTION] MISC HELPERS/UTILITIES (File functions)
64 // [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
65 // [SECTION] MISC HELPERS/UTILITIES (Color functions)
66 // [SECTION] ImGuiStorage
67 // [SECTION] ImGuiTextFilter
68 // [SECTION] ImGuiTextBuffer
69 // [SECTION] ImGuiListClipper
70 // [SECTION] STYLING
71 // [SECTION] RENDER HELPERS
72 // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
73 // [SECTION] ERROR CHECKING
74 // [SECTION] LAYOUT
75 // [SECTION] SCROLLING
76 // [SECTION] TOOLTIPS
77 // [SECTION] POPUPS
78 // [SECTION] KEYBOARD/GAMEPAD NAVIGATION
79 // [SECTION] DRAG AND DROP
80 // [SECTION] LOGGING/CAPTURING
81 // [SECTION] SETTINGS
82 // [SECTION] VIEWPORTS
83 // [SECTION] PLATFORM DEPENDENT HELPERS
84 // [SECTION] METRICS/DEBUGGER WINDOW
85 // [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
86
87 */
88
89 //-----------------------------------------------------------------------------
90 // DOCUMENTATION
91 //-----------------------------------------------------------------------------
92
93 /*
94
95 MISSION STATEMENT
96 =================
97
98 - Easy to use to create code-driven and data-driven tools.
99 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
100 - Easy to hack and improve.
101 - Minimize setup and maintenance.
102 - Minimize state storage on user side.
103 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
104 - Efficient runtime and memory consumption.
105
106 Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:
107
108 - Doesn't look fancy, doesn't animate.
109 - Limited layout features, intricate layouts are typically crafted in code.
110
111
112 END-USER GUIDE
113 ==============
114
115 - Double-click on title bar to collapse window.
116 - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin().
117 - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents).
118 - Click and drag on any empty space to move window.
119 - TAB/SHIFT+TAB to cycle through keyboard editable fields.
120 - CTRL+Click on a slider or drag box to input value as text.
121 - Use mouse wheel to scroll.
122 - Text editor:
123 - Hold SHIFT or use mouse to select text.
124 - CTRL+Left/Right to word jump.
125 - CTRL+Shift+Left/Right to select words.
126 - CTRL+A our Double-Click to select all.
127 - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/
128 - CTRL+Z,CTRL+Y to undo/redo.
129 - ESCAPE to revert text to its original value.
130 - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
131 - Controls are automatically adjusted for OSX to match standard OSX text editing operations.
132 - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.
133 - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets
134
135
136 PROGRAMMER GUIDE
137 ================
138
139 READ FIRST
140 ----------
141 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
142 - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or
143 destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs.
144 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
145 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
146 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
147 You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
148 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
149 For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
150 where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
151 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
152 - This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
153 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
154 If you get an assert, read the messages and comments around the assert.
155 - 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.
156 - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
157 See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
158 However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
159 - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
160
161
162 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
163 ----------------------------------------------
164 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
165 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
166 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
167 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
168 If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
169 from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
170 likely be a comment about it. Please report any issue to the GitHub page!
171 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
172 - Try to keep your copy of Dear ImGui reasonably up to date.
173
174
175 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
176 ---------------------------------------------------------------
177 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
178 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
179 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
180 It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
181 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
182 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
183 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
184 Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
185 phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
186 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
187 - 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.
188
189
190 HOW A SIMPLE APPLICATION MAY LOOK LIKE
191 --------------------------------------
192 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
193 The sub-folders in examples/ contain examples applications following this structure.
194
195 // Application init: create a dear imgui context, setup some options, load fonts
196 ImGui::CreateContext();
197 ImGuiIO& io = ImGui::GetIO();
198 // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
199 // TODO: Fill optional fields of the io structure later.
200 // TODO: Load TTF/OTF fonts if you don't want to use the default font.
201
202 // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
203 ImGui_ImplWin32_Init(hwnd);
204 ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
205
206 // Application main loop
207 while (true)
208 {
209 // Feed inputs to dear imgui, start new frame
210 ImGui_ImplDX11_NewFrame();
211 ImGui_ImplWin32_NewFrame();
212 ImGui::NewFrame();
213
214 // Any application code here
215 ImGui::Text("Hello, world!");
216
217 // Render dear imgui into screen
218 ImGui::Render();
219 ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
220 g_pSwapChain->Present(1, 0);
221 }
222
223 // Shutdown
224 ImGui_ImplDX11_Shutdown();
225 ImGui_ImplWin32_Shutdown();
226 ImGui::DestroyContext();
227
228 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
229
230 // Application init: create a dear imgui context, setup some options, load fonts
231 ImGui::CreateContext();
232 ImGuiIO& io = ImGui::GetIO();
233 // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
234 // TODO: Fill optional fields of the io structure later.
235 // TODO: Load TTF/OTF fonts if you don't want to use the default font.
236
237 // Build and load the texture atlas into a texture
238 // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
239 int width, height;
240 unsigned char* pixels = NULL;
241 io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
242
243 // At this point you've got the texture data and you need to upload that to your graphic system:
244 // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
245 // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
246 MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
247 io.Fonts->SetTexID((void*)texture);
248
249 // Application main loop
250 while (true)
251 {
252 // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
253 // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
254 io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds)
255 io.DisplaySize.x = 1920.0f; // set the current display width
256 io.DisplaySize.y = 1280.0f; // set the current display height here
257 io.MousePos = my_mouse_pos; // set the mouse position
258 io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states
259 io.MouseDown[1] = my_mouse_buttons[1];
260
261 // Call NewFrame(), after this point you can use ImGui::* functions anytime
262 // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
263 ImGui::NewFrame();
264
265 // Most of your application code here
266 ImGui::Text("Hello, world!");
267 MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
268 MyGameRender(); // may use any Dear ImGui functions as well!
269
270 // Render dear imgui, swap buffers
271 // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
272 ImGui::EndFrame();
273 ImGui::Render();
274 ImDrawData* draw_data = ImGui::GetDrawData();
275 MyImGuiRenderFunction(draw_data);
276 SwapBuffers();
277 }
278
279 // Shutdown
280 ImGui::DestroyContext();
281
282 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
283 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
284 Please read the FAQ and example applications for details about this!
285
286
287 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
288 ---------------------------------------------
289 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
290
291 void void MyImGuiRenderFunction(ImDrawData* draw_data)
292 {
293 // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
294 // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
295 // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
296 // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
297 for (int n = 0; n < draw_data->CmdListsCount; n++)
298 {
299 const ImDrawList* cmd_list = draw_data->CmdLists[n];
300 const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui
301 const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui
302 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
303 {
304 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
305 if (pcmd->UserCallback)
306 {
307 pcmd->UserCallback(cmd_list, pcmd);
308 }
309 else
310 {
311 // The texture for the draw call is specified by pcmd->GetTexID().
312 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
313 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
314
315 // We are using scissoring to clip some objects. All low-level graphics API should support it.
316 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
317 // (some elements visible outside their bounds) but you can fix that once everything else works!
318 // - Clipping coordinates are provided in imgui coordinates space:
319 // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
320 // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
321 // - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
322 // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
323 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
324 ImVec2 pos = draw_data->DisplayPos;
325 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));
326
327 // Render 'pcmd->ElemCount/3' indexed triangles.
328 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
329 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer);
330 }
331 idx_buffer += pcmd->ElemCount;
332 }
333 }
334 }
335
336
337 USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
338 ------------------------------------------
339 - The gamepad/keyboard navigation is fairly functional and keeps being improved.
340 - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse!
341 - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787
342 - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
343 - Keyboard:
344 - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
345 NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
346 - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
347 will be set. For more advanced uses, you may want to read from:
348 - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
349 - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
350 - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions.
351 Please reach out if you think the game vs navigation input sharing could be improved.
352 - Gamepad:
353 - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
354 - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame().
355 Note that io.NavInputs[] is cleared by EndFrame().
356 - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
357 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
358 - We use a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
359 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.).
360 - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets
361 - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo
362 to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
363 - Mouse:
364 - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
365 - 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.
366 - 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.
367 Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.
368 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.
369 When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
370 (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!)
371 (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
372 to set a boolean to ignore your other external mouse positions until the external source is moved again.)
373
374
375 API BREAKING CHANGES
376 ====================
377
378 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
379 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.
380 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
381 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
382
383 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
384 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
385 - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
386 - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
387 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
388 - if you are using official backends from the source tree: you have nothing to do.
389 - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
390 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
391 - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft
392 - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
393 - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc.
394 flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
395 breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
396 - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use)
397 - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use)
398 - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use)
399 - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
400 this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
401 the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
402 legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
403 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
404 - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY()
405 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
406 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
407 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
408 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
409 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
410 - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
411 - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
412 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
413 - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
414 - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
415 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
416 - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
417 - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg
418 - ImGuiInputTextCallback -> use ImGuiTextEditCallback
419 - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData
420 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
421 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
422 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
423 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
424 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
425 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
426 - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend
427 - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
428 - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
429 - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT
430 - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT
431 - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
432 - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
433 - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
434 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
435 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
436 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
437 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
438 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
439 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
440 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
441 replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
442 worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
443 - if you omitted the 'power' parameter (likely!), you are not affected.
444 - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
445 - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
446 see https://github.com/ocornut/imgui/issues/3361 for all details.
447 kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
448 for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
449 - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
450 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
451 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
452 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
453 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
454 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
455 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
456 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
457 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
458 - ShowTestWindow() -> use ShowDemoWindow()
459 - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
460 - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
461 - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
462 - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing()
463 - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg
464 - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding
465 - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
466 - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS
467 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
468 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
469 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
470 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
471 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
472 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
473 - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
474 - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
475 - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding()
476 - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
477 - ImFont::Glyph -> use ImFontGlyph
478 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
479 if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
480 The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
481 If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
482 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
483 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
484 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
485 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
486 overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
487 This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
488 Please reach out if you are affected.
489 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
490 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
491 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
492 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
493 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
494 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
495 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
496 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
497 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
498 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
499 - 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.
500 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
501 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
502 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
503 - 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.
504 If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
505 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
506 - 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.
507 NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
508 Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
509 - 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).
510 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
511 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
512 - 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.
513 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
514 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
515 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
516 - 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.).
517 old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
518 when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
519 in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
520 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
521 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
522 - 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.
523 If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
524 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.
525 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.
526 - 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",
527 consistent with other functions. Kept redirection functions (will obsolete).
528 - 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.
529 - 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 backend ahead of merging the Nav branch).
530 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
531 - 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.
532 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
533 - 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.
534 - 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.
535 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
536 - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
537 - removed Shutdown() function, as DestroyContext() serve this purpose.
538 - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
539 - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
540 - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
541 - 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.
542 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
543 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
544 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
545 - 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.
546 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
547 - 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
548 - 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.
549 - 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.
550 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
551 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
552 - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
553 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
554 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
555 - 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.
556 - 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.
557 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.
558 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
559 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
560 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
561 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
562 - 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.
563 - 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.
564 - 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.
565 removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
566 IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
567 IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
568 IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
569 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
570 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
571 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
572 - 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).
573 - 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 backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
574 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
575 - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
576 - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
577 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
578 - 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.
579 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
580 - 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.
581 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
582 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
583 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
584 - 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.
585 - 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.
586 - 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))'
587 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
588 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
589 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
590 - 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().
591 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
592 - 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.
593 - 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.
594 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
595 If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
596 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:
597 ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
598 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.
599 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
600 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
601 - 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).
602 - 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.
603 - 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).
604 - 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)
605 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
606 - 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.
607 - 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.
608 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
609 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
610 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
611 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.
612 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!
613 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
614 - 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.
615 - 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
616 - 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.
617 you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
618 - 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.
619 this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
620 - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
621 - the signature of the io.RenderDrawListsFn handler has changed!
622 old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
623 new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
624 parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
625 ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
626 ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
627 - 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.
628 - 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!
629 - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
630 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
631 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
632 - 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.
633 - 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
634 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
635 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
636 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
637 - 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.
638 - 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.
639 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
640 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
641 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
642 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
643 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
644 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
645 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
646 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
647 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
648 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
649 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
650 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
651 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
652 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
653 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
654 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
655 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
656 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
657 - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
658 - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
659 you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
660 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
661 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
662 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
663 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
664 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
665 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
666 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
667 - 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)
668 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
669 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
670 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
671 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
672 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
673 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
674
675
676 FREQUENTLY ASKED QUESTIONS (FAQ)
677 ================================
678
679 Read all answers online:
680 https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
681 Read all answers locally (with a text editor or ideally a Markdown viewer):
682 docs/FAQ.md
683 Some answers are copied down here to facilitate searching in code.
684
685 Q&A: Basics
686 ===========
687
688 Q: Where is the documentation?
689 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
690 - Run the examples/ and explore them.
691 - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
692 - The demo covers most features of Dear ImGui, so you can read the code and see its output.
693 - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
694 - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the
695 examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
696 - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
697 - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
698 - Your programming IDE is your friend, find the type or function declaration to find comments
699 associated with it.
700
701 Q: What is this library called?
702 Q: Which version should I get?
703 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
704 >> See https://www.dearimgui.org/faq for details.
705
706 Q&A: Integration
707 ================
708
709 Q: How to get started?
710 A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
711
712 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
713 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
714 >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this.
715
716 Q. How can I enable keyboard controls?
717 Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
718 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
719 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
720 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
721 >> See https://www.dearimgui.org/faq
722
723 Q&A: Usage
724 ----------
725
726 Q: Why is my widget not reacting when I click on it?
727 Q: How can I have widgets with an empty label?
728 Q: How can I have multiple widgets with the same label?
729 Q: How can I display an image? What is ImTextureID, how does it works?
730 Q: How can I use my own math types instead of ImVec2/ImVec4?
731 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
732 Q: How can I display custom shapes? (using low-level ImDrawList API)
733 >> See https://www.dearimgui.org/faq
734
735 Q&A: Fonts, Text
736 ================
737
738 Q: How should I handle DPI in my application?
739 Q: How can I load a different font than the default?
740 Q: How can I easily use icons in my application?
741 Q: How can I load multiple fonts?
742 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
743 >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
744
745 Q&A: Concerns
746 =============
747
748 Q: Who uses Dear ImGui?
749 Q: Can you create elaborate/serious tools with Dear ImGui?
750 Q: Can you reskin the look of Dear ImGui?
751 Q: Why using C++ (as opposed to C)?
752 >> See https://www.dearimgui.org/faq
753
754 Q&A: Community
755 ==============
756
757 Q: How can I help?
758 A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui!
759 We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
760 This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.
761 - Individuals: you can support continued development via PayPal donations. See README.
762 - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt
763 and see how you want to help and can help!
764 - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
765 You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
766 But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
767 - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
768
769 */
770
771 //-------------------------------------------------------------------------
772 // [SECTION] INCLUDES
773 //-------------------------------------------------------------------------
774
775 #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
776 #define _CRT_SECURE_NO_WARNINGS
777 #endif
778
779 #include "imgui.h"
780 #ifndef IMGUI_DISABLE
781
782 #ifndef IMGUI_DEFINE_MATH_OPERATORS
783 #define IMGUI_DEFINE_MATH_OPERATORS
784 #endif
785 #include "imgui_internal.h"
786
787 // System includes
788 #include <ctype.h> // toupper
789 #include <stdio.h> // vsnprintf, sscanf, printf
790 #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
791 #include <stddef.h> // intptr_t
792 #else
793 #include <stdint.h> // intptr_t
794 #endif
795
796 // [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
797 #if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
798 #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
799 #endif
800
801 // [Windows] OS specific includes (optional)
802 #if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
803 #define IMGUI_DISABLE_WIN32_FUNCTIONS
804 #endif
805 #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
806 #ifndef WIN32_LEAN_AND_MEAN
807 #define WIN32_LEAN_AND_MEAN
808 #endif
809 #ifndef NOMINMAX
810 #define NOMINMAX
811 #endif
812 #ifndef __MINGW32__
813 #include <Windows.h> // _wfopen, OpenClipboard
814 #else
815 #include <windows.h>
816 #endif
817 #if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
818 #define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
819 #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
820 #endif
821 #endif
822
823 // [Apple] OS specific includes
824 #if defined(__APPLE__)
825 #include <TargetConditionals.h>
826 #endif
827
828 // Visual Studio warnings
829 #ifdef _MSC_VER
830 #pragma warning (disable: 4127) // condition expression is constant
831 #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
832 #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
833 #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
834 #endif
835 #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
836 #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
837 #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
838 #endif
839
840 // Clang/GCC warnings with -Weverything
841 #if defined(__clang__)
842 #if __has_warning("-Wunknown-warning-option")
843 #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
844 #endif
845 #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
846 #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
847 #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.
848 #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.
849 #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.
850 #pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
851 #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
852 #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.
853 #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int'
854 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
855 #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.
856 #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
857 #elif defined(__GNUC__)
858 // We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association.
859 #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
860 #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
861 #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
862 #pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
863 #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
864 #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
865 #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
866 #pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
867 #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
868 #endif
869
870 // Debug options
871 #define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
872 #define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
873 #define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)
874
875 // 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.
876 static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
877 static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
878
879 // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
880 static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
881 static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
882 static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
883
884 //-------------------------------------------------------------------------
885 // [SECTION] FORWARD DECLARATIONS
886 //-------------------------------------------------------------------------
887
888 static void SetCurrentWindow(ImGuiWindow* window);
889 static void FindHoveredWindow();
890 static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags);
891 static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
892
893 static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
894 static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
895
896 // Settings
897 static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
898 static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
899 static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
900 static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
901 static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
902
903 // Platform Dependents default implementation for IO functions
904 static const char* GetClipboardTextFn_DefaultImpl(void* user_data);
905 static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);
906 static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
907
908 namespace ImGui
909 {
910 // Navigation
911 static void NavUpdate();
912 static void NavUpdateWindowing();
913 static void NavUpdateWindowingOverlay();
914 static void NavUpdateCancelRequest();
915 static void NavUpdateCreateMoveRequest();
916 static float NavUpdatePageUpPageDown();
917 static inline void NavUpdateAnyRequestFlag();
918 static void NavEndFrame();
919 static bool NavScoreItem(ImGuiNavItemData* result);
920 static void NavApplyItemToResult(ImGuiNavItemData* result);
921 static void NavProcessItem();
922 static ImVec2 NavCalcPreferredRefPos();
923 static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
924 static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
925 static void NavRestoreLayer(ImGuiNavLayer layer);
926 static int FindWindowFocusIndex(ImGuiWindow* window);
927
928 // Error Checking and Debug Tools
929 static void ErrorCheckNewFrameSanityChecks();
930 static void ErrorCheckEndFrameSanityChecks();
931 static void UpdateDebugToolItemPicker();
932 static void UpdateDebugToolStackQueries();
933
934 // Misc
935 static void UpdateSettings();
936 static void UpdateMouseInputs();
937 static void UpdateMouseWheel();
938 static void UpdateTabFocus();
939 static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
940 static void RenderWindowOuterBorders(ImGuiWindow* window);
941 static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
942 static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
943
944 // Viewports
945 static void UpdateViewportsNewFrame();
946
947 }
948
949 //-----------------------------------------------------------------------------
950 // [SECTION] CONTEXT AND MEMORY ALLOCATORS
951 //-----------------------------------------------------------------------------
952
953 // DLL users:
954 // - Heaps and globals are not shared across DLL boundaries!
955 // - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
956 // - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
957 // - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
958 // - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
959
960 // Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
961 // - ImGui::CreateContext() will automatically set this pointer if it is NULL.
962 // Change to a different context by calling ImGui::SetCurrentContext().
963 // - Important: Dear ImGui functions are not thread-safe because of this pointer.
964 // If you want thread-safety to allow N threads to access N different contexts:
965 // - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
966 // struct ImGuiContext;
967 // extern thread_local ImGuiContext* MyImGuiTLS;
968 // #define GImGui MyImGuiTLS
969 // And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
970 // - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
971 // - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
972 // - DLL users: read comments above.
973 #ifndef GImGui
974 ImGuiContext* GImGui = NULL;
975 #endif
976
977 // Memory Allocator functions. Use SetAllocatorFunctions() to change them.
978 // - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
979 // - DLL users: read comments above.
980 #ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
MallocWrapper(size_t size,void * user_data)981 static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); }
FreeWrapper(void * ptr,void * user_data)982 static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); }
983 #else
MallocWrapper(size_t size,void * user_data)984 static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
FreeWrapper(void * ptr,void * user_data)985 static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
986 #endif
987 static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper;
988 static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper;
989 static void* GImAllocatorUserData = NULL;
990
991 //-----------------------------------------------------------------------------
992 // [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
993 //-----------------------------------------------------------------------------
994
ImGuiStyle()995 ImGuiStyle::ImGuiStyle()
996 {
997 Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui.
998 DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
999 WindowPadding = ImVec2(8,8); // Padding within a window
1000 WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1001 WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1002 WindowMinSize = ImVec2(32,32); // Minimum window size
1003 WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text
1004 WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1005 ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1006 ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1007 PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1008 PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1009 FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
1010 FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1011 FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1012 ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines
1013 ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1014 CellPadding = ImVec2(4,2); // Padding within a table cell
1015 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!
1016 IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1017 ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1018 ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar
1019 ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar
1020 GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar
1021 GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1022 LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1023 TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1024 TabBorderSize = 0.0f; // Thickness of border around tabs.
1025 TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1026 ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1027 ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1028 SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1029 DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1030 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.
1031 MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1032 AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1033 AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering.
1034 AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1035 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.
1036 CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1037
1038 // Default theme
1039 ImGui::StyleColorsDark(this);
1040 }
1041
1042 // 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.
1043 // 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.
ScaleAllSizes(float scale_factor)1044 void ImGuiStyle::ScaleAllSizes(float scale_factor)
1045 {
1046 WindowPadding = ImFloor(WindowPadding * scale_factor);
1047 WindowRounding = ImFloor(WindowRounding * scale_factor);
1048 WindowMinSize = ImFloor(WindowMinSize * scale_factor);
1049 ChildRounding = ImFloor(ChildRounding * scale_factor);
1050 PopupRounding = ImFloor(PopupRounding * scale_factor);
1051 FramePadding = ImFloor(FramePadding * scale_factor);
1052 FrameRounding = ImFloor(FrameRounding * scale_factor);
1053 ItemSpacing = ImFloor(ItemSpacing * scale_factor);
1054 ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
1055 CellPadding = ImFloor(CellPadding * scale_factor);
1056 TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
1057 IndentSpacing = ImFloor(IndentSpacing * scale_factor);
1058 ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
1059 ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
1060 ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
1061 GrabMinSize = ImFloor(GrabMinSize * scale_factor);
1062 GrabRounding = ImFloor(GrabRounding * scale_factor);
1063 LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);
1064 TabRounding = ImFloor(TabRounding * scale_factor);
1065 TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1066 DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
1067 DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
1068 MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
1069 }
1070
ImGuiIO()1071 ImGuiIO::ImGuiIO()
1072 {
1073 // Most fields are initialized with zero
1074 memset(this, 0, sizeof(*this));
1075 IM_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern compilers so we don't use it here.
1076
1077 // Settings
1078 ConfigFlags = ImGuiConfigFlags_None;
1079 BackendFlags = ImGuiBackendFlags_None;
1080 DisplaySize = ImVec2(-1.0f, -1.0f);
1081 DeltaTime = 1.0f / 60.0f;
1082 IniSavingRate = 5.0f;
1083 IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1084 LogFilename = "imgui_log.txt";
1085 MouseDoubleClickTime = 0.30f;
1086 MouseDoubleClickMaxDist = 6.0f;
1087 for (int i = 0; i < ImGuiKey_COUNT; i++)
1088 KeyMap[i] = -1;
1089 KeyRepeatDelay = 0.275f;
1090 KeyRepeatRate = 0.050f;
1091 UserData = NULL;
1092
1093 Fonts = NULL;
1094 FontGlobalScale = 1.0f;
1095 FontDefault = NULL;
1096 FontAllowUserScaling = false;
1097 DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1098
1099 // Miscellaneous options
1100 MouseDrawCursor = false;
1101 #ifdef __APPLE__
1102 ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag
1103 #else
1104 ConfigMacOSXBehaviors = false;
1105 #endif
1106 ConfigInputTextCursorBlink = true;
1107 ConfigWindowsResizeFromEdges = true;
1108 ConfigWindowsMoveFromTitleBarOnly = false;
1109 ConfigMemoryCompactTimer = 60.0f;
1110
1111 // Platform Functions
1112 BackendPlatformName = BackendRendererName = NULL;
1113 BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1114 GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
1115 SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
1116 ClipboardUserData = NULL;
1117 ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
1118 ImeWindowHandle = NULL;
1119
1120 // Input (NB: we already have memset zero the entire structure!)
1121 MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1122 MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1123 MouseDragThreshold = 6.0f;
1124 for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1125 for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;
1126 for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;
1127 }
1128
1129 // Pass in translated ASCII characters for text input.
1130 // - with glfw you can get those from the callback set in glfwSetCharCallback()
1131 // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
AddInputCharacter(unsigned int c)1132 void ImGuiIO::AddInputCharacter(unsigned int c)
1133 {
1134 if (c != 0)
1135 InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
1136 }
1137
1138 // UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1139 // we should save the high surrogate.
AddInputCharacterUTF16(ImWchar16 c)1140 void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1141 {
1142 if (c == 0 && InputQueueSurrogate == 0)
1143 return;
1144
1145 if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1146 {
1147 if (InputQueueSurrogate != 0)
1148 InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID);
1149 InputQueueSurrogate = c;
1150 return;
1151 }
1152
1153 ImWchar cp = c;
1154 if (InputQueueSurrogate != 0)
1155 {
1156 if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1157 {
1158 InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID);
1159 }
1160 else
1161 {
1162 #if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1163 cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1164 #else
1165 cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1166 #endif
1167 }
1168
1169 InputQueueSurrogate = 0;
1170 }
1171 InputQueueCharacters.push_back(cp);
1172 }
1173
AddInputCharactersUTF8(const char * utf8_chars)1174 void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1175 {
1176 while (*utf8_chars != 0)
1177 {
1178 unsigned int c = 0;
1179 utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1180 if (c != 0)
1181 InputQueueCharacters.push_back((ImWchar)c);
1182 }
1183 }
1184
ClearInputCharacters()1185 void ImGuiIO::ClearInputCharacters()
1186 {
1187 InputQueueCharacters.resize(0);
1188 }
1189
ClearInputKeys()1190 void ImGuiIO::ClearInputKeys()
1191 {
1192 memset(KeysDown, 0, sizeof(KeysDown));
1193 for (int n = 0; n < IM_ARRAYSIZE(KeysDownDuration); n++)
1194 KeysDownDuration[n] = KeysDownDurationPrev[n] = -1.0f;
1195 KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1196 KeyMods = KeyModsPrev = ImGuiKeyModFlags_None;
1197 for (int n = 0; n < IM_ARRAYSIZE(NavInputsDownDuration); n++)
1198 NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f;
1199 }
1200
AddFocusEvent(bool focused)1201 void ImGuiIO::AddFocusEvent(bool focused)
1202 {
1203 // We intentionally overwrite this and process in NewFrame(), in order to give a chance
1204 // to multi-viewports backends to queue AddFocusEvent(false),AddFocusEvent(true) in same frame.
1205 AppFocusLost = !focused;
1206 }
1207
1208 //-----------------------------------------------------------------------------
1209 // [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1210 //-----------------------------------------------------------------------------
1211
ImBezierCubicClosestPoint(const ImVec2 & p1,const ImVec2 & p2,const ImVec2 & p3,const ImVec2 & p4,const ImVec2 & p,int num_segments)1212 ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1213 {
1214 IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1215 ImVec2 p_last = p1;
1216 ImVec2 p_closest;
1217 float p_closest_dist2 = FLT_MAX;
1218 float t_step = 1.0f / (float)num_segments;
1219 for (int i_step = 1; i_step <= num_segments; i_step++)
1220 {
1221 ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1222 ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1223 float dist2 = ImLengthSqr(p - p_line);
1224 if (dist2 < p_closest_dist2)
1225 {
1226 p_closest = p_line;
1227 p_closest_dist2 = dist2;
1228 }
1229 p_last = p_current;
1230 }
1231 return p_closest;
1232 }
1233
1234 // Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
ImBezierCubicClosestPointCasteljauStep(const ImVec2 & p,ImVec2 & p_closest,ImVec2 & p_last,float & p_closest_dist2,float x1,float y1,float x2,float y2,float x3,float y3,float x4,float y4,float tess_tol,int level)1235 static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1236 {
1237 float dx = x4 - x1;
1238 float dy = y4 - y1;
1239 float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1240 float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1241 d2 = (d2 >= 0) ? d2 : -d2;
1242 d3 = (d3 >= 0) ? d3 : -d3;
1243 if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1244 {
1245 ImVec2 p_current(x4, y4);
1246 ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1247 float dist2 = ImLengthSqr(p - p_line);
1248 if (dist2 < p_closest_dist2)
1249 {
1250 p_closest = p_line;
1251 p_closest_dist2 = dist2;
1252 }
1253 p_last = p_current;
1254 }
1255 else if (level < 10)
1256 {
1257 float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f;
1258 float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f;
1259 float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f;
1260 float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f;
1261 float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f;
1262 float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1263 ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1264 ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1265 }
1266 }
1267
1268 // tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1269 // Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
ImBezierCubicClosestPointCasteljau(const ImVec2 & p1,const ImVec2 & p2,const ImVec2 & p3,const ImVec2 & p4,const ImVec2 & p,float tess_tol)1270 ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1271 {
1272 IM_ASSERT(tess_tol > 0.0f);
1273 ImVec2 p_last = p1;
1274 ImVec2 p_closest;
1275 float p_closest_dist2 = FLT_MAX;
1276 ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1277 return p_closest;
1278 }
1279
ImLineClosestPoint(const ImVec2 & a,const ImVec2 & b,const ImVec2 & p)1280 ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1281 {
1282 ImVec2 ap = p - a;
1283 ImVec2 ab_dir = b - a;
1284 float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1285 if (dot < 0.0f)
1286 return a;
1287 float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1288 if (dot > ab_len_sqr)
1289 return b;
1290 return a + ab_dir * dot / ab_len_sqr;
1291 }
1292
ImTriangleContainsPoint(const ImVec2 & a,const ImVec2 & b,const ImVec2 & c,const ImVec2 & p)1293 bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1294 {
1295 bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1296 bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1297 bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1298 return ((b1 == b2) && (b2 == b3));
1299 }
1300
ImTriangleBarycentricCoords(const ImVec2 & a,const ImVec2 & b,const ImVec2 & c,const ImVec2 & p,float & out_u,float & out_v,float & out_w)1301 void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1302 {
1303 ImVec2 v0 = b - a;
1304 ImVec2 v1 = c - a;
1305 ImVec2 v2 = p - a;
1306 const float denom = v0.x * v1.y - v1.x * v0.y;
1307 out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1308 out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1309 out_u = 1.0f - out_v - out_w;
1310 }
1311
ImTriangleClosestPoint(const ImVec2 & a,const ImVec2 & b,const ImVec2 & c,const ImVec2 & p)1312 ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1313 {
1314 ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1315 ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1316 ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1317 float dist2_ab = ImLengthSqr(p - proj_ab);
1318 float dist2_bc = ImLengthSqr(p - proj_bc);
1319 float dist2_ca = ImLengthSqr(p - proj_ca);
1320 float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1321 if (m == dist2_ab)
1322 return proj_ab;
1323 if (m == dist2_bc)
1324 return proj_bc;
1325 return proj_ca;
1326 }
1327
1328 //-----------------------------------------------------------------------------
1329 // [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1330 //-----------------------------------------------------------------------------
1331
1332 // Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
ImStricmp(const char * str1,const char * str2)1333 int ImStricmp(const char* str1, const char* str2)
1334 {
1335 int d;
1336 while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }
1337 return d;
1338 }
1339
ImStrnicmp(const char * str1,const char * str2,size_t count)1340 int ImStrnicmp(const char* str1, const char* str2, size_t count)
1341 {
1342 int d = 0;
1343 while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1344 return d;
1345 }
1346
ImStrncpy(char * dst,const char * src,size_t count)1347 void ImStrncpy(char* dst, const char* src, size_t count)
1348 {
1349 if (count < 1)
1350 return;
1351 if (count > 1)
1352 strncpy(dst, src, count - 1);
1353 dst[count - 1] = 0;
1354 }
1355
ImStrdup(const char * str)1356 char* ImStrdup(const char* str)
1357 {
1358 size_t len = strlen(str);
1359 void* buf = IM_ALLOC(len + 1);
1360 return (char*)memcpy(buf, (const void*)str, len + 1);
1361 }
1362
ImStrdupcpy(char * dst,size_t * p_dst_size,const char * src)1363 char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1364 {
1365 size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1366 size_t src_size = strlen(src) + 1;
1367 if (dst_buf_size < src_size)
1368 {
1369 IM_FREE(dst);
1370 dst = (char*)IM_ALLOC(src_size);
1371 if (p_dst_size)
1372 *p_dst_size = src_size;
1373 }
1374 return (char*)memcpy(dst, (const void*)src, src_size);
1375 }
1376
ImStrchrRange(const char * str,const char * str_end,char c)1377 const char* ImStrchrRange(const char* str, const char* str_end, char c)
1378 {
1379 const char* p = (const char*)memchr(str, (int)c, str_end - str);
1380 return p;
1381 }
1382
ImStrlenW(const ImWchar * str)1383 int ImStrlenW(const ImWchar* str)
1384 {
1385 //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit
1386 int n = 0;
1387 while (*str++) n++;
1388 return n;
1389 }
1390
1391 // Find end-of-line. Return pointer will point to either first \n, either str_end.
ImStreolRange(const char * str,const char * str_end)1392 const char* ImStreolRange(const char* str, const char* str_end)
1393 {
1394 const char* p = (const char*)memchr(str, '\n', str_end - str);
1395 return p ? p : str_end;
1396 }
1397
ImStrbolW(const ImWchar * buf_mid_line,const ImWchar * buf_begin)1398 const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1399 {
1400 while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1401 buf_mid_line--;
1402 return buf_mid_line;
1403 }
1404
ImStristr(const char * haystack,const char * haystack_end,const char * needle,const char * needle_end)1405 const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1406 {
1407 if (!needle_end)
1408 needle_end = needle + strlen(needle);
1409
1410 const char un0 = (char)toupper(*needle);
1411 while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1412 {
1413 if (toupper(*haystack) == un0)
1414 {
1415 const char* b = needle + 1;
1416 for (const char* a = haystack + 1; b < needle_end; a++, b++)
1417 if (toupper(*a) != toupper(*b))
1418 break;
1419 if (b == needle_end)
1420 return haystack;
1421 }
1422 haystack++;
1423 }
1424 return NULL;
1425 }
1426
1427 // 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.
ImStrTrimBlanks(char * buf)1428 void ImStrTrimBlanks(char* buf)
1429 {
1430 char* p = buf;
1431 while (p[0] == ' ' || p[0] == '\t') // Leading blanks
1432 p++;
1433 char* p_start = p;
1434 while (*p != 0) // Find end of string
1435 p++;
1436 while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks
1437 p--;
1438 if (p_start != buf) // Copy memory if we had leading blanks
1439 memmove(buf, p_start, p - p_start);
1440 buf[p - p_start] = 0; // Zero terminate
1441 }
1442
ImStrSkipBlank(const char * str)1443 const char* ImStrSkipBlank(const char* str)
1444 {
1445 while (str[0] == ' ' || str[0] == '\t')
1446 str++;
1447 return str;
1448 }
1449
1450 // A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1451 // 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.
1452 // B) When buf==NULL vsnprintf() will return the output size.
1453 #ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1454
1455 // We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1456 // You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1457 // and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1458 // designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1459 #ifdef IMGUI_USE_STB_SPRINTF
1460 #define STB_SPRINTF_IMPLEMENTATION
1461 #include "stb_sprintf.h"
1462 #endif
1463
1464 #if defined(_MSC_VER) && !defined(vsnprintf)
1465 #define vsnprintf _vsnprintf
1466 #endif
1467
ImFormatString(char * buf,size_t buf_size,const char * fmt,...)1468 int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1469 {
1470 va_list args;
1471 va_start(args, fmt);
1472 #ifdef IMGUI_USE_STB_SPRINTF
1473 int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1474 #else
1475 int w = vsnprintf(buf, buf_size, fmt, args);
1476 #endif
1477 va_end(args);
1478 if (buf == NULL)
1479 return w;
1480 if (w == -1 || w >= (int)buf_size)
1481 w = (int)buf_size - 1;
1482 buf[w] = 0;
1483 return w;
1484 }
1485
ImFormatStringV(char * buf,size_t buf_size,const char * fmt,va_list args)1486 int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1487 {
1488 #ifdef IMGUI_USE_STB_SPRINTF
1489 int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1490 #else
1491 int w = vsnprintf(buf, buf_size, fmt, args);
1492 #endif
1493 if (buf == NULL)
1494 return w;
1495 if (w == -1 || w >= (int)buf_size)
1496 w = (int)buf_size - 1;
1497 buf[w] = 0;
1498 return w;
1499 }
1500 #endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1501
1502 // CRC32 needs a 1KB lookup table (not cache friendly)
1503 // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
1504 // - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
1505 static const ImU32 GCrc32LookupTable[256] =
1506 {
1507 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
1508 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
1509 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
1510 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
1511 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
1512 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
1513 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
1514 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
1515 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
1516 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
1517 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
1518 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
1519 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
1520 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
1521 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
1522 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
1523 };
1524
1525 // Known size hash
1526 // It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
1527 // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
ImHashData(const void * data_p,size_t data_size,ImU32 seed)1528 ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed)
1529 {
1530 ImU32 crc = ~seed;
1531 const unsigned char* data = (const unsigned char*)data_p;
1532 const ImU32* crc32_lut = GCrc32LookupTable;
1533 while (data_size-- != 0)
1534 crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
1535 return ~crc;
1536 }
1537
1538 // Zero-terminated string hash, with support for ### to reset back to seed value
1539 // We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
1540 // Because this syntax is rarely used we are optimizing for the common case.
1541 // - If we reach ### in the string we discard the hash so far and reset to the seed.
1542 // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
1543 // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
ImHashStr(const char * data_p,size_t data_size,ImU32 seed)1544 ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
1545 {
1546 seed = ~seed;
1547 ImU32 crc = seed;
1548 const unsigned char* data = (const unsigned char*)data_p;
1549 const ImU32* crc32_lut = GCrc32LookupTable;
1550 if (data_size != 0)
1551 {
1552 while (data_size-- != 0)
1553 {
1554 unsigned char c = *data++;
1555 if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
1556 crc = seed;
1557 crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
1558 }
1559 }
1560 else
1561 {
1562 while (unsigned char c = *data++)
1563 {
1564 if (c == '#' && data[0] == '#' && data[1] == '#')
1565 crc = seed;
1566 crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
1567 }
1568 }
1569 return ~crc;
1570 }
1571
1572 //-----------------------------------------------------------------------------
1573 // [SECTION] MISC HELPERS/UTILITIES (File functions)
1574 //-----------------------------------------------------------------------------
1575
1576 // Default file functions
1577 #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
1578
ImFileOpen(const char * filename,const char * mode)1579 ImFileHandle ImFileOpen(const char* filename, const char* mode)
1580 {
1581 #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
1582 // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
1583 // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
1584 const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
1585 const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
1586 ImVector<ImWchar> buf;
1587 buf.resize(filename_wsize + mode_wsize);
1588 ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
1589 ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
1590 return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
1591 #else
1592 return fopen(filename, mode);
1593 #endif
1594 }
1595
1596 // We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
ImFileClose(ImFileHandle f)1597 bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; }
ImFileGetSize(ImFileHandle f)1598 ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
ImFileRead(void * data,ImU64 sz,ImU64 count,ImFileHandle f)1599 ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); }
ImFileWrite(const void * data,ImU64 sz,ImU64 count,ImFileHandle f)1600 ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); }
1601 #endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
1602
1603 // Helper: Load file content into memory
1604 // Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
1605 // This can't really be used with "rt" because fseek size won't match read size.
ImFileLoadToMemory(const char * filename,const char * mode,size_t * out_file_size,int padding_bytes)1606 void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
1607 {
1608 IM_ASSERT(filename && mode);
1609 if (out_file_size)
1610 *out_file_size = 0;
1611
1612 ImFileHandle f;
1613 if ((f = ImFileOpen(filename, mode)) == NULL)
1614 return NULL;
1615
1616 size_t file_size = (size_t)ImFileGetSize(f);
1617 if (file_size == (size_t)-1)
1618 {
1619 ImFileClose(f);
1620 return NULL;
1621 }
1622
1623 void* file_data = IM_ALLOC(file_size + padding_bytes);
1624 if (file_data == NULL)
1625 {
1626 ImFileClose(f);
1627 return NULL;
1628 }
1629 if (ImFileRead(file_data, 1, file_size, f) != file_size)
1630 {
1631 ImFileClose(f);
1632 IM_FREE(file_data);
1633 return NULL;
1634 }
1635 if (padding_bytes > 0)
1636 memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
1637
1638 ImFileClose(f);
1639 if (out_file_size)
1640 *out_file_size = file_size;
1641
1642 return file_data;
1643 }
1644
1645 //-----------------------------------------------------------------------------
1646 // [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
1647 //-----------------------------------------------------------------------------
1648
1649 // Convert UTF-8 to 32-bit character, process single character input.
1650 // A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
1651 // We handle UTF-8 decoding error by skipping forward.
ImTextCharFromUtf8(unsigned int * out_char,const char * in_text,const char * in_text_end)1652 int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
1653 {
1654 static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
1655 static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
1656 static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
1657 static const int shiftc[] = { 0, 18, 12, 6, 0 };
1658 static const int shifte[] = { 0, 6, 4, 2, 0 };
1659 int len = lengths[*(const unsigned char*)in_text >> 3];
1660 int wanted = len + !len;
1661
1662 if (in_text_end == NULL)
1663 in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
1664
1665 // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
1666 // so it is fast even with excessive branching.
1667 unsigned char s[4];
1668 s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
1669 s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
1670 s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
1671 s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
1672
1673 // Assume a four-byte character and load four bytes. Unused bits are shifted out.
1674 *out_char = (uint32_t)(s[0] & masks[len]) << 18;
1675 *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
1676 *out_char |= (uint32_t)(s[2] & 0x3f) << 6;
1677 *out_char |= (uint32_t)(s[3] & 0x3f) << 0;
1678 *out_char >>= shiftc[len];
1679
1680 // Accumulate the various error conditions.
1681 int e = 0;
1682 e = (*out_char < mins[len]) << 6; // non-canonical encoding
1683 e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half?
1684 e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range?
1685 e |= (s[1] & 0xc0) >> 2;
1686 e |= (s[2] & 0xc0) >> 4;
1687 e |= (s[3] ) >> 6;
1688 e ^= 0x2a; // top two bits of each tail byte correct?
1689 e >>= shifte[len];
1690
1691 if (e)
1692 {
1693 // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
1694 // One byte is consumed in case of invalid first byte of in_text.
1695 // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
1696 // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
1697 wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
1698 *out_char = IM_UNICODE_CODEPOINT_INVALID;
1699 }
1700
1701 return wanted;
1702 }
1703
ImTextStrFromUtf8(ImWchar * buf,int buf_size,const char * in_text,const char * in_text_end,const char ** in_text_remaining)1704 int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
1705 {
1706 ImWchar* buf_out = buf;
1707 ImWchar* buf_end = buf + buf_size;
1708 while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
1709 {
1710 unsigned int c;
1711 in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
1712 if (c == 0)
1713 break;
1714 *buf_out++ = (ImWchar)c;
1715 }
1716 *buf_out = 0;
1717 if (in_text_remaining)
1718 *in_text_remaining = in_text;
1719 return (int)(buf_out - buf);
1720 }
1721
ImTextCountCharsFromUtf8(const char * in_text,const char * in_text_end)1722 int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
1723 {
1724 int char_count = 0;
1725 while ((!in_text_end || in_text < in_text_end) && *in_text)
1726 {
1727 unsigned int c;
1728 in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
1729 if (c == 0)
1730 break;
1731 char_count++;
1732 }
1733 return char_count;
1734 }
1735
1736 // Based on stb_to_utf8() from github.com/nothings/stb/
ImTextCharToUtf8_inline(char * buf,int buf_size,unsigned int c)1737 static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
1738 {
1739 if (c < 0x80)
1740 {
1741 buf[0] = (char)c;
1742 return 1;
1743 }
1744 if (c < 0x800)
1745 {
1746 if (buf_size < 2) return 0;
1747 buf[0] = (char)(0xc0 + (c >> 6));
1748 buf[1] = (char)(0x80 + (c & 0x3f));
1749 return 2;
1750 }
1751 if (c < 0x10000)
1752 {
1753 if (buf_size < 3) return 0;
1754 buf[0] = (char)(0xe0 + (c >> 12));
1755 buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
1756 buf[2] = (char)(0x80 + ((c ) & 0x3f));
1757 return 3;
1758 }
1759 if (c <= 0x10FFFF)
1760 {
1761 if (buf_size < 4) return 0;
1762 buf[0] = (char)(0xf0 + (c >> 18));
1763 buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
1764 buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
1765 buf[3] = (char)(0x80 + ((c ) & 0x3f));
1766 return 4;
1767 }
1768 // Invalid code point, the max unicode is 0x10FFFF
1769 return 0;
1770 }
1771
ImTextCharToUtf8(char out_buf[5],unsigned int c)1772 const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
1773 {
1774 int count = ImTextCharToUtf8_inline(out_buf, 5, c);
1775 out_buf[count] = 0;
1776 return out_buf;
1777 }
1778
1779 // Not optimal but we very rarely use this function.
ImTextCountUtf8BytesFromChar(const char * in_text,const char * in_text_end)1780 int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
1781 {
1782 unsigned int unused = 0;
1783 return ImTextCharFromUtf8(&unused, in_text, in_text_end);
1784 }
1785
ImTextCountUtf8BytesFromChar(unsigned int c)1786 static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
1787 {
1788 if (c < 0x80) return 1;
1789 if (c < 0x800) return 2;
1790 if (c < 0x10000) return 3;
1791 if (c <= 0x10FFFF) return 4;
1792 return 3;
1793 }
1794
ImTextStrToUtf8(char * out_buf,int out_buf_size,const ImWchar * in_text,const ImWchar * in_text_end)1795 int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
1796 {
1797 char* buf_p = out_buf;
1798 const char* buf_end = out_buf + out_buf_size;
1799 while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
1800 {
1801 unsigned int c = (unsigned int)(*in_text++);
1802 if (c < 0x80)
1803 *buf_p++ = (char)c;
1804 else
1805 buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
1806 }
1807 *buf_p = 0;
1808 return (int)(buf_p - out_buf);
1809 }
1810
ImTextCountUtf8BytesFromStr(const ImWchar * in_text,const ImWchar * in_text_end)1811 int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
1812 {
1813 int bytes_count = 0;
1814 while ((!in_text_end || in_text < in_text_end) && *in_text)
1815 {
1816 unsigned int c = (unsigned int)(*in_text++);
1817 if (c < 0x80)
1818 bytes_count++;
1819 else
1820 bytes_count += ImTextCountUtf8BytesFromChar(c);
1821 }
1822 return bytes_count;
1823 }
1824
1825 //-----------------------------------------------------------------------------
1826 // [SECTION] MISC HELPERS/UTILITIES (Color functions)
1827 // Note: The Convert functions are early design which are not consistent with other API.
1828 //-----------------------------------------------------------------------------
1829
ImAlphaBlendColors(ImU32 col_a,ImU32 col_b)1830 IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
1831 {
1832 float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
1833 int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
1834 int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
1835 int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
1836 return IM_COL32(r, g, b, 0xFF);
1837 }
1838
ColorConvertU32ToFloat4(ImU32 in)1839 ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
1840 {
1841 float s = 1.0f / 255.0f;
1842 return ImVec4(
1843 ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
1844 ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
1845 ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
1846 ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
1847 }
1848
ColorConvertFloat4ToU32(const ImVec4 & in)1849 ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
1850 {
1851 ImU32 out;
1852 out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
1853 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
1854 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
1855 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
1856 return out;
1857 }
1858
1859 // Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
1860 // Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
ColorConvertRGBtoHSV(float r,float g,float b,float & out_h,float & out_s,float & out_v)1861 void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
1862 {
1863 float K = 0.f;
1864 if (g < b)
1865 {
1866 ImSwap(g, b);
1867 K = -1.f;
1868 }
1869 if (r < g)
1870 {
1871 ImSwap(r, g);
1872 K = -2.f / 6.f - K;
1873 }
1874
1875 const float chroma = r - (g < b ? g : b);
1876 out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
1877 out_s = chroma / (r + 1e-20f);
1878 out_v = r;
1879 }
1880
1881 // Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
1882 // also http://en.wikipedia.org/wiki/HSL_and_HSV
ColorConvertHSVtoRGB(float h,float s,float v,float & out_r,float & out_g,float & out_b)1883 void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
1884 {
1885 if (s == 0.0f)
1886 {
1887 // gray
1888 out_r = out_g = out_b = v;
1889 return;
1890 }
1891
1892 h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
1893 int i = (int)h;
1894 float f = h - (float)i;
1895 float p = v * (1.0f - s);
1896 float q = v * (1.0f - s * f);
1897 float t = v * (1.0f - s * (1.0f - f));
1898
1899 switch (i)
1900 {
1901 case 0: out_r = v; out_g = t; out_b = p; break;
1902 case 1: out_r = q; out_g = v; out_b = p; break;
1903 case 2: out_r = p; out_g = v; out_b = t; break;
1904 case 3: out_r = p; out_g = q; out_b = v; break;
1905 case 4: out_r = t; out_g = p; out_b = v; break;
1906 case 5: default: out_r = v; out_g = p; out_b = q; break;
1907 }
1908 }
1909
1910 //-----------------------------------------------------------------------------
1911 // [SECTION] ImGuiStorage
1912 // Helper: Key->value storage
1913 //-----------------------------------------------------------------------------
1914
1915 // std::lower_bound but without the bullshit
LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair> & data,ImGuiID key)1916 static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
1917 {
1918 ImGuiStorage::ImGuiStoragePair* first = data.Data;
1919 ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
1920 size_t count = (size_t)(last - first);
1921 while (count > 0)
1922 {
1923 size_t count2 = count >> 1;
1924 ImGuiStorage::ImGuiStoragePair* mid = first + count2;
1925 if (mid->key < key)
1926 {
1927 first = ++mid;
1928 count -= count2 + 1;
1929 }
1930 else
1931 {
1932 count = count2;
1933 }
1934 }
1935 return first;
1936 }
1937
1938 // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
BuildSortByKey()1939 void ImGuiStorage::BuildSortByKey()
1940 {
1941 struct StaticFunc
1942 {
1943 static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs)
1944 {
1945 // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
1946 if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
1947 if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
1948 return 0;
1949 }
1950 };
1951 if (Data.Size > 1)
1952 ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID);
1953 }
1954
GetInt(ImGuiID key,int default_val) const1955 int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
1956 {
1957 ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
1958 if (it == Data.end() || it->key != key)
1959 return default_val;
1960 return it->val_i;
1961 }
1962
GetBool(ImGuiID key,bool default_val) const1963 bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
1964 {
1965 return GetInt(key, default_val ? 1 : 0) != 0;
1966 }
1967
GetFloat(ImGuiID key,float default_val) const1968 float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
1969 {
1970 ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
1971 if (it == Data.end() || it->key != key)
1972 return default_val;
1973 return it->val_f;
1974 }
1975
GetVoidPtr(ImGuiID key) const1976 void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
1977 {
1978 ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
1979 if (it == Data.end() || it->key != key)
1980 return NULL;
1981 return it->val_p;
1982 }
1983
1984 // 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.
GetIntRef(ImGuiID key,int default_val)1985 int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
1986 {
1987 ImGuiStoragePair* it = LowerBound(Data, key);
1988 if (it == Data.end() || it->key != key)
1989 it = Data.insert(it, ImGuiStoragePair(key, default_val));
1990 return &it->val_i;
1991 }
1992
GetBoolRef(ImGuiID key,bool default_val)1993 bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
1994 {
1995 return (bool*)GetIntRef(key, default_val ? 1 : 0);
1996 }
1997
GetFloatRef(ImGuiID key,float default_val)1998 float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
1999 {
2000 ImGuiStoragePair* it = LowerBound(Data, key);
2001 if (it == Data.end() || it->key != key)
2002 it = Data.insert(it, ImGuiStoragePair(key, default_val));
2003 return &it->val_f;
2004 }
2005
GetVoidPtrRef(ImGuiID key,void * default_val)2006 void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2007 {
2008 ImGuiStoragePair* it = LowerBound(Data, key);
2009 if (it == Data.end() || it->key != key)
2010 it = Data.insert(it, ImGuiStoragePair(key, default_val));
2011 return &it->val_p;
2012 }
2013
2014 // 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)
SetInt(ImGuiID key,int val)2015 void ImGuiStorage::SetInt(ImGuiID key, int val)
2016 {
2017 ImGuiStoragePair* it = LowerBound(Data, key);
2018 if (it == Data.end() || it->key != key)
2019 {
2020 Data.insert(it, ImGuiStoragePair(key, val));
2021 return;
2022 }
2023 it->val_i = val;
2024 }
2025
SetBool(ImGuiID key,bool val)2026 void ImGuiStorage::SetBool(ImGuiID key, bool val)
2027 {
2028 SetInt(key, val ? 1 : 0);
2029 }
2030
SetFloat(ImGuiID key,float val)2031 void ImGuiStorage::SetFloat(ImGuiID key, float val)
2032 {
2033 ImGuiStoragePair* it = LowerBound(Data, key);
2034 if (it == Data.end() || it->key != key)
2035 {
2036 Data.insert(it, ImGuiStoragePair(key, val));
2037 return;
2038 }
2039 it->val_f = val;
2040 }
2041
SetVoidPtr(ImGuiID key,void * val)2042 void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2043 {
2044 ImGuiStoragePair* it = LowerBound(Data, key);
2045 if (it == Data.end() || it->key != key)
2046 {
2047 Data.insert(it, ImGuiStoragePair(key, val));
2048 return;
2049 }
2050 it->val_p = val;
2051 }
2052
SetAllInt(int v)2053 void ImGuiStorage::SetAllInt(int v)
2054 {
2055 for (int i = 0; i < Data.Size; i++)
2056 Data[i].val_i = v;
2057 }
2058
2059 //-----------------------------------------------------------------------------
2060 // [SECTION] ImGuiTextFilter
2061 //-----------------------------------------------------------------------------
2062
2063 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
ImGuiTextFilter(const char * default_filter)2064 ImGuiTextFilter::ImGuiTextFilter(const char* default_filter)
2065 {
2066 if (default_filter)
2067 {
2068 ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2069 Build();
2070 }
2071 else
2072 {
2073 InputBuf[0] = 0;
2074 CountGrep = 0;
2075 }
2076 }
2077
Draw(const char * label,float width)2078 bool ImGuiTextFilter::Draw(const char* label, float width)
2079 {
2080 if (width != 0.0f)
2081 ImGui::SetNextItemWidth(width);
2082 bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2083 if (value_changed)
2084 Build();
2085 return value_changed;
2086 }
2087
split(char separator,ImVector<ImGuiTextRange> * out) const2088 void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2089 {
2090 out->resize(0);
2091 const char* wb = b;
2092 const char* we = wb;
2093 while (we < e)
2094 {
2095 if (*we == separator)
2096 {
2097 out->push_back(ImGuiTextRange(wb, we));
2098 wb = we + 1;
2099 }
2100 we++;
2101 }
2102 if (wb != we)
2103 out->push_back(ImGuiTextRange(wb, we));
2104 }
2105
Build()2106 void ImGuiTextFilter::Build()
2107 {
2108 Filters.resize(0);
2109 ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2110 input_range.split(',', &Filters);
2111
2112 CountGrep = 0;
2113 for (int i = 0; i != Filters.Size; i++)
2114 {
2115 ImGuiTextRange& f = Filters[i];
2116 while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2117 f.b++;
2118 while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2119 f.e--;
2120 if (f.empty())
2121 continue;
2122 if (Filters[i].b[0] != '-')
2123 CountGrep += 1;
2124 }
2125 }
2126
PassFilter(const char * text,const char * text_end) const2127 bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2128 {
2129 if (Filters.empty())
2130 return true;
2131
2132 if (text == NULL)
2133 text = "";
2134
2135 for (int i = 0; i != Filters.Size; i++)
2136 {
2137 const ImGuiTextRange& f = Filters[i];
2138 if (f.empty())
2139 continue;
2140 if (f.b[0] == '-')
2141 {
2142 // Subtract
2143 if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2144 return false;
2145 }
2146 else
2147 {
2148 // Grep
2149 if (ImStristr(text, text_end, f.b, f.e) != NULL)
2150 return true;
2151 }
2152 }
2153
2154 // Implicit * grep
2155 if (CountGrep == 0)
2156 return true;
2157
2158 return false;
2159 }
2160
2161 //-----------------------------------------------------------------------------
2162 // [SECTION] ImGuiTextBuffer
2163 //-----------------------------------------------------------------------------
2164
2165 // On some platform vsnprintf() takes va_list by reference and modifies it.
2166 // va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2167 #ifndef va_copy
2168 #if defined(__GNUC__) || defined(__clang__)
2169 #define va_copy(dest, src) __builtin_va_copy(dest, src)
2170 #else
2171 #define va_copy(dest, src) (dest = src)
2172 #endif
2173 #endif
2174
2175 char ImGuiTextBuffer::EmptyString[1] = { 0 };
2176
append(const char * str,const char * str_end)2177 void ImGuiTextBuffer::append(const char* str, const char* str_end)
2178 {
2179 int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2180
2181 // Add zero-terminator the first time
2182 const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2183 const int needed_sz = write_off + len;
2184 if (write_off + len >= Buf.Capacity)
2185 {
2186 int new_capacity = Buf.Capacity * 2;
2187 Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2188 }
2189
2190 Buf.resize(needed_sz);
2191 memcpy(&Buf[write_off - 1], str, (size_t)len);
2192 Buf[write_off - 1 + len] = 0;
2193 }
2194
appendf(const char * fmt,...)2195 void ImGuiTextBuffer::appendf(const char* fmt, ...)
2196 {
2197 va_list args;
2198 va_start(args, fmt);
2199 appendfv(fmt, args);
2200 va_end(args);
2201 }
2202
2203 // Helper: Text buffer for logging/accumulating text
appendfv(const char * fmt,va_list args)2204 void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2205 {
2206 va_list args_copy;
2207 va_copy(args_copy, args);
2208
2209 int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2210 if (len <= 0)
2211 {
2212 va_end(args_copy);
2213 return;
2214 }
2215
2216 // Add zero-terminator the first time
2217 const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2218 const int needed_sz = write_off + len;
2219 if (write_off + len >= Buf.Capacity)
2220 {
2221 int new_capacity = Buf.Capacity * 2;
2222 Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2223 }
2224
2225 Buf.resize(needed_sz);
2226 ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2227 va_end(args_copy);
2228 }
2229
2230 //-----------------------------------------------------------------------------
2231 // [SECTION] ImGuiListClipper
2232 // This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed
2233 // the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)
2234 //-----------------------------------------------------------------------------
2235
2236 // FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2237 // The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
GetSkipItemForListClipping()2238 static bool GetSkipItemForListClipping()
2239 {
2240 ImGuiContext& g = *GImGui;
2241 return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2242 }
2243
2244 // Helper to calculate coarse clipping of large list of evenly sized items.
2245 // NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
2246 // NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
CalcListClipping(int items_count,float items_height,int * out_items_display_start,int * out_items_display_end)2247 void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
2248 {
2249 ImGuiContext& g = *GImGui;
2250 ImGuiWindow* window = g.CurrentWindow;
2251 if (g.LogEnabled)
2252 {
2253 // If logging is active, do not perform any clipping
2254 *out_items_display_start = 0;
2255 *out_items_display_end = items_count;
2256 return;
2257 }
2258 if (GetSkipItemForListClipping())
2259 {
2260 *out_items_display_start = *out_items_display_end = 0;
2261 return;
2262 }
2263
2264 // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
2265 ImRect unclipped_rect = window->ClipRect;
2266 if (g.NavMoveScoringItems)
2267 unclipped_rect.Add(g.NavScoringRect);
2268 if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
2269 unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max)); // Could store and use NavJustMovedToRectRel
2270
2271 const ImVec2 pos = window->DC.CursorPos;
2272 int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
2273 int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);
2274
2275 // When performing a navigation request, ensure we have one item extra in the direction we are moving to
2276 if (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Up)
2277 start--;
2278 if (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Down)
2279 end++;
2280
2281 start = ImClamp(start, 0, items_count);
2282 end = ImClamp(end + 1, start, items_count);
2283 *out_items_display_start = start;
2284 *out_items_display_end = end;
2285 }
2286
SetCursorPosYAndSetupForPrevLine(float pos_y,float line_height)2287 static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height)
2288 {
2289 // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2290 // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2291 // The clipper should probably have a 4th step to display the last item in a regular manner.
2292 ImGuiContext& g = *GImGui;
2293 ImGuiWindow* window = g.CurrentWindow;
2294 float off_y = pos_y - window->DC.CursorPos.y;
2295 window->DC.CursorPos.y = pos_y;
2296 window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y);
2297 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.
2298 window->DC.PrevLineSize.y = (line_height - g.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.
2299 if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2300 columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
2301 if (ImGuiTable* table = g.CurrentTable)
2302 {
2303 if (table->IsInsideRow)
2304 ImGui::TableEndRow(table);
2305 table->RowPosY2 = window->DC.CursorPos.y;
2306 const int row_increase = (int)((off_y / line_height) + 0.5f);
2307 //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2308 table->RowBgColorCounter += row_increase;
2309 }
2310 }
2311
ImGuiListClipper()2312 ImGuiListClipper::ImGuiListClipper()
2313 {
2314 memset(this, 0, sizeof(*this));
2315 ItemsCount = -1;
2316 }
2317
~ImGuiListClipper()2318 ImGuiListClipper::~ImGuiListClipper()
2319 {
2320 IM_ASSERT(ItemsCount == -1 && "Forgot to call End(), or to Step() until false?");
2321 }
2322
2323 // Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1
2324 // Use case B: Begin() called from constructor with items_height>0
2325 // 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.
Begin(int items_count,float items_height)2326 void ImGuiListClipper::Begin(int items_count, float items_height)
2327 {
2328 ImGuiContext& g = *GImGui;
2329 ImGuiWindow* window = g.CurrentWindow;
2330
2331 if (ImGuiTable* table = g.CurrentTable)
2332 if (table->IsInsideRow)
2333 ImGui::TableEndRow(table);
2334
2335 StartPosY = window->DC.CursorPos.y;
2336 ItemsHeight = items_height;
2337 ItemsCount = items_count;
2338 ItemsFrozen = 0;
2339 StepNo = 0;
2340 DisplayStart = -1;
2341 DisplayEnd = 0;
2342 }
2343
End()2344 void ImGuiListClipper::End()
2345 {
2346 if (ItemsCount < 0) // Already ended
2347 return;
2348
2349 // 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.
2350 if (ItemsCount < INT_MAX && DisplayStart >= 0)
2351 SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight);
2352 ItemsCount = -1;
2353 StepNo = 3;
2354 }
2355
Step()2356 bool ImGuiListClipper::Step()
2357 {
2358 ImGuiContext& g = *GImGui;
2359 ImGuiWindow* window = g.CurrentWindow;
2360
2361 ImGuiTable* table = g.CurrentTable;
2362 if (table && table->IsInsideRow)
2363 ImGui::TableEndRow(table);
2364
2365 // No items
2366 if (ItemsCount == 0 || GetSkipItemForListClipping())
2367 {
2368 End();
2369 return false;
2370 }
2371
2372 // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2373 if (StepNo == 0)
2374 {
2375 // While we are in frozen row state, keep displaying items one by one, unclipped
2376 // FIXME: Could be stored as a table-agnostic state.
2377 if (table != NULL && !table->IsUnfrozenRows)
2378 {
2379 DisplayStart = ItemsFrozen;
2380 DisplayEnd = ItemsFrozen + 1;
2381 ItemsFrozen++;
2382 return true;
2383 }
2384
2385 StartPosY = window->DC.CursorPos.y;
2386 if (ItemsHeight <= 0.0f)
2387 {
2388 // Submit the first item so we can measure its height (generally it is 0..1)
2389 DisplayStart = ItemsFrozen;
2390 DisplayEnd = ItemsFrozen + 1;
2391 StepNo = 1;
2392 return true;
2393 }
2394
2395 // Already has item height (given by user in Begin): skip to calculating step
2396 DisplayStart = DisplayEnd;
2397 StepNo = 2;
2398 }
2399
2400 // Step 1: the clipper infer height from first element
2401 if (StepNo == 1)
2402 {
2403 IM_ASSERT(ItemsHeight <= 0.0f);
2404 if (table)
2405 {
2406 const float pos_y1 = table->RowPosY1; // Using this instead of StartPosY to handle clipper straddling the frozen row
2407 const float pos_y2 = table->RowPosY2; // Using this instead of CursorPos.y to take account of tallest cell.
2408 ItemsHeight = pos_y2 - pos_y1;
2409 window->DC.CursorPos.y = pos_y2;
2410 }
2411 else
2412 {
2413 ItemsHeight = window->DC.CursorPos.y - StartPosY;
2414 }
2415 IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
2416 StepNo = 2;
2417 }
2418
2419 // Reached end of list
2420 if (DisplayEnd >= ItemsCount)
2421 {
2422 End();
2423 return false;
2424 }
2425
2426 // Step 2: calculate the actual range of elements to display, and position the cursor before the first element
2427 if (StepNo == 2)
2428 {
2429 IM_ASSERT(ItemsHeight > 0.0f);
2430
2431 int already_submitted = DisplayEnd;
2432 ImGui::CalcListClipping(ItemsCount - already_submitted, ItemsHeight, &DisplayStart, &DisplayEnd);
2433 DisplayStart += already_submitted;
2434 DisplayEnd += already_submitted;
2435
2436 // Seek cursor
2437 if (DisplayStart > already_submitted)
2438 SetCursorPosYAndSetupForPrevLine(StartPosY + (DisplayStart - ItemsFrozen) * ItemsHeight, ItemsHeight);
2439
2440 StepNo = 3;
2441 return true;
2442 }
2443
2444 // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
2445 // Advance the cursor to the end of the list and then returns 'false' to end the loop.
2446 if (StepNo == 3)
2447 {
2448 // Seek cursor
2449 if (ItemsCount < INT_MAX)
2450 SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); // advance cursor
2451 ItemsCount = -1;
2452 return false;
2453 }
2454
2455 IM_ASSERT(0);
2456 return false;
2457 }
2458
2459 //-----------------------------------------------------------------------------
2460 // [SECTION] STYLING
2461 //-----------------------------------------------------------------------------
2462
GetStyle()2463 ImGuiStyle& ImGui::GetStyle()
2464 {
2465 IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
2466 return GImGui->Style;
2467 }
2468
GetColorU32(ImGuiCol idx,float alpha_mul)2469 ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
2470 {
2471 ImGuiStyle& style = GImGui->Style;
2472 ImVec4 c = style.Colors[idx];
2473 c.w *= style.Alpha * alpha_mul;
2474 return ColorConvertFloat4ToU32(c);
2475 }
2476
GetColorU32(const ImVec4 & col)2477 ImU32 ImGui::GetColorU32(const ImVec4& col)
2478 {
2479 ImGuiStyle& style = GImGui->Style;
2480 ImVec4 c = col;
2481 c.w *= style.Alpha;
2482 return ColorConvertFloat4ToU32(c);
2483 }
2484
GetStyleColorVec4(ImGuiCol idx)2485 const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
2486 {
2487 ImGuiStyle& style = GImGui->Style;
2488 return style.Colors[idx];
2489 }
2490
GetColorU32(ImU32 col)2491 ImU32 ImGui::GetColorU32(ImU32 col)
2492 {
2493 ImGuiStyle& style = GImGui->Style;
2494 if (style.Alpha >= 1.0f)
2495 return col;
2496 ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
2497 a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
2498 return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
2499 }
2500
2501 // 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
PushStyleColor(ImGuiCol idx,ImU32 col)2502 void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
2503 {
2504 ImGuiContext& g = *GImGui;
2505 ImGuiColorMod backup;
2506 backup.Col = idx;
2507 backup.BackupValue = g.Style.Colors[idx];
2508 g.ColorStack.push_back(backup);
2509 g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
2510 }
2511
PushStyleColor(ImGuiCol idx,const ImVec4 & col)2512 void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
2513 {
2514 ImGuiContext& g = *GImGui;
2515 ImGuiColorMod backup;
2516 backup.Col = idx;
2517 backup.BackupValue = g.Style.Colors[idx];
2518 g.ColorStack.push_back(backup);
2519 g.Style.Colors[idx] = col;
2520 }
2521
PopStyleColor(int count)2522 void ImGui::PopStyleColor(int count)
2523 {
2524 ImGuiContext& g = *GImGui;
2525 while (count > 0)
2526 {
2527 ImGuiColorMod& backup = g.ColorStack.back();
2528 g.Style.Colors[backup.Col] = backup.BackupValue;
2529 g.ColorStack.pop_back();
2530 count--;
2531 }
2532 }
2533
2534 struct ImGuiStyleVarInfo
2535 {
2536 ImGuiDataType Type;
2537 ImU32 Count;
2538 ImU32 Offset;
GetVarPtrImGuiStyleVarInfo2539 void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }
2540 };
2541
2542 static const ImGuiStyleVarInfo GStyleVarInfo[] =
2543 {
2544 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
2545 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha
2546 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding
2547 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding
2548 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize
2549 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize
2550 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign
2551 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding
2552 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize
2553 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding
2554 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize
2555 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding
2556 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding
2557 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize
2558 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing
2559 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing
2560 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing
2561 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding
2562 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize
2563 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding
2564 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize
2565 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding
2566 { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding
2567 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
2568 { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
2569 };
2570
GetStyleVarInfo(ImGuiStyleVar idx)2571 static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
2572 {
2573 IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
2574 IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
2575 return &GStyleVarInfo[idx];
2576 }
2577
PushStyleVar(ImGuiStyleVar idx,float val)2578 void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
2579 {
2580 const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
2581 if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
2582 {
2583 ImGuiContext& g = *GImGui;
2584 float* pvar = (float*)var_info->GetVarPtr(&g.Style);
2585 g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
2586 *pvar = val;
2587 return;
2588 }
2589 IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!");
2590 }
2591
PushStyleVar(ImGuiStyleVar idx,const ImVec2 & val)2592 void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
2593 {
2594 const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
2595 if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
2596 {
2597 ImGuiContext& g = *GImGui;
2598 ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
2599 g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
2600 *pvar = val;
2601 return;
2602 }
2603 IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!");
2604 }
2605
PopStyleVar(int count)2606 void ImGui::PopStyleVar(int count)
2607 {
2608 ImGuiContext& g = *GImGui;
2609 while (count > 0)
2610 {
2611 // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
2612 ImGuiStyleMod& backup = g.StyleVarStack.back();
2613 const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);
2614 void* data = info->GetVarPtr(&g.Style);
2615 if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; }
2616 else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
2617 g.StyleVarStack.pop_back();
2618 count--;
2619 }
2620 }
2621
GetStyleColorName(ImGuiCol idx)2622 const char* ImGui::GetStyleColorName(ImGuiCol idx)
2623 {
2624 // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
2625 switch (idx)
2626 {
2627 case ImGuiCol_Text: return "Text";
2628 case ImGuiCol_TextDisabled: return "TextDisabled";
2629 case ImGuiCol_WindowBg: return "WindowBg";
2630 case ImGuiCol_ChildBg: return "ChildBg";
2631 case ImGuiCol_PopupBg: return "PopupBg";
2632 case ImGuiCol_Border: return "Border";
2633 case ImGuiCol_BorderShadow: return "BorderShadow";
2634 case ImGuiCol_FrameBg: return "FrameBg";
2635 case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
2636 case ImGuiCol_FrameBgActive: return "FrameBgActive";
2637 case ImGuiCol_TitleBg: return "TitleBg";
2638 case ImGuiCol_TitleBgActive: return "TitleBgActive";
2639 case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
2640 case ImGuiCol_MenuBarBg: return "MenuBarBg";
2641 case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
2642 case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
2643 case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
2644 case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
2645 case ImGuiCol_CheckMark: return "CheckMark";
2646 case ImGuiCol_SliderGrab: return "SliderGrab";
2647 case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
2648 case ImGuiCol_Button: return "Button";
2649 case ImGuiCol_ButtonHovered: return "ButtonHovered";
2650 case ImGuiCol_ButtonActive: return "ButtonActive";
2651 case ImGuiCol_Header: return "Header";
2652 case ImGuiCol_HeaderHovered: return "HeaderHovered";
2653 case ImGuiCol_HeaderActive: return "HeaderActive";
2654 case ImGuiCol_Separator: return "Separator";
2655 case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
2656 case ImGuiCol_SeparatorActive: return "SeparatorActive";
2657 case ImGuiCol_ResizeGrip: return "ResizeGrip";
2658 case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
2659 case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
2660 case ImGuiCol_Tab: return "Tab";
2661 case ImGuiCol_TabHovered: return "TabHovered";
2662 case ImGuiCol_TabActive: return "TabActive";
2663 case ImGuiCol_TabUnfocused: return "TabUnfocused";
2664 case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
2665 case ImGuiCol_PlotLines: return "PlotLines";
2666 case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
2667 case ImGuiCol_PlotHistogram: return "PlotHistogram";
2668 case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
2669 case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
2670 case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
2671 case ImGuiCol_TableBorderLight: return "TableBorderLight";
2672 case ImGuiCol_TableRowBg: return "TableRowBg";
2673 case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
2674 case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
2675 case ImGuiCol_DragDropTarget: return "DragDropTarget";
2676 case ImGuiCol_NavHighlight: return "NavHighlight";
2677 case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
2678 case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
2679 case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
2680 }
2681 IM_ASSERT(0);
2682 return "Unknown";
2683 }
2684
2685
2686 //-----------------------------------------------------------------------------
2687 // [SECTION] RENDER HELPERS
2688 // Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
2689 // we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
2690 // Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
2691 //-----------------------------------------------------------------------------
2692
FindRenderedTextEnd(const char * text,const char * text_end)2693 const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
2694 {
2695 const char* text_display_end = text;
2696 if (!text_end)
2697 text_end = (const char*)-1;
2698
2699 while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
2700 text_display_end++;
2701 return text_display_end;
2702 }
2703
2704 // Internal ImGui functions to render text
2705 // RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
RenderText(ImVec2 pos,const char * text,const char * text_end,bool hide_text_after_hash)2706 void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
2707 {
2708 ImGuiContext& g = *GImGui;
2709 ImGuiWindow* window = g.CurrentWindow;
2710
2711 // Hide anything after a '##' string
2712 const char* text_display_end;
2713 if (hide_text_after_hash)
2714 {
2715 text_display_end = FindRenderedTextEnd(text, text_end);
2716 }
2717 else
2718 {
2719 if (!text_end)
2720 text_end = text + strlen(text); // FIXME-OPT
2721 text_display_end = text_end;
2722 }
2723
2724 if (text != text_display_end)
2725 {
2726 window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
2727 if (g.LogEnabled)
2728 LogRenderedText(&pos, text, text_display_end);
2729 }
2730 }
2731
RenderTextWrapped(ImVec2 pos,const char * text,const char * text_end,float wrap_width)2732 void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
2733 {
2734 ImGuiContext& g = *GImGui;
2735 ImGuiWindow* window = g.CurrentWindow;
2736
2737 if (!text_end)
2738 text_end = text + strlen(text); // FIXME-OPT
2739
2740 if (text != text_end)
2741 {
2742 window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
2743 if (g.LogEnabled)
2744 LogRenderedText(&pos, text, text_end);
2745 }
2746 }
2747
2748 // Default clip_rect uses (pos_min,pos_max)
2749 // Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
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)2750 void 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)
2751 {
2752 // Perform CPU side clipping for single clipped element to avoid using scissor state
2753 ImVec2 pos = pos_min;
2754 const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
2755
2756 const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
2757 const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
2758 bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
2759 if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
2760 need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
2761
2762 // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
2763 if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
2764 if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
2765
2766 // Render
2767 if (need_clipping)
2768 {
2769 ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
2770 draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
2771 }
2772 else
2773 {
2774 draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
2775 }
2776 }
2777
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)2778 void 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)
2779 {
2780 // Hide anything after a '##' string
2781 const char* text_display_end = FindRenderedTextEnd(text, text_end);
2782 const int text_len = (int)(text_display_end - text);
2783 if (text_len == 0)
2784 return;
2785
2786 ImGuiContext& g = *GImGui;
2787 ImGuiWindow* window = g.CurrentWindow;
2788 RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
2789 if (g.LogEnabled)
2790 LogRenderedText(&pos_min, text, text_display_end);
2791 }
2792
2793
2794 // Another overly complex function until we reorganize everything into a nice all-in-one helper.
2795 // This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
2796 // This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
RenderTextEllipsis(ImDrawList * draw_list,const ImVec2 & pos_min,const ImVec2 & pos_max,float clip_max_x,float ellipsis_max_x,const char * text,const char * text_end_full,const ImVec2 * text_size_if_known)2797 void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
2798 {
2799 ImGuiContext& g = *GImGui;
2800 if (text_end_full == NULL)
2801 text_end_full = FindRenderedTextEnd(text);
2802 const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
2803
2804 //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
2805 //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
2806 //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
2807 // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
2808 if (text_size.x > pos_max.x - pos_min.x)
2809 {
2810 // Hello wo...
2811 // | | |
2812 // min max ellipsis_max
2813 // <-> this is generally some padding value
2814
2815 const ImFont* font = draw_list->_Data->Font;
2816 const float font_size = draw_list->_Data->FontSize;
2817 const char* text_end_ellipsis = NULL;
2818
2819 ImWchar ellipsis_char = font->EllipsisChar;
2820 int ellipsis_char_count = 1;
2821 if (ellipsis_char == (ImWchar)-1)
2822 {
2823 ellipsis_char = font->DotChar;
2824 ellipsis_char_count = 3;
2825 }
2826 const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char);
2827
2828 float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side
2829 float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis
2830
2831 if (ellipsis_char_count > 1)
2832 {
2833 // Full ellipsis size without free spacing after it.
2834 const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize);
2835 ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots;
2836 ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots;
2837 }
2838
2839 // We can now claim the space between pos_max.x and ellipsis_max.x
2840 const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f);
2841 float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
2842 if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
2843 {
2844 // Always display at least 1 character if there's no room for character + ellipsis
2845 text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
2846 text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
2847 }
2848 while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
2849 {
2850 // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
2851 text_end_ellipsis--;
2852 text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
2853 }
2854
2855 // Render text, render ellipsis
2856 RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
2857 float ellipsis_x = pos_min.x + text_size_clipped_x;
2858 if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x)
2859 for (int i = 0; i < ellipsis_char_count; i++)
2860 {
2861 font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char);
2862 ellipsis_x += ellipsis_glyph_width;
2863 }
2864 }
2865 else
2866 {
2867 RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
2868 }
2869
2870 if (g.LogEnabled)
2871 LogRenderedText(&pos_min, text, text_end_full);
2872 }
2873
2874 // Render a rectangle shaped with optional rounding and borders
RenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool border,float rounding)2875 void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
2876 {
2877 ImGuiContext& g = *GImGui;
2878 ImGuiWindow* window = g.CurrentWindow;
2879 window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
2880 const float border_size = g.Style.FrameBorderSize;
2881 if (border && border_size > 0.0f)
2882 {
2883 window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
2884 window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
2885 }
2886 }
2887
RenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding)2888 void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
2889 {
2890 ImGuiContext& g = *GImGui;
2891 ImGuiWindow* window = g.CurrentWindow;
2892 const float border_size = g.Style.FrameBorderSize;
2893 if (border_size > 0.0f)
2894 {
2895 window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
2896 window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
2897 }
2898 }
2899
RenderNavHighlight(const ImRect & bb,ImGuiID id,ImGuiNavHighlightFlags flags)2900 void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
2901 {
2902 ImGuiContext& g = *GImGui;
2903 if (id != g.NavId)
2904 return;
2905 if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
2906 return;
2907 ImGuiWindow* window = g.CurrentWindow;
2908 if (window->DC.NavHideHighlightOneFrame)
2909 return;
2910
2911 float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
2912 ImRect display_rect = bb;
2913 display_rect.ClipWith(window->ClipRect);
2914 if (flags & ImGuiNavHighlightFlags_TypeDefault)
2915 {
2916 const float THICKNESS = 2.0f;
2917 const float DISTANCE = 3.0f + THICKNESS * 0.5f;
2918 display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
2919 bool fully_visible = window->ClipRect.Contains(display_rect);
2920 if (!fully_visible)
2921 window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
2922 window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
2923 if (!fully_visible)
2924 window->DrawList->PopClipRect();
2925 }
2926 if (flags & ImGuiNavHighlightFlags_TypeThin)
2927 {
2928 window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
2929 }
2930 }
2931
2932 //-----------------------------------------------------------------------------
2933 // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
2934 //-----------------------------------------------------------------------------
2935
2936 // ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
ImGuiWindow(ImGuiContext * context,const char * name)2937 ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL)
2938 {
2939 memset(this, 0, sizeof(*this));
2940 Name = ImStrdup(name);
2941 NameBufLen = (int)strlen(name) + 1;
2942 ID = ImHashStr(name);
2943 IDStack.push_back(ID);
2944 MoveId = GetID("#MOVE");
2945 ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
2946 ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
2947 AutoFitFramesX = AutoFitFramesY = -1;
2948 AutoPosLastDirection = ImGuiDir_None;
2949 SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
2950 SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
2951 LastFrameActive = -1;
2952 LastTimeActive = -1.0f;
2953 FontWindowScale = 1.0f;
2954 SettingsOffset = -1;
2955 DrawList = &DrawListInst;
2956 DrawList->_Data = &context->DrawListSharedData;
2957 DrawList->_OwnerName = Name;
2958 }
2959
~ImGuiWindow()2960 ImGuiWindow::~ImGuiWindow()
2961 {
2962 IM_ASSERT(DrawList == &DrawListInst);
2963 IM_DELETE(Name);
2964 ColumnsStorage.clear_destruct();
2965 }
2966
GetID(const char * str,const char * str_end)2967 ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
2968 {
2969 ImGuiID seed = IDStack.back();
2970 ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
2971 ImGui::KeepAliveID(id);
2972 ImGuiContext& g = *GImGui;
2973 if (g.DebugHookIdInfo == id)
2974 ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
2975 return id;
2976 }
2977
GetID(const void * ptr)2978 ImGuiID ImGuiWindow::GetID(const void* ptr)
2979 {
2980 ImGuiID seed = IDStack.back();
2981 ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
2982 ImGui::KeepAliveID(id);
2983 ImGuiContext& g = *GImGui;
2984 if (g.DebugHookIdInfo == id)
2985 ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
2986 return id;
2987 }
2988
GetID(int n)2989 ImGuiID ImGuiWindow::GetID(int n)
2990 {
2991 ImGuiID seed = IDStack.back();
2992 ImGuiID id = ImHashData(&n, sizeof(n), seed);
2993 ImGui::KeepAliveID(id);
2994 ImGuiContext& g = *GImGui;
2995 if (g.DebugHookIdInfo == id)
2996 ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
2997 return id;
2998 }
2999
GetIDNoKeepAlive(const char * str,const char * str_end)3000 ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)
3001 {
3002 ImGuiID seed = IDStack.back();
3003 ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3004 ImGuiContext& g = *GImGui;
3005 if (g.DebugHookIdInfo == id)
3006 ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3007 return id;
3008 }
3009
GetIDNoKeepAlive(const void * ptr)3010 ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr)
3011 {
3012 ImGuiID seed = IDStack.back();
3013 ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3014 ImGuiContext& g = *GImGui;
3015 if (g.DebugHookIdInfo == id)
3016 ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3017 return id;
3018 }
3019
GetIDNoKeepAlive(int n)3020 ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n)
3021 {
3022 ImGuiID seed = IDStack.back();
3023 ImGuiID id = ImHashData(&n, sizeof(n), seed);
3024 ImGuiContext& g = *GImGui;
3025 if (g.DebugHookIdInfo == id)
3026 ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3027 return id;
3028 }
3029
3030 // This is only used in rare/specific situations to manufacture an ID out of nowhere.
GetIDFromRectangle(const ImRect & r_abs)3031 ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3032 {
3033 ImGuiID seed = IDStack.back();
3034 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) };
3035 ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3036 ImGui::KeepAliveID(id);
3037 return id;
3038 }
3039
SetCurrentWindow(ImGuiWindow * window)3040 static void SetCurrentWindow(ImGuiWindow* window)
3041 {
3042 ImGuiContext& g = *GImGui;
3043 g.CurrentWindow = window;
3044 g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3045 if (window)
3046 g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3047 }
3048
GcCompactTransientMiscBuffers()3049 void ImGui::GcCompactTransientMiscBuffers()
3050 {
3051 ImGuiContext& g = *GImGui;
3052 g.ItemFlagsStack.clear();
3053 g.GroupStack.clear();
3054 TableGcCompactSettings();
3055 }
3056
3057 // Free up/compact internal window buffers, we can use this when a window becomes unused.
3058 // Not freed:
3059 // - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3060 // This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
GcCompactTransientWindowBuffers(ImGuiWindow * window)3061 void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3062 {
3063 window->MemoryCompacted = true;
3064 window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3065 window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3066 window->IDStack.clear();
3067 window->DrawList->_ClearFreeMemory();
3068 window->DC.ChildWindows.clear();
3069 window->DC.ItemWidthStack.clear();
3070 window->DC.TextWrapPosStack.clear();
3071 }
3072
GcAwakeTransientWindowBuffers(ImGuiWindow * window)3073 void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3074 {
3075 // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3076 // The other buffers tends to amortize much faster.
3077 window->MemoryCompacted = false;
3078 window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3079 window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3080 window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3081 }
3082
SetActiveID(ImGuiID id,ImGuiWindow * window)3083 void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3084 {
3085 ImGuiContext& g = *GImGui;
3086 g.ActiveIdIsJustActivated = (g.ActiveId != id);
3087 if (g.ActiveIdIsJustActivated)
3088 {
3089 g.ActiveIdTimer = 0.0f;
3090 g.ActiveIdHasBeenPressedBefore = false;
3091 g.ActiveIdHasBeenEditedBefore = false;
3092 g.ActiveIdMouseButton = -1;
3093 if (id != 0)
3094 {
3095 g.LastActiveId = id;
3096 g.LastActiveIdTimer = 0.0f;
3097 }
3098 }
3099 g.ActiveId = id;
3100 g.ActiveIdAllowOverlap = false;
3101 g.ActiveIdNoClearOnFocusLoss = false;
3102 g.ActiveIdWindow = window;
3103 g.ActiveIdHasBeenEditedThisFrame = false;
3104 if (id)
3105 {
3106 g.ActiveIdIsAlive = id;
3107 g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
3108 }
3109
3110 // Clear declaration of inputs claimed by the widget
3111 // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
3112 g.ActiveIdUsingMouseWheel = false;
3113 g.ActiveIdUsingNavDirMask = 0x00;
3114 g.ActiveIdUsingNavInputMask = 0x00;
3115 g.ActiveIdUsingKeyInputMask = 0x00;
3116 }
3117
ClearActiveID()3118 void ImGui::ClearActiveID()
3119 {
3120 SetActiveID(0, NULL); // g.ActiveId = 0;
3121 }
3122
SetHoveredID(ImGuiID id)3123 void ImGui::SetHoveredID(ImGuiID id)
3124 {
3125 ImGuiContext& g = *GImGui;
3126 g.HoveredId = id;
3127 g.HoveredIdAllowOverlap = false;
3128 g.HoveredIdUsingMouseWheel = false;
3129 if (id != 0 && g.HoveredIdPreviousFrame != id)
3130 g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
3131 }
3132
GetHoveredID()3133 ImGuiID ImGui::GetHoveredID()
3134 {
3135 ImGuiContext& g = *GImGui;
3136 return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
3137 }
3138
KeepAliveID(ImGuiID id)3139 void ImGui::KeepAliveID(ImGuiID id)
3140 {
3141 ImGuiContext& g = *GImGui;
3142 if (g.ActiveId == id)
3143 g.ActiveIdIsAlive = id;
3144 if (g.ActiveIdPreviousFrame == id)
3145 g.ActiveIdPreviousFrameIsAlive = true;
3146 }
3147
MarkItemEdited(ImGuiID id)3148 void ImGui::MarkItemEdited(ImGuiID id)
3149 {
3150 // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
3151 // 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.
3152 ImGuiContext& g = *GImGui;
3153 IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
3154 IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.
3155 //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
3156 g.ActiveIdHasBeenEditedThisFrame = true;
3157 g.ActiveIdHasBeenEditedBefore = true;
3158 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
3159 }
3160
IsWindowContentHoverable(ImGuiWindow * window,ImGuiHoveredFlags flags)3161 static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
3162 {
3163 // An active popup disable hovering on other windows (apart from its own children)
3164 // FIXME-OPT: This could be cached/stored within the window.
3165 ImGuiContext& g = *GImGui;
3166 if (g.NavWindow)
3167 if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
3168 if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
3169 {
3170 // For the purpose of those flags we differentiate "standard popup" from "modal popup"
3171 // NB: The order of those two tests is important because Modal windows are also Popups.
3172 if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
3173 return false;
3174 if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
3175 return false;
3176 }
3177 return true;
3178 }
3179
3180 // This is roughly matching the behavior of internal-facing ItemHoverable()
3181 // - 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()
3182 // - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
IsItemHovered(ImGuiHoveredFlags flags)3183 bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
3184 {
3185 ImGuiContext& g = *GImGui;
3186 ImGuiWindow* window = g.CurrentWindow;
3187 if (g.NavDisableMouseHover && !g.NavDisableHighlight)
3188 {
3189 if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
3190 return false;
3191 return IsItemFocused();
3192 }
3193
3194 // Test for bounding box overlap, as updated as ItemAdd()
3195 ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
3196 if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
3197 return false;
3198 IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0); // Flags not supported by this function
3199
3200 // Test if we are hovering the right window (our window could be behind another window)
3201 // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
3202 // [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
3203 // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
3204 // the test that has been running for a long while.
3205 if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
3206 if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
3207 return false;
3208
3209 // Test if another item is active (e.g. being dragged)
3210 if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
3211 if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
3212 return false;
3213
3214 // Test if interactions on this window are blocked by an active popup or modal.
3215 // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
3216 if (!IsWindowContentHoverable(window, flags))
3217 return false;
3218
3219 // Test if the item is disabled
3220 if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
3221 return false;
3222
3223 // Special handling for calling after Begin() which represent the title bar or tab.
3224 // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
3225 if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
3226 return false;
3227 return true;
3228 }
3229
3230 // Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
ItemHoverable(const ImRect & bb,ImGuiID id)3231 bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
3232 {
3233 ImGuiContext& g = *GImGui;
3234 if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
3235 return false;
3236
3237 ImGuiWindow* window = g.CurrentWindow;
3238 if (g.HoveredWindow != window)
3239 return false;
3240 if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
3241 return false;
3242 if (!IsMouseHoveringRect(bb.Min, bb.Max))
3243 return false;
3244 if (g.NavDisableMouseHover)
3245 return false;
3246 if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
3247 {
3248 g.HoveredIdDisabled = true;
3249 return false;
3250 }
3251
3252 // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
3253 // hover test in widgets code. We could also decide to split this function is two.
3254 if (id != 0)
3255 SetHoveredID(id);
3256
3257 // When disabled we'll return false but still set HoveredId
3258 ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
3259 if (item_flags & ImGuiItemFlags_Disabled)
3260 {
3261 // Release active id if turning disabled
3262 if (g.ActiveId == id)
3263 ClearActiveID();
3264 g.HoveredIdDisabled = true;
3265 return false;
3266 }
3267
3268 if (id != 0)
3269 {
3270 // [DEBUG] Item Picker tool!
3271 // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
3272 // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
3273 // items if we perform the test in ItemAdd(), but that would incur a small runtime cost.
3274 // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd().
3275 if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
3276 GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
3277 if (g.DebugItemPickerBreakId == id)
3278 IM_DEBUG_BREAK();
3279 }
3280
3281 return true;
3282 }
3283
IsClippedEx(const ImRect & bb,ImGuiID id)3284 bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
3285 {
3286 ImGuiContext& g = *GImGui;
3287 ImGuiWindow* window = g.CurrentWindow;
3288 if (!bb.Overlaps(window->ClipRect))
3289 if (id == 0 || (id != g.ActiveId && id != g.NavId))
3290 if (!g.LogEnabled)
3291 return true;
3292 return false;
3293 }
3294
3295 // Called by ItemAdd()
3296 // Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out.
3297 // [WIP] This will eventually be refactored and moved into NavProcessItem()
ItemInputable(ImGuiWindow * window,ImGuiID id)3298 void ImGui::ItemInputable(ImGuiWindow* window, ImGuiID id)
3299 {
3300 ImGuiContext& g = *GImGui;
3301 IM_ASSERT(id != 0 && id == g.LastItemData.ID);
3302
3303 // Increment counters
3304 // FIXME: ImGuiItemFlags_Disabled should disable more.
3305 const bool is_tab_stop = (g.LastItemData.InFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
3306 if (is_tab_stop)
3307 {
3308 window->DC.FocusCounterTabStop++;
3309 if (g.NavId == id)
3310 g.NavIdTabCounter = window->DC.FocusCounterTabStop;
3311 }
3312
3313 // Process TAB/Shift-TAB to tab *OUT* of the currently focused item.
3314 // (Note that we can always TAB out of a widget that doesn't allow tabbing in)
3315 if (g.ActiveId == id && g.TabFocusPressed && g.TabFocusRequestNextWindow == NULL)
3316 {
3317 g.TabFocusRequestNextWindow = window;
3318 g.TabFocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
3319 }
3320
3321 // Handle focus requests
3322 if (g.TabFocusRequestCurrWindow == window)
3323 {
3324 if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop)
3325 {
3326 g.NavJustTabbedId = id; // FIXME-NAV: aim to eventually set in NavUpdate() once we finish the refactor
3327 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing;
3328 return;
3329 }
3330
3331 // If another item is about to be focused, we clear our own active id
3332 if (g.ActiveId == id)
3333 ClearActiveID();
3334 }
3335 }
3336
CalcWrapWidthForPos(const ImVec2 & pos,float wrap_pos_x)3337 float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
3338 {
3339 if (wrap_pos_x < 0.0f)
3340 return 0.0f;
3341
3342 ImGuiContext& g = *GImGui;
3343 ImGuiWindow* window = g.CurrentWindow;
3344 if (wrap_pos_x == 0.0f)
3345 {
3346 // We could decide to setup a default wrapping max point for auto-resizing windows,
3347 // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
3348 //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
3349 // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
3350 //else
3351 wrap_pos_x = window->WorkRect.Max.x;
3352 }
3353 else if (wrap_pos_x > 0.0f)
3354 {
3355 wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
3356 }
3357
3358 return ImMax(wrap_pos_x - pos.x, 1.0f);
3359 }
3360
3361 // IM_ALLOC() == ImGui::MemAlloc()
MemAlloc(size_t size)3362 void* ImGui::MemAlloc(size_t size)
3363 {
3364 if (ImGuiContext* ctx = GImGui)
3365 ctx->IO.MetricsActiveAllocations++;
3366 return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
3367 }
3368
3369 // IM_FREE() == ImGui::MemFree()
MemFree(void * ptr)3370 void ImGui::MemFree(void* ptr)
3371 {
3372 if (ptr)
3373 if (ImGuiContext* ctx = GImGui)
3374 ctx->IO.MetricsActiveAllocations--;
3375 return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
3376 }
3377
GetClipboardText()3378 const char* ImGui::GetClipboardText()
3379 {
3380 ImGuiContext& g = *GImGui;
3381 return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
3382 }
3383
SetClipboardText(const char * text)3384 void ImGui::SetClipboardText(const char* text)
3385 {
3386 ImGuiContext& g = *GImGui;
3387 if (g.IO.SetClipboardTextFn)
3388 g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
3389 }
3390
GetVersion()3391 const char* ImGui::GetVersion()
3392 {
3393 return IMGUI_VERSION;
3394 }
3395
3396 // Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3397 // 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
GetCurrentContext()3398 ImGuiContext* ImGui::GetCurrentContext()
3399 {
3400 return GImGui;
3401 }
3402
SetCurrentContext(ImGuiContext * ctx)3403 void ImGui::SetCurrentContext(ImGuiContext* ctx)
3404 {
3405 #ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3406 IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3407 #else
3408 GImGui = ctx;
3409 #endif
3410 }
3411
SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void * user_data)3412 void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3413 {
3414 GImAllocatorAllocFunc = alloc_func;
3415 GImAllocatorFreeFunc = free_func;
3416 GImAllocatorUserData = user_data;
3417 }
3418
3419 // This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
GetAllocatorFunctions(ImGuiMemAllocFunc * p_alloc_func,ImGuiMemFreeFunc * p_free_func,void ** p_user_data)3420 void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3421 {
3422 *p_alloc_func = GImAllocatorAllocFunc;
3423 *p_free_func = GImAllocatorFreeFunc;
3424 *p_user_data = GImAllocatorUserData;
3425 }
3426
CreateContext(ImFontAtlas * shared_font_atlas)3427 ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3428 {
3429 ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3430 if (GImGui == NULL)
3431 SetCurrentContext(ctx);
3432 Initialize(ctx);
3433 return ctx;
3434 }
3435
DestroyContext(ImGuiContext * ctx)3436 void ImGui::DestroyContext(ImGuiContext* ctx)
3437 {
3438 if (ctx == NULL)
3439 ctx = GImGui;
3440 Shutdown(ctx);
3441 if (GImGui == ctx)
3442 SetCurrentContext(NULL);
3443 IM_DELETE(ctx);
3444 }
3445
3446 // No specific ordering/dependency support, will see as needed
AddContextHook(ImGuiContext * ctx,const ImGuiContextHook * hook)3447 ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3448 {
3449 ImGuiContext& g = *ctx;
3450 IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3451 g.Hooks.push_back(*hook);
3452 g.Hooks.back().HookId = ++g.HookIdNext;
3453 return g.HookIdNext;
3454 }
3455
3456 // Deferred removal, avoiding issue with changing vector while iterating it
RemoveContextHook(ImGuiContext * ctx,ImGuiID hook_id)3457 void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3458 {
3459 ImGuiContext& g = *ctx;
3460 IM_ASSERT(hook_id != 0);
3461 for (int n = 0; n < g.Hooks.Size; n++)
3462 if (g.Hooks[n].HookId == hook_id)
3463 g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;
3464 }
3465
3466 // Call context hooks (used by e.g. test engine)
3467 // We assume a small number of hooks so all stored in same array
CallContextHooks(ImGuiContext * ctx,ImGuiContextHookType hook_type)3468 void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3469 {
3470 ImGuiContext& g = *ctx;
3471 for (int n = 0; n < g.Hooks.Size; n++)
3472 if (g.Hooks[n].Type == hook_type)
3473 g.Hooks[n].Callback(&g, &g.Hooks[n]);
3474 }
3475
GetIO()3476 ImGuiIO& ImGui::GetIO()
3477 {
3478 IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3479 return GImGui->IO;
3480 }
3481
3482 // Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
GetDrawData()3483 ImDrawData* ImGui::GetDrawData()
3484 {
3485 ImGuiContext& g = *GImGui;
3486 ImGuiViewportP* viewport = g.Viewports[0];
3487 return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
3488 }
3489
GetTime()3490 double ImGui::GetTime()
3491 {
3492 return GImGui->Time;
3493 }
3494
GetFrameCount()3495 int ImGui::GetFrameCount()
3496 {
3497 return GImGui->FrameCount;
3498 }
3499
GetViewportDrawList(ImGuiViewportP * viewport,size_t drawlist_no,const char * drawlist_name)3500 static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
3501 {
3502 // Create the draw list on demand, because they are not frequently used for all viewports
3503 ImGuiContext& g = *GImGui;
3504 IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
3505 ImDrawList* draw_list = viewport->DrawLists[drawlist_no];
3506 if (draw_list == NULL)
3507 {
3508 draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
3509 draw_list->_OwnerName = drawlist_name;
3510 viewport->DrawLists[drawlist_no] = draw_list;
3511 }
3512
3513 // Our ImDrawList system requires that there is always a command
3514 if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount)
3515 {
3516 draw_list->_ResetForNewFrame();
3517 draw_list->PushTextureID(g.IO.Fonts->TexID);
3518 draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
3519 viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount;
3520 }
3521 return draw_list;
3522 }
3523
GetBackgroundDrawList(ImGuiViewport * viewport)3524 ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
3525 {
3526 return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background");
3527 }
3528
GetBackgroundDrawList()3529 ImDrawList* ImGui::GetBackgroundDrawList()
3530 {
3531 ImGuiContext& g = *GImGui;
3532 return GetBackgroundDrawList(g.Viewports[0]);
3533 }
3534
GetForegroundDrawList(ImGuiViewport * viewport)3535 ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
3536 {
3537 return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
3538 }
3539
GetForegroundDrawList()3540 ImDrawList* ImGui::GetForegroundDrawList()
3541 {
3542 ImGuiContext& g = *GImGui;
3543 return GetForegroundDrawList(g.Viewports[0]);
3544 }
3545
GetDrawListSharedData()3546 ImDrawListSharedData* ImGui::GetDrawListSharedData()
3547 {
3548 return &GImGui->DrawListSharedData;
3549 }
3550
StartMouseMovingWindow(ImGuiWindow * window)3551 void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
3552 {
3553 // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
3554 // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
3555 // This is because we want ActiveId to be set even when the window is not permitted to move.
3556 ImGuiContext& g = *GImGui;
3557 FocusWindow(window);
3558 SetActiveID(window->MoveId, window);
3559 g.NavDisableHighlight = true;
3560 g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;
3561 g.ActiveIdNoClearOnFocusLoss = true;
3562 SetActiveIdUsingNavAndKeys();
3563
3564 bool can_move_window = true;
3565 if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
3566 can_move_window = false;
3567 if (can_move_window)
3568 g.MovingWindow = window;
3569 }
3570
3571 // Handle mouse moving window
3572 // Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
3573 // FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
3574 // This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
3575 // but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
UpdateMouseMovingWindowNewFrame()3576 void ImGui::UpdateMouseMovingWindowNewFrame()
3577 {
3578 ImGuiContext& g = *GImGui;
3579 if (g.MovingWindow != NULL)
3580 {
3581 // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
3582 // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
3583 KeepAliveID(g.ActiveId);
3584 IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
3585 ImGuiWindow* moving_window = g.MovingWindow->RootWindow;
3586 if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))
3587 {
3588 ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
3589 if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
3590 {
3591 MarkIniSettingsDirty(moving_window);
3592 SetWindowPos(moving_window, pos, ImGuiCond_Always);
3593 }
3594 FocusWindow(g.MovingWindow);
3595 }
3596 else
3597 {
3598 g.MovingWindow = NULL;
3599 ClearActiveID();
3600 }
3601 }
3602 else
3603 {
3604 // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
3605 if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
3606 {
3607 KeepAliveID(g.ActiveId);
3608 if (!g.IO.MouseDown[0])
3609 ClearActiveID();
3610 }
3611 }
3612 }
3613
3614 // Initiate moving window when clicking on empty space or title bar.
3615 // Handle left-click and right-click focus.
UpdateMouseMovingWindowEndFrame()3616 void ImGui::UpdateMouseMovingWindowEndFrame()
3617 {
3618 ImGuiContext& g = *GImGui;
3619 if (g.ActiveId != 0 || g.HoveredId != 0)
3620 return;
3621
3622 // Unless we just made a window/popup appear
3623 if (g.NavWindow && g.NavWindow->Appearing)
3624 return;
3625
3626 // Click on empty space to focus window and start moving
3627 // (after we're done with all our widgets)
3628 if (g.IO.MouseClicked[0])
3629 {
3630 // Handle the edge case of a popup being closed while clicking in its empty space.
3631 // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
3632 ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
3633 const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
3634
3635 if (root_window != NULL && !is_closed_popup)
3636 {
3637 StartMouseMovingWindow(g.HoveredWindow); //-V595
3638
3639 // Cancel moving if clicked outside of title bar
3640 if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar))
3641 if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
3642 g.MovingWindow = NULL;
3643
3644 // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
3645 if (g.HoveredIdDisabled)
3646 g.MovingWindow = NULL;
3647 }
3648 else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL)
3649 {
3650 // Clicking on void disable focus
3651 FocusWindow(NULL);
3652 }
3653 }
3654
3655 // With right mouse button we close popups without changing focus based on where the mouse is aimed
3656 // Instead, focus will be restored to the window under the bottom-most closed popup.
3657 // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
3658 if (g.IO.MouseClicked[1])
3659 {
3660 // Find the top-most window between HoveredWindow and the top-most Modal Window.
3661 // This is where we can trim the popup stack.
3662 ImGuiWindow* modal = GetTopMostPopupModal();
3663 bool hovered_window_above_modal = g.HoveredWindow && IsWindowAbove(g.HoveredWindow, modal);
3664 ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
3665 }
3666 }
3667
IsWindowActiveAndVisible(ImGuiWindow * window)3668 static bool IsWindowActiveAndVisible(ImGuiWindow* window)
3669 {
3670 return (window->Active) && (!window->Hidden);
3671 }
3672
UpdateMouseInputs()3673 static void ImGui::UpdateMouseInputs()
3674 {
3675 ImGuiContext& g = *GImGui;
3676
3677 // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
3678 if (IsMousePosValid(&g.IO.MousePos))
3679 g.IO.MousePos = g.MouseLastValidPos = ImFloor(g.IO.MousePos);
3680
3681 // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
3682 if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
3683 g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
3684 else
3685 g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
3686
3687 // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
3688 if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)
3689 g.NavDisableMouseHover = false;
3690
3691 g.IO.MousePosPrev = g.IO.MousePos;
3692 for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
3693 {
3694 g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f;
3695 g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f;
3696 g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i];
3697 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;
3698 g.IO.MouseDoubleClicked[i] = false;
3699 if (g.IO.MouseClicked[i])
3700 {
3701 if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime)
3702 {
3703 ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
3704 if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
3705 g.IO.MouseDoubleClicked[i] = true;
3706 g.IO.MouseClickedTime[i] = -g.IO.MouseDoubleClickTime * 2.0f; // Mark as "old enough" so the third click isn't turned into a double-click
3707 }
3708 else
3709 {
3710 g.IO.MouseClickedTime[i] = g.Time;
3711 }
3712 g.IO.MouseClickedPos[i] = g.IO.MousePos;
3713 g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i];
3714 g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
3715 g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
3716 }
3717 else if (g.IO.MouseDown[i])
3718 {
3719 // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
3720 ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
3721 g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
3722 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);
3723 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);
3724 }
3725 if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i])
3726 g.IO.MouseDownWasDoubleClick[i] = false;
3727 if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
3728 g.NavDisableMouseHover = false;
3729 }
3730 }
3731
StartLockWheelingWindow(ImGuiWindow * window)3732 static void StartLockWheelingWindow(ImGuiWindow* window)
3733 {
3734 ImGuiContext& g = *GImGui;
3735 if (g.WheelingWindow == window)
3736 return;
3737 g.WheelingWindow = window;
3738 g.WheelingWindowRefMousePos = g.IO.MousePos;
3739 g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER;
3740 }
3741
UpdateMouseWheel()3742 void ImGui::UpdateMouseWheel()
3743 {
3744 ImGuiContext& g = *GImGui;
3745
3746 // Reset the locked window if we move the mouse or after the timer elapses
3747 if (g.WheelingWindow != NULL)
3748 {
3749 g.WheelingWindowTimer -= g.IO.DeltaTime;
3750 if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
3751 g.WheelingWindowTimer = 0.0f;
3752 if (g.WheelingWindowTimer <= 0.0f)
3753 {
3754 g.WheelingWindow = NULL;
3755 g.WheelingWindowTimer = 0.0f;
3756 }
3757 }
3758
3759 if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f)
3760 return;
3761
3762 if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel))
3763 return;
3764
3765 ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
3766 if (!window || window->Collapsed)
3767 return;
3768
3769 // Zoom / Scale window
3770 // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
3771 if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
3772 {
3773 StartLockWheelingWindow(window);
3774 const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
3775 const float scale = new_font_scale / window->FontWindowScale;
3776 window->FontWindowScale = new_font_scale;
3777 if (window == window->RootWindow)
3778 {
3779 const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
3780 SetWindowPos(window, window->Pos + offset, 0);
3781 window->Size = ImFloor(window->Size * scale);
3782 window->SizeFull = ImFloor(window->SizeFull * scale);
3783 }
3784 return;
3785 }
3786
3787 // Mouse wheel scrolling
3788 // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent
3789 if (g.IO.KeyCtrl)
3790 return;
3791
3792 // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
3793 // (we avoid doing it on OSX as it the OS input layer handles this already)
3794 const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;
3795 const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel;
3796 const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH;
3797
3798 // Vertical Mouse Wheel scrolling
3799 if (wheel_y != 0.0f)
3800 {
3801 StartLockWheelingWindow(window);
3802 while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
3803 window = window->ParentWindow;
3804 if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
3805 {
3806 float max_step = window->InnerRect.GetHeight() * 0.67f;
3807 float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
3808 SetScrollY(window, window->Scroll.y - wheel_y * scroll_step);
3809 }
3810 }
3811
3812 // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held
3813 if (wheel_x != 0.0f)
3814 {
3815 StartLockWheelingWindow(window);
3816 while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
3817 window = window->ParentWindow;
3818 if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
3819 {
3820 float max_step = window->InnerRect.GetWidth() * 0.67f;
3821 float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
3822 SetScrollX(window, window->Scroll.x - wheel_x * scroll_step);
3823 }
3824 }
3825 }
3826
UpdateTabFocus()3827 void ImGui::UpdateTabFocus()
3828 {
3829 ImGuiContext& g = *GImGui;
3830
3831 // Pressing TAB activate widget focus
3832 g.TabFocusPressed = false;
3833 if (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
3834 if (!g.IO.KeyCtrl && !g.IO.KeyAlt && IsKeyPressedMap(ImGuiKey_Tab) && !IsActiveIdUsingKey(ImGuiKey_Tab))
3835 g.TabFocusPressed = true;
3836 if (g.ActiveId == 0 && g.TabFocusPressed)
3837 {
3838 // - This path is only taken when no widget are active/tabbed-into yet.
3839 // Subsequent tabbing will be processed by FocusableItemRegister()
3840 // - Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also
3841 // manipulate the Next fields here even though they will be turned into Curr fields below.
3842 g.TabFocusRequestNextWindow = g.NavWindow;
3843 if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
3844 g.TabFocusRequestNextCounterTabStop = g.NavIdTabCounter + (g.IO.KeyShift ? -1 : 0);
3845 else
3846 g.TabFocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0;
3847 }
3848
3849 // Turn queued focus request into current one
3850 g.TabFocusRequestCurrWindow = NULL;
3851 g.TabFocusRequestCurrCounterTabStop = INT_MAX;
3852 if (g.TabFocusRequestNextWindow != NULL)
3853 {
3854 ImGuiWindow* window = g.TabFocusRequestNextWindow;
3855 g.TabFocusRequestCurrWindow = window;
3856 if (g.TabFocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1)
3857 g.TabFocusRequestCurrCounterTabStop = ImModPositive(g.TabFocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1);
3858 g.TabFocusRequestNextWindow = NULL;
3859 g.TabFocusRequestNextCounterTabStop = INT_MAX;
3860 }
3861
3862 g.NavIdTabCounter = INT_MAX;
3863 }
3864
3865 // 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)
UpdateHoveredWindowAndCaptureFlags()3866 void ImGui::UpdateHoveredWindowAndCaptureFlags()
3867 {
3868 ImGuiContext& g = *GImGui;
3869 ImGuiIO& io = g.IO;
3870 g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
3871
3872 // Find the window hovered by mouse:
3873 // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
3874 // - 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.
3875 // - 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.
3876 bool clear_hovered_windows = false;
3877 FindHoveredWindow();
3878
3879 // Modal windows prevents mouse from hovering behind them.
3880 ImGuiWindow* modal_window = GetTopMostPopupModal();
3881 if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindow, modal_window, true))
3882 clear_hovered_windows = true;
3883
3884 // Disabled mouse?
3885 if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
3886 clear_hovered_windows = true;
3887
3888 // We track click ownership. When clicked outside of a window the click is owned by the application and
3889 // won't report hovering nor request capture even while dragging over our windows afterward.
3890 const bool has_open_popup = (g.OpenPopupStack.Size > 0);
3891 const bool has_open_modal = (modal_window != NULL);
3892 int mouse_earliest_down = -1;
3893 bool mouse_any_down = false;
3894 for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
3895 {
3896 if (io.MouseClicked[i])
3897 {
3898 io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
3899 io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
3900 }
3901 mouse_any_down |= io.MouseDown[i];
3902 if (io.MouseDown[i])
3903 if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
3904 mouse_earliest_down = i;
3905 }
3906 const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
3907 const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
3908
3909 // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
3910 // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
3911 const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
3912 if (!mouse_avail && !mouse_dragging_extern_payload)
3913 clear_hovered_windows = true;
3914
3915 if (clear_hovered_windows)
3916 g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3917
3918 // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
3919 // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
3920 if (g.WantCaptureMouseNextFrame != -1)
3921 {
3922 io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
3923 }
3924 else
3925 {
3926 io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
3927 io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
3928 }
3929
3930 // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
3931 if (g.WantCaptureKeyboardNextFrame != -1)
3932 io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
3933 else
3934 io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
3935 if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
3936 io.WantCaptureKeyboard = true;
3937
3938 // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
3939 io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
3940 }
3941
GetMergedKeyModFlags()3942 ImGuiKeyModFlags ImGui::GetMergedKeyModFlags()
3943 {
3944 ImGuiContext& g = *GImGui;
3945 ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None;
3946 if (g.IO.KeyCtrl) { key_mod_flags |= ImGuiKeyModFlags_Ctrl; }
3947 if (g.IO.KeyShift) { key_mod_flags |= ImGuiKeyModFlags_Shift; }
3948 if (g.IO.KeyAlt) { key_mod_flags |= ImGuiKeyModFlags_Alt; }
3949 if (g.IO.KeySuper) { key_mod_flags |= ImGuiKeyModFlags_Super; }
3950 return key_mod_flags;
3951 }
3952
NewFrame()3953 void ImGui::NewFrame()
3954 {
3955 IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3956 ImGuiContext& g = *GImGui;
3957
3958 // Remove pending delete hooks before frame start.
3959 // This deferred removal avoid issues of removal while iterating the hook vector
3960 for (int n = g.Hooks.Size - 1; n >= 0; n--)
3961 if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
3962 g.Hooks.erase(&g.Hooks[n]);
3963
3964 CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
3965
3966 // Check and assert for various common IO and Configuration mistakes
3967 ErrorCheckNewFrameSanityChecks();
3968
3969 // Load settings on first frame, save settings when modified (after a delay)
3970 UpdateSettings();
3971
3972 g.Time += g.IO.DeltaTime;
3973 g.WithinFrameScope = true;
3974 g.FrameCount += 1;
3975 g.TooltipOverrideCount = 0;
3976 g.WindowsActiveCount = 0;
3977 g.MenusIdSubmittedThisFrame.resize(0);
3978
3979 // Calculate frame-rate for the user, as a purely luxurious feature
3980 g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
3981 g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
3982 g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
3983 g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
3984 g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
3985
3986 UpdateViewportsNewFrame();
3987
3988 // Setup current font and draw list shared data
3989 g.IO.Fonts->Locked = true;
3990 SetCurrentFont(GetDefaultFont());
3991 IM_ASSERT(g.Font->IsLoaded());
3992 ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
3993 for (int n = 0; n < g.Viewports.Size; n++)
3994 virtual_space.Add(g.Viewports[n]->GetMainRect());
3995 g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
3996 g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
3997 g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
3998 g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
3999 if (g.Style.AntiAliasedLines)
4000 g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4001 if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4002 g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4003 if (g.Style.AntiAliasedFill)
4004 g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4005 if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4006 g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4007
4008 // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4009 for (int n = 0; n < g.Viewports.Size; n++)
4010 {
4011 ImGuiViewportP* viewport = g.Viewports[n];
4012 viewport->DrawDataP.Clear();
4013 }
4014
4015 // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4016 if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4017 KeepAliveID(g.DragDropPayload.SourceId);
4018
4019 // Update HoveredId data
4020 if (!g.HoveredIdPreviousFrame)
4021 g.HoveredIdTimer = 0.0f;
4022 if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4023 g.HoveredIdNotActiveTimer = 0.0f;
4024 if (g.HoveredId)
4025 g.HoveredIdTimer += g.IO.DeltaTime;
4026 if (g.HoveredId && g.ActiveId != g.HoveredId)
4027 g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4028 g.HoveredIdPreviousFrame = g.HoveredId;
4029 g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel;
4030 g.HoveredId = 0;
4031 g.HoveredIdAllowOverlap = false;
4032 g.HoveredIdUsingMouseWheel = false;
4033 g.HoveredIdDisabled = false;
4034
4035 // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4036 if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
4037 ClearActiveID();
4038 if (g.ActiveId)
4039 g.ActiveIdTimer += g.IO.DeltaTime;
4040 g.LastActiveIdTimer += g.IO.DeltaTime;
4041 g.ActiveIdPreviousFrame = g.ActiveId;
4042 g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4043 g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4044 g.ActiveIdIsAlive = 0;
4045 g.ActiveIdHasBeenEditedThisFrame = false;
4046 g.ActiveIdPreviousFrameIsAlive = false;
4047 g.ActiveIdIsJustActivated = false;
4048 if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4049 g.TempInputId = 0;
4050 if (g.ActiveId == 0)
4051 {
4052 g.ActiveIdUsingNavDirMask = 0x00;
4053 g.ActiveIdUsingNavInputMask = 0x00;
4054 g.ActiveIdUsingKeyInputMask = 0x00;
4055 }
4056
4057 // Drag and drop
4058 g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4059 g.DragDropAcceptIdCurr = 0;
4060 g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4061 g.DragDropWithinSource = false;
4062 g.DragDropWithinTarget = false;
4063 g.DragDropHoldJustPressedId = 0;
4064
4065 // Close popups on focus lost (currently wip/opt-in)
4066 //if (g.IO.AppFocusLost)
4067 // ClosePopupsExceptModals();
4068
4069 // Clear buttons state when focus is lost
4070 // (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle)
4071 if (g.IO.AppFocusLost)
4072 {
4073 g.IO.ClearInputKeys();
4074 g.IO.AppFocusLost = false;
4075 }
4076
4077 // Update keyboard input state
4078 // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools
4079 g.IO.KeyMods = GetMergedKeyModFlags();
4080 memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
4081 for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
4082 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;
4083
4084 // Update gamepad/keyboard navigation
4085 NavUpdate();
4086
4087 // Update mouse input state
4088 UpdateMouseInputs();
4089
4090 // Find hovered window
4091 // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4092 UpdateHoveredWindowAndCaptureFlags();
4093
4094 // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4095 UpdateMouseMovingWindowNewFrame();
4096
4097 // Background darkening/whitening
4098 if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4099 g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4100 else
4101 g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4102
4103 g.MouseCursor = ImGuiMouseCursor_Arrow;
4104 g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4105 g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
4106
4107 // Mouse wheel scrolling, scale
4108 UpdateMouseWheel();
4109
4110 // Update legacy TAB focus
4111 UpdateTabFocus();
4112
4113 // Mark all windows as not visible and compact unused memory.
4114 IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4115 const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4116 for (int i = 0; i != g.Windows.Size; i++)
4117 {
4118 ImGuiWindow* window = g.Windows[i];
4119 window->WasActive = window->Active;
4120 window->BeginCount = 0;
4121 window->Active = false;
4122 window->WriteAccessed = false;
4123
4124 // Garbage collect transient buffers of recently unused windows
4125 if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4126 GcCompactTransientWindowBuffers(window);
4127 }
4128
4129 // Garbage collect transient buffers of recently unused tables
4130 for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4131 if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4132 TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4133 for (int i = 0; i < g.TablesTempDataStack.Size; i++)
4134 if (g.TablesTempDataStack[i].LastTimeActive >= 0.0f && g.TablesTempDataStack[i].LastTimeActive < memory_compact_start_time)
4135 TableGcCompactTransientBuffers(&g.TablesTempDataStack[i]);
4136 if (g.GcCompactAll)
4137 GcCompactTransientMiscBuffers();
4138 g.GcCompactAll = false;
4139
4140 // Closing the focused window restore focus to the first active root window in descending z-order
4141 if (g.NavWindow && !g.NavWindow->WasActive)
4142 FocusTopMostWindowUnderOne(NULL, NULL);
4143
4144 // No window should be open at the beginning of the frame.
4145 // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
4146 g.CurrentWindowStack.resize(0);
4147 g.BeginPopupStack.resize(0);
4148 g.ItemFlagsStack.resize(0);
4149 g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
4150 g.GroupStack.resize(0);
4151
4152 // [DEBUG] Update debug features
4153 UpdateDebugToolItemPicker();
4154 UpdateDebugToolStackQueries();
4155
4156 // Create implicit/fallback window - which we will only render it if the user has added something to it.
4157 // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
4158 // This fallback is particularly important as it avoid ImGui:: calls from crashing.
4159 g.WithinFrameScopeWithImplicitWindow = true;
4160 SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
4161 Begin("Debug##Default");
4162 IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
4163
4164 CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
4165 }
4166
Initialize(ImGuiContext * context)4167 void ImGui::Initialize(ImGuiContext* context)
4168 {
4169 ImGuiContext& g = *context;
4170 IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
4171
4172 // Add .ini handle for ImGuiWindow type
4173 {
4174 ImGuiSettingsHandler ini_handler;
4175 ini_handler.TypeName = "Window";
4176 ini_handler.TypeHash = ImHashStr("Window");
4177 ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
4178 ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
4179 ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
4180 ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
4181 ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
4182 g.SettingsHandlers.push_back(ini_handler);
4183 }
4184
4185 // Add .ini handle for ImGuiTable type
4186 TableSettingsInstallHandler(context);
4187
4188 // Create default viewport
4189 ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
4190 g.Viewports.push_back(viewport);
4191
4192 #ifdef IMGUI_HAS_DOCK
4193 #endif
4194
4195 g.Initialized = true;
4196 }
4197
4198 // This function is merely here to free heap allocations.
Shutdown(ImGuiContext * context)4199 void ImGui::Shutdown(ImGuiContext* context)
4200 {
4201 // 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)
4202 ImGuiContext& g = *context;
4203 if (g.IO.Fonts && g.FontAtlasOwnedByContext)
4204 {
4205 g.IO.Fonts->Locked = false;
4206 IM_DELETE(g.IO.Fonts);
4207 }
4208 g.IO.Fonts = NULL;
4209
4210 // Cleanup of other data are conditional on actually having initialized Dear ImGui.
4211 if (!g.Initialized)
4212 return;
4213
4214 // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
4215 if (g.SettingsLoaded && g.IO.IniFilename != NULL)
4216 {
4217 ImGuiContext* backup_context = GImGui;
4218 SetCurrentContext(&g);
4219 SaveIniSettingsToDisk(g.IO.IniFilename);
4220 SetCurrentContext(backup_context);
4221 }
4222
4223 CallContextHooks(&g, ImGuiContextHookType_Shutdown);
4224
4225 // Clear everything else
4226 g.Windows.clear_delete();
4227 g.WindowsFocusOrder.clear();
4228 g.WindowsTempSortBuffer.clear();
4229 g.CurrentWindow = NULL;
4230 g.CurrentWindowStack.clear();
4231 g.WindowsById.Clear();
4232 g.NavWindow = NULL;
4233 g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4234 g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
4235 g.MovingWindow = NULL;
4236 g.ColorStack.clear();
4237 g.StyleVarStack.clear();
4238 g.FontStack.clear();
4239 g.OpenPopupStack.clear();
4240 g.BeginPopupStack.clear();
4241
4242 g.Viewports.clear_delete();
4243
4244 g.TabBars.Clear();
4245 g.CurrentTabBarStack.clear();
4246 g.ShrinkWidthBuffer.clear();
4247
4248 g.Tables.Clear();
4249 g.TablesTempDataStack.clear_destruct();
4250 g.DrawChannelsTempMergeBuffer.clear();
4251
4252 g.ClipboardHandlerData.clear();
4253 g.MenusIdSubmittedThisFrame.clear();
4254 g.InputTextState.ClearFreeMemory();
4255
4256 g.SettingsWindows.clear();
4257 g.SettingsHandlers.clear();
4258
4259 if (g.LogFile)
4260 {
4261 #ifndef IMGUI_DISABLE_TTY_FUNCTIONS
4262 if (g.LogFile != stdout)
4263 #endif
4264 ImFileClose(g.LogFile);
4265 g.LogFile = NULL;
4266 }
4267 g.LogBuffer.clear();
4268
4269 g.Initialized = false;
4270 }
4271
4272 // FIXME: Add a more explicit sort order in the window structure.
ChildWindowComparer(const void * lhs,const void * rhs)4273 static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
4274 {
4275 const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
4276 const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
4277 if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
4278 return d;
4279 if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
4280 return d;
4281 return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
4282 }
4283
AddWindowToSortBuffer(ImVector<ImGuiWindow * > * out_sorted_windows,ImGuiWindow * window)4284 static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
4285 {
4286 out_sorted_windows->push_back(window);
4287 if (window->Active)
4288 {
4289 int count = window->DC.ChildWindows.Size;
4290 if (count > 1)
4291 ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
4292 for (int i = 0; i < count; i++)
4293 {
4294 ImGuiWindow* child = window->DC.ChildWindows[i];
4295 if (child->Active)
4296 AddWindowToSortBuffer(out_sorted_windows, child);
4297 }
4298 }
4299 }
4300
AddDrawListToDrawData(ImVector<ImDrawList * > * out_list,ImDrawList * draw_list)4301 static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
4302 {
4303 // Remove trailing command if unused.
4304 // Technically we could return directly instead of popping, but this make things looks neat in Metrics/Debugger window as well.
4305 draw_list->_PopUnusedDrawCmd();
4306 if (draw_list->CmdBuffer.Size == 0)
4307 return;
4308
4309 // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
4310 // May trigger for you if you are using PrimXXX functions incorrectly.
4311 IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
4312 IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
4313 if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
4314 IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
4315
4316 // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
4317 // If this assert triggers because you are drawing lots of stuff manually:
4318 // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
4319 // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
4320 // - If you want large meshes with more than 64K vertices, you can either:
4321 // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
4322 // Most example backends already support this from 1.71. Pre-1.71 backends won't.
4323 // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
4324 // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
4325 // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
4326 // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
4327 // Your own engine or render API may use different parameters or function calls to specify index sizes.
4328 // 2 and 4 bytes indices are generally supported by most graphics API.
4329 // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
4330 // the 64K limit to split your draw commands in multiple draw lists.
4331 if (sizeof(ImDrawIdx) == 2)
4332 IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
4333
4334 out_list->push_back(draw_list);
4335 }
4336
AddWindowToDrawData(ImGuiWindow * window,int layer)4337 static void AddWindowToDrawData(ImGuiWindow* window, int layer)
4338 {
4339 ImGuiContext& g = *GImGui;
4340 ImGuiViewportP* viewport = g.Viewports[0];
4341 g.IO.MetricsRenderWindows++;
4342 AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
4343 for (int i = 0; i < window->DC.ChildWindows.Size; i++)
4344 {
4345 ImGuiWindow* child = window->DC.ChildWindows[i];
4346 if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
4347 AddWindowToDrawData(child, layer);
4348 }
4349 }
4350
4351 // Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
AddRootWindowToDrawData(ImGuiWindow * window)4352 static void AddRootWindowToDrawData(ImGuiWindow* window)
4353 {
4354 int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
4355 AddWindowToDrawData(window, layer);
4356 }
4357
FlattenIntoSingleLayer()4358 void ImDrawDataBuilder::FlattenIntoSingleLayer()
4359 {
4360 int n = Layers[0].Size;
4361 int size = n;
4362 for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
4363 size += Layers[i].Size;
4364 Layers[0].resize(size);
4365 for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
4366 {
4367 ImVector<ImDrawList*>& layer = Layers[layer_n];
4368 if (layer.empty())
4369 continue;
4370 memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
4371 n += layer.Size;
4372 layer.resize(0);
4373 }
4374 }
4375
SetupViewportDrawData(ImGuiViewportP * viewport,ImVector<ImDrawList * > * draw_lists)4376 static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
4377 {
4378 ImGuiIO& io = ImGui::GetIO();
4379 ImDrawData* draw_data = &viewport->DrawDataP;
4380 draw_data->Valid = true;
4381 draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
4382 draw_data->CmdListsCount = draw_lists->Size;
4383 draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
4384 draw_data->DisplayPos = viewport->Pos;
4385 draw_data->DisplaySize = viewport->Size;
4386 draw_data->FramebufferScale = io.DisplayFramebufferScale;
4387 for (int n = 0; n < draw_lists->Size; n++)
4388 {
4389 draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
4390 draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;
4391 }
4392 }
4393
4394 // Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
4395 // - When using this function it is sane to ensure that float are perfectly rounded to integer values,
4396 // so that e.g. (int)(max.x-min.x) in user's render produce correct result.
4397 // - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
4398 // some frequently called functions which to modify both channels and clipping simultaneously tend to use the
4399 // more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
PushClipRect(const ImVec2 & clip_rect_min,const ImVec2 & clip_rect_max,bool intersect_with_current_clip_rect)4400 void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
4401 {
4402 ImGuiWindow* window = GetCurrentWindow();
4403 window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
4404 window->ClipRect = window->DrawList->_ClipRectStack.back();
4405 }
4406
PopClipRect()4407 void ImGui::PopClipRect()
4408 {
4409 ImGuiWindow* window = GetCurrentWindow();
4410 window->DrawList->PopClipRect();
4411 window->ClipRect = window->DrawList->_ClipRectStack.back();
4412 }
4413
4414 // 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.
EndFrame()4415 void ImGui::EndFrame()
4416 {
4417 ImGuiContext& g = *GImGui;
4418 IM_ASSERT(g.Initialized);
4419
4420 // Don't process EndFrame() multiple times.
4421 if (g.FrameCountEnded == g.FrameCount)
4422 return;
4423 IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
4424
4425 CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
4426
4427 ErrorCheckEndFrameSanityChecks();
4428
4429 // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
4430 if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f))
4431 {
4432 g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y);
4433 g.PlatformImeLastPos = g.PlatformImePos;
4434 }
4435
4436 // Hide implicit/fallback "Debug" window if it hasn't been used
4437 g.WithinFrameScopeWithImplicitWindow = false;
4438 if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
4439 g.CurrentWindow->Active = false;
4440 End();
4441
4442 // Update navigation: CTRL+Tab, wrap-around requests
4443 NavEndFrame();
4444
4445 // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
4446 if (g.DragDropActive)
4447 {
4448 bool is_delivered = g.DragDropPayload.Delivery;
4449 bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
4450 if (is_delivered || is_elapsed)
4451 ClearDragDrop();
4452 }
4453
4454 // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
4455 if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
4456 {
4457 g.DragDropWithinSource = true;
4458 SetTooltip("...");
4459 g.DragDropWithinSource = false;
4460 }
4461
4462 // End frame
4463 g.WithinFrameScope = false;
4464 g.FrameCountEnded = g.FrameCount;
4465
4466 // Initiate moving window + handle left-click and right-click focus
4467 UpdateMouseMovingWindowEndFrame();
4468
4469 // Sort the window list so that all child windows are after their parent
4470 // We cannot do that on FocusWindow() because children may not exist yet
4471 g.WindowsTempSortBuffer.resize(0);
4472 g.WindowsTempSortBuffer.reserve(g.Windows.Size);
4473 for (int i = 0; i != g.Windows.Size; i++)
4474 {
4475 ImGuiWindow* window = g.Windows[i];
4476 if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
4477 continue;
4478 AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
4479 }
4480
4481 // 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.
4482 IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
4483 g.Windows.swap(g.WindowsTempSortBuffer);
4484 g.IO.MetricsActiveWindows = g.WindowsActiveCount;
4485
4486 // Unlock font atlas
4487 g.IO.Fonts->Locked = false;
4488
4489 // Clear Input data for next frame
4490 g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
4491 g.IO.InputQueueCharacters.resize(0);
4492 g.IO.KeyModsPrev = g.IO.KeyMods; // doing it here is better than in NewFrame() as we'll tolerate backend writing to KeyMods. If we want to firmly disallow it we should detect it.
4493 memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
4494
4495 CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
4496 }
4497
4498 // Prepare the data for rendering so you can call GetDrawData()
4499 // (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
4500 // it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
Render()4501 void ImGui::Render()
4502 {
4503 ImGuiContext& g = *GImGui;
4504 IM_ASSERT(g.Initialized);
4505
4506 if (g.FrameCountEnded != g.FrameCount)
4507 EndFrame();
4508 g.FrameCountRendered = g.FrameCount;
4509 g.IO.MetricsRenderWindows = 0;
4510
4511 CallContextHooks(&g, ImGuiContextHookType_RenderPre);
4512
4513 // Add background ImDrawList (for each active viewport)
4514 for (int n = 0; n != g.Viewports.Size; n++)
4515 {
4516 ImGuiViewportP* viewport = g.Viewports[n];
4517 viewport->DrawDataBuilder.Clear();
4518 if (viewport->DrawLists[0] != NULL)
4519 AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
4520 }
4521
4522 // Add ImDrawList to render
4523 ImGuiWindow* windows_to_render_top_most[2];
4524 windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
4525 windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
4526 for (int n = 0; n != g.Windows.Size; n++)
4527 {
4528 ImGuiWindow* window = g.Windows[n];
4529 IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
4530 if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
4531 AddRootWindowToDrawData(window);
4532 }
4533 for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
4534 if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
4535 AddRootWindowToDrawData(windows_to_render_top_most[n]);
4536
4537 // Setup ImDrawData structures for end-user
4538 g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
4539 for (int n = 0; n < g.Viewports.Size; n++)
4540 {
4541 ImGuiViewportP* viewport = g.Viewports[n];
4542 viewport->DrawDataBuilder.FlattenIntoSingleLayer();
4543
4544 // Draw software mouse cursor if requested by io.MouseDrawCursor flag
4545 if (g.IO.MouseDrawCursor)
4546 RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
4547
4548 // Add foreground ImDrawList (for each active viewport)
4549 if (viewport->DrawLists[1] != NULL)
4550 AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
4551
4552 SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
4553 ImDrawData* draw_data = &viewport->DrawDataP;
4554 g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
4555 g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
4556 }
4557
4558 CallContextHooks(&g, ImGuiContextHookType_RenderPost);
4559 }
4560
4561 // Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
4562 // CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
CalcTextSize(const char * text,const char * text_end,bool hide_text_after_double_hash,float wrap_width)4563 ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
4564 {
4565 ImGuiContext& g = *GImGui;
4566
4567 const char* text_display_end;
4568 if (hide_text_after_double_hash)
4569 text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string
4570 else
4571 text_display_end = text_end;
4572
4573 ImFont* font = g.Font;
4574 const float font_size = g.FontSize;
4575 if (text == text_display_end)
4576 return ImVec2(0.0f, font_size);
4577 ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
4578
4579 // Round
4580 // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
4581 // FIXME: Investigate using ceilf or e.g.
4582 // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
4583 // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
4584 text_size.x = IM_FLOOR(text_size.x + 0.99999f);
4585
4586 return text_size;
4587 }
4588
4589 // Find window given position, search front-to-back
4590 // FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
4591 // with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
4592 // called, aka before the next Begin(). Moving window isn't affected.
FindHoveredWindow()4593 static void FindHoveredWindow()
4594 {
4595 ImGuiContext& g = *GImGui;
4596
4597 ImGuiWindow* hovered_window = NULL;
4598 ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
4599 if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
4600 hovered_window = g.MovingWindow;
4601
4602 ImVec2 padding_regular = g.Style.TouchExtraPadding;
4603 ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
4604 for (int i = g.Windows.Size - 1; i >= 0; i--)
4605 {
4606 ImGuiWindow* window = g.Windows[i];
4607 IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
4608 if (!window->Active || window->Hidden)
4609 continue;
4610 if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
4611 continue;
4612
4613 // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
4614 ImRect bb(window->OuterRectClipped);
4615 if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))
4616 bb.Expand(padding_regular);
4617 else
4618 bb.Expand(padding_for_resize);
4619 if (!bb.Contains(g.IO.MousePos))
4620 continue;
4621
4622 // Support for one rectangular hole in any given window
4623 // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
4624 if (window->HitTestHoleSize.x != 0)
4625 {
4626 ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
4627 ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
4628 if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
4629 continue;
4630 }
4631
4632 if (hovered_window == NULL)
4633 hovered_window = window;
4634 IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
4635 if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))
4636 hovered_window_ignoring_moving_window = window;
4637 if (hovered_window && hovered_window_ignoring_moving_window)
4638 break;
4639 }
4640
4641 g.HoveredWindow = hovered_window;
4642 g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
4643 }
4644
4645 // Test if mouse cursor is hovering given rectangle
4646 // NB- Rectangle is clipped by our current clip setting
4647 // NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
IsMouseHoveringRect(const ImVec2 & r_min,const ImVec2 & r_max,bool clip)4648 bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
4649 {
4650 ImGuiContext& g = *GImGui;
4651
4652 // Clip
4653 ImRect rect_clipped(r_min, r_max);
4654 if (clip)
4655 rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
4656
4657 // Expand for touch input
4658 const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
4659 if (!rect_for_touch.Contains(g.IO.MousePos))
4660 return false;
4661 return true;
4662 }
4663
GetKeyIndex(ImGuiKey imgui_key)4664 int ImGui::GetKeyIndex(ImGuiKey imgui_key)
4665 {
4666 IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
4667 ImGuiContext& g = *GImGui;
4668 return g.IO.KeyMap[imgui_key];
4669 }
4670
4671 // Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]!
4672 // Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
IsKeyDown(int user_key_index)4673 bool ImGui::IsKeyDown(int user_key_index)
4674 {
4675 if (user_key_index < 0)
4676 return false;
4677 ImGuiContext& g = *GImGui;
4678 IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
4679 return g.IO.KeysDown[user_key_index];
4680 }
4681
4682 // t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
4683 // t1 = current time (e.g.: g.Time)
4684 // An event is triggered at:
4685 // t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N
CalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate)4686 int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
4687 {
4688 if (t1 == 0.0f)
4689 return 1;
4690 if (t0 >= t1)
4691 return 0;
4692 if (repeat_rate <= 0.0f)
4693 return (t0 < repeat_delay) && (t1 >= repeat_delay);
4694 const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
4695 const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
4696 const int count = count_t1 - count_t0;
4697 return count;
4698 }
4699
GetKeyPressedAmount(int key_index,float repeat_delay,float repeat_rate)4700 int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)
4701 {
4702 ImGuiContext& g = *GImGui;
4703 if (key_index < 0)
4704 return 0;
4705 IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
4706 const float t = g.IO.KeysDownDuration[key_index];
4707 return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
4708 }
4709
IsKeyPressed(int user_key_index,bool repeat)4710 bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
4711 {
4712 ImGuiContext& g = *GImGui;
4713 if (user_key_index < 0)
4714 return false;
4715 IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
4716 const float t = g.IO.KeysDownDuration[user_key_index];
4717 if (t == 0.0f)
4718 return true;
4719 if (repeat && t > g.IO.KeyRepeatDelay)
4720 return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
4721 return false;
4722 }
4723
IsKeyReleased(int user_key_index)4724 bool ImGui::IsKeyReleased(int user_key_index)
4725 {
4726 ImGuiContext& g = *GImGui;
4727 if (user_key_index < 0) return false;
4728 IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
4729 return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];
4730 }
4731
IsMouseDown(ImGuiMouseButton button)4732 bool ImGui::IsMouseDown(ImGuiMouseButton button)
4733 {
4734 ImGuiContext& g = *GImGui;
4735 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4736 return g.IO.MouseDown[button];
4737 }
4738
IsMouseClicked(ImGuiMouseButton button,bool repeat)4739 bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
4740 {
4741 ImGuiContext& g = *GImGui;
4742 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4743 const float t = g.IO.MouseDownDuration[button];
4744 if (t == 0.0f)
4745 return true;
4746
4747 if (repeat && t > g.IO.KeyRepeatDelay)
4748 {
4749 // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold.
4750 int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f);
4751 if (amount > 0)
4752 return true;
4753 }
4754 return false;
4755 }
4756
IsMouseReleased(ImGuiMouseButton button)4757 bool ImGui::IsMouseReleased(ImGuiMouseButton button)
4758 {
4759 ImGuiContext& g = *GImGui;
4760 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4761 return g.IO.MouseReleased[button];
4762 }
4763
IsMouseDoubleClicked(ImGuiMouseButton button)4764 bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
4765 {
4766 ImGuiContext& g = *GImGui;
4767 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4768 return g.IO.MouseDoubleClicked[button];
4769 }
4770
4771 // Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
4772 // [Internal] This doesn't test if the button is pressed
IsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold)4773 bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
4774 {
4775 ImGuiContext& g = *GImGui;
4776 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4777 if (lock_threshold < 0.0f)
4778 lock_threshold = g.IO.MouseDragThreshold;
4779 return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
4780 }
4781
IsMouseDragging(ImGuiMouseButton button,float lock_threshold)4782 bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
4783 {
4784 ImGuiContext& g = *GImGui;
4785 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4786 if (!g.IO.MouseDown[button])
4787 return false;
4788 return IsMouseDragPastThreshold(button, lock_threshold);
4789 }
4790
GetMousePos()4791 ImVec2 ImGui::GetMousePos()
4792 {
4793 ImGuiContext& g = *GImGui;
4794 return g.IO.MousePos;
4795 }
4796
4797 // NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
GetMousePosOnOpeningCurrentPopup()4798 ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
4799 {
4800 ImGuiContext& g = *GImGui;
4801 if (g.BeginPopupStack.Size > 0)
4802 return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
4803 return g.IO.MousePos;
4804 }
4805
4806 // We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
IsMousePosValid(const ImVec2 * mouse_pos)4807 bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
4808 {
4809 // The assert is only to silence a false-positive in XCode Static Analysis.
4810 // 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).
4811 IM_ASSERT(GImGui != NULL);
4812 const float MOUSE_INVALID = -256000.0f;
4813 ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
4814 return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
4815 }
4816
IsAnyMouseDown()4817 bool ImGui::IsAnyMouseDown()
4818 {
4819 ImGuiContext& g = *GImGui;
4820 for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
4821 if (g.IO.MouseDown[n])
4822 return true;
4823 return false;
4824 }
4825
4826 // Return the delta from the initial clicking position while the mouse button is clicked or was just released.
4827 // This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
4828 // NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
GetMouseDragDelta(ImGuiMouseButton button,float lock_threshold)4829 ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
4830 {
4831 ImGuiContext& g = *GImGui;
4832 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4833 if (lock_threshold < 0.0f)
4834 lock_threshold = g.IO.MouseDragThreshold;
4835 if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
4836 if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
4837 if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
4838 return g.IO.MousePos - g.IO.MouseClickedPos[button];
4839 return ImVec2(0.0f, 0.0f);
4840 }
4841
ResetMouseDragDelta(ImGuiMouseButton button)4842 void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
4843 {
4844 ImGuiContext& g = *GImGui;
4845 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4846 // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
4847 g.IO.MouseClickedPos[button] = g.IO.MousePos;
4848 }
4849
GetMouseCursor()4850 ImGuiMouseCursor ImGui::GetMouseCursor()
4851 {
4852 return GImGui->MouseCursor;
4853 }
4854
SetMouseCursor(ImGuiMouseCursor cursor_type)4855 void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
4856 {
4857 GImGui->MouseCursor = cursor_type;
4858 }
4859
CaptureKeyboardFromApp(bool capture)4860 void ImGui::CaptureKeyboardFromApp(bool capture)
4861 {
4862 GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0;
4863 }
4864
CaptureMouseFromApp(bool capture)4865 void ImGui::CaptureMouseFromApp(bool capture)
4866 {
4867 GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0;
4868 }
4869
IsItemActive()4870 bool ImGui::IsItemActive()
4871 {
4872 ImGuiContext& g = *GImGui;
4873 if (g.ActiveId)
4874 return g.ActiveId == g.LastItemData.ID;
4875 return false;
4876 }
4877
IsItemActivated()4878 bool ImGui::IsItemActivated()
4879 {
4880 ImGuiContext& g = *GImGui;
4881 if (g.ActiveId)
4882 if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
4883 return true;
4884 return false;
4885 }
4886
IsItemDeactivated()4887 bool ImGui::IsItemDeactivated()
4888 {
4889 ImGuiContext& g = *GImGui;
4890 if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
4891 return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
4892 return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
4893 }
4894
IsItemDeactivatedAfterEdit()4895 bool ImGui::IsItemDeactivatedAfterEdit()
4896 {
4897 ImGuiContext& g = *GImGui;
4898 return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
4899 }
4900
4901 // == GetItemID() == GetFocusID()
IsItemFocused()4902 bool ImGui::IsItemFocused()
4903 {
4904 ImGuiContext& g = *GImGui;
4905 if (g.NavId != g.LastItemData.ID || g.NavId == 0)
4906 return false;
4907 return true;
4908 }
4909
4910 // Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
4911 // Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
IsItemClicked(ImGuiMouseButton mouse_button)4912 bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
4913 {
4914 return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
4915 }
4916
IsItemToggledOpen()4917 bool ImGui::IsItemToggledOpen()
4918 {
4919 ImGuiContext& g = *GImGui;
4920 return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
4921 }
4922
IsItemToggledSelection()4923 bool ImGui::IsItemToggledSelection()
4924 {
4925 ImGuiContext& g = *GImGui;
4926 return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
4927 }
4928
IsAnyItemHovered()4929 bool ImGui::IsAnyItemHovered()
4930 {
4931 ImGuiContext& g = *GImGui;
4932 return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
4933 }
4934
IsAnyItemActive()4935 bool ImGui::IsAnyItemActive()
4936 {
4937 ImGuiContext& g = *GImGui;
4938 return g.ActiveId != 0;
4939 }
4940
IsAnyItemFocused()4941 bool ImGui::IsAnyItemFocused()
4942 {
4943 ImGuiContext& g = *GImGui;
4944 return g.NavId != 0 && !g.NavDisableHighlight;
4945 }
4946
IsItemVisible()4947 bool ImGui::IsItemVisible()
4948 {
4949 ImGuiContext& g = *GImGui;
4950 return g.CurrentWindow->ClipRect.Overlaps(g.LastItemData.Rect);
4951 }
4952
IsItemEdited()4953 bool ImGui::IsItemEdited()
4954 {
4955 ImGuiContext& g = *GImGui;
4956 return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
4957 }
4958
4959 // Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
4960 // FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework.
SetItemAllowOverlap()4961 void ImGui::SetItemAllowOverlap()
4962 {
4963 ImGuiContext& g = *GImGui;
4964 ImGuiID id = g.LastItemData.ID;
4965 if (g.HoveredId == id)
4966 g.HoveredIdAllowOverlap = true;
4967 if (g.ActiveId == id)
4968 g.ActiveIdAllowOverlap = true;
4969 }
4970
SetItemUsingMouseWheel()4971 void ImGui::SetItemUsingMouseWheel()
4972 {
4973 ImGuiContext& g = *GImGui;
4974 ImGuiID id = g.LastItemData.ID;
4975 if (g.HoveredId == id)
4976 g.HoveredIdUsingMouseWheel = true;
4977 if (g.ActiveId == id)
4978 g.ActiveIdUsingMouseWheel = true;
4979 }
4980
SetActiveIdUsingNavAndKeys()4981 void ImGui::SetActiveIdUsingNavAndKeys()
4982 {
4983 ImGuiContext& g = *GImGui;
4984 IM_ASSERT(g.ActiveId != 0);
4985 g.ActiveIdUsingNavDirMask = ~(ImU32)0;
4986 g.ActiveIdUsingNavInputMask = ~(ImU32)0;
4987 g.ActiveIdUsingKeyInputMask = ~(ImU64)0;
4988 NavMoveRequestCancel();
4989 }
4990
GetItemRectMin()4991 ImVec2 ImGui::GetItemRectMin()
4992 {
4993 ImGuiContext& g = *GImGui;
4994 return g.LastItemData.Rect.Min;
4995 }
4996
GetItemRectMax()4997 ImVec2 ImGui::GetItemRectMax()
4998 {
4999 ImGuiContext& g = *GImGui;
5000 return g.LastItemData.Rect.Max;
5001 }
5002
GetItemRectSize()5003 ImVec2 ImGui::GetItemRectSize()
5004 {
5005 ImGuiContext& g = *GImGui;
5006 return g.LastItemData.Rect.GetSize();
5007 }
5008
BeginChildEx(const char * name,ImGuiID id,const ImVec2 & size_arg,bool border,ImGuiWindowFlags flags)5009 bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
5010 {
5011 ImGuiContext& g = *GImGui;
5012 ImGuiWindow* parent_window = g.CurrentWindow;
5013
5014 flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow;
5015 flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
5016
5017 // Size
5018 const ImVec2 content_avail = GetContentRegionAvail();
5019 ImVec2 size = ImFloor(size_arg);
5020 const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
5021 if (size.x <= 0.0f)
5022 size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
5023 if (size.y <= 0.0f)
5024 size.y = ImMax(content_avail.y + size.y, 4.0f);
5025 SetNextWindowSize(size);
5026
5027 // 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.
5028 if (name)
5029 ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%s_%08X", parent_window->Name, name, id);
5030 else
5031 ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%08X", parent_window->Name, id);
5032
5033 const float backup_border_size = g.Style.ChildBorderSize;
5034 if (!border)
5035 g.Style.ChildBorderSize = 0.0f;
5036 bool ret = Begin(g.TempBuffer, NULL, flags);
5037 g.Style.ChildBorderSize = backup_border_size;
5038
5039 ImGuiWindow* child_window = g.CurrentWindow;
5040 child_window->ChildId = id;
5041 child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
5042
5043 // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5044 // While this is not really documented/defined, it seems that the expected thing to do.
5045 if (child_window->BeginCount == 1)
5046 parent_window->DC.CursorPos = child_window->Pos;
5047
5048 // Process navigation-in immediately so NavInit can run on first frame
5049 if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll))
5050 {
5051 FocusWindow(child_window);
5052 NavInitWindow(child_window, false);
5053 SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5054 g.ActiveIdSource = ImGuiInputSource_Nav;
5055 }
5056 return ret;
5057 }
5058
BeginChild(const char * str_id,const ImVec2 & size_arg,bool border,ImGuiWindowFlags extra_flags)5059 bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5060 {
5061 ImGuiWindow* window = GetCurrentWindow();
5062 return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
5063 }
5064
BeginChild(ImGuiID id,const ImVec2 & size_arg,bool border,ImGuiWindowFlags extra_flags)5065 bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5066 {
5067 IM_ASSERT(id != 0);
5068 return BeginChildEx(NULL, id, size_arg, border, extra_flags);
5069 }
5070
EndChild()5071 void ImGui::EndChild()
5072 {
5073 ImGuiContext& g = *GImGui;
5074 ImGuiWindow* window = g.CurrentWindow;
5075
5076 IM_ASSERT(g.WithinEndChild == false);
5077 IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls
5078
5079 g.WithinEndChild = true;
5080 if (window->BeginCount > 1)
5081 {
5082 End();
5083 }
5084 else
5085 {
5086 ImVec2 sz = window->Size;
5087 if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
5088 sz.x = ImMax(4.0f, sz.x);
5089 if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
5090 sz.y = ImMax(4.0f, sz.y);
5091 End();
5092
5093 ImGuiWindow* parent_window = g.CurrentWindow;
5094 ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
5095 ItemSize(sz);
5096 if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
5097 {
5098 ItemAdd(bb, window->ChildId);
5099 RenderNavHighlight(bb, window->ChildId);
5100
5101 // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5102 if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
5103 RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5104 }
5105 else
5106 {
5107 // Not navigable into
5108 ItemAdd(bb, 0);
5109 }
5110 if (g.HoveredWindow == window)
5111 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5112 }
5113 g.WithinEndChild = false;
5114 g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5115 }
5116
5117 // Helper to create a child window / scrolling region that looks like a normal widget frame.
BeginChildFrame(ImGuiID id,const ImVec2 & size,ImGuiWindowFlags extra_flags)5118 bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
5119 {
5120 ImGuiContext& g = *GImGui;
5121 const ImGuiStyle& style = g.Style;
5122 PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
5123 PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
5124 PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
5125 PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
5126 bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
5127 PopStyleVar(3);
5128 PopStyleColor();
5129 return ret;
5130 }
5131
EndChildFrame()5132 void ImGui::EndChildFrame()
5133 {
5134 EndChild();
5135 }
5136
SetWindowConditionAllowFlags(ImGuiWindow * window,ImGuiCond flags,bool enabled)5137 static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5138 {
5139 window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags);
5140 window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags);
5141 window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5142 }
5143
FindWindowByID(ImGuiID id)5144 ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5145 {
5146 ImGuiContext& g = *GImGui;
5147 return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5148 }
5149
FindWindowByName(const char * name)5150 ImGuiWindow* ImGui::FindWindowByName(const char* name)
5151 {
5152 ImGuiID id = ImHashStr(name);
5153 return FindWindowByID(id);
5154 }
5155
ApplyWindowSettings(ImGuiWindow * window,ImGuiWindowSettings * settings)5156 static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5157 {
5158 window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y));
5159 if (settings->Size.x > 0 && settings->Size.y > 0)
5160 window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
5161 window->Collapsed = settings->Collapsed;
5162 }
5163
CreateNewWindow(const char * name,ImGuiWindowFlags flags)5164 static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5165 {
5166 ImGuiContext& g = *GImGui;
5167 //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5168
5169 // Create window the first time
5170 ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5171 window->Flags = flags;
5172 g.WindowsById.SetVoidPtr(window->ID, window);
5173
5174 // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5175 const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5176 window->Pos = main_viewport->Pos + ImVec2(60, 60);
5177
5178 // User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
5179 if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5180 if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))
5181 {
5182 // Retrieve settings from .ini file
5183 window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5184 SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5185 ApplyWindowSettings(window, settings);
5186 }
5187 window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values
5188
5189 if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5190 {
5191 window->AutoFitFramesX = window->AutoFitFramesY = 2;
5192 window->AutoFitOnlyGrows = false;
5193 }
5194 else
5195 {
5196 if (window->Size.x <= 0.0f)
5197 window->AutoFitFramesX = 2;
5198 if (window->Size.y <= 0.0f)
5199 window->AutoFitFramesY = 2;
5200 window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5201 }
5202
5203 if (!(flags & ImGuiWindowFlags_ChildWindow))
5204 {
5205 g.WindowsFocusOrder.push_back(window);
5206 window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5207 }
5208
5209 if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5210 g.Windows.push_front(window); // Quite slow but rare and only once
5211 else
5212 g.Windows.push_back(window);
5213 return window;
5214 }
5215
CalcWindowSizeAfterConstraint(ImGuiWindow * window,const ImVec2 & size_desired)5216 static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
5217 {
5218 ImGuiContext& g = *GImGui;
5219 ImVec2 new_size = size_desired;
5220 if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
5221 {
5222 // Using -1,-1 on either X/Y axis to preserve the current size.
5223 ImRect cr = g.NextWindowData.SizeConstraintRect;
5224 new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
5225 new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
5226 if (g.NextWindowData.SizeCallback)
5227 {
5228 ImGuiSizeCallbackData data;
5229 data.UserData = g.NextWindowData.SizeCallbackUserData;
5230 data.Pos = window->Pos;
5231 data.CurrentSize = window->SizeFull;
5232 data.DesiredSize = new_size;
5233 g.NextWindowData.SizeCallback(&data);
5234 new_size = data.DesiredSize;
5235 }
5236 new_size.x = IM_FLOOR(new_size.x);
5237 new_size.y = IM_FLOOR(new_size.y);
5238 }
5239
5240 // Minimum size
5241 if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
5242 {
5243 ImGuiWindow* window_for_height = window;
5244 const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight();
5245 new_size = ImMax(new_size, g.Style.WindowMinSize);
5246 new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
5247 }
5248 return new_size;
5249 }
5250
CalcWindowContentSizes(ImGuiWindow * window,ImVec2 * content_size_current,ImVec2 * content_size_ideal)5251 static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
5252 {
5253 bool preserve_old_content_sizes = false;
5254 if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
5255 preserve_old_content_sizes = true;
5256 else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
5257 preserve_old_content_sizes = true;
5258 if (preserve_old_content_sizes)
5259 {
5260 *content_size_current = window->ContentSize;
5261 *content_size_ideal = window->ContentSizeIdeal;
5262 return;
5263 }
5264
5265 content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
5266 content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
5267 content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
5268 content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
5269 }
5270
CalcWindowAutoFitSize(ImGuiWindow * window,const ImVec2 & size_contents)5271 static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
5272 {
5273 ImGuiContext& g = *GImGui;
5274 ImGuiStyle& style = g.Style;
5275 const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
5276 ImVec2 size_pad = window->WindowPadding * 2.0f;
5277 ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height);
5278 if (window->Flags & ImGuiWindowFlags_Tooltip)
5279 {
5280 // Tooltip always resize
5281 return size_desired;
5282 }
5283 else
5284 {
5285 // Maximum window size is determined by the viewport size or monitor size
5286 const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
5287 const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
5288 ImVec2 size_min = style.WindowMinSize;
5289 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)
5290 size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
5291
5292 // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows?
5293 ImVec2 avail_size = ImGui::GetMainViewport()->Size;
5294 ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
5295
5296 // When the window cannot fit all contents (either because of constraints, either because screen is too small),
5297 // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
5298 ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5299 bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
5300 bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
5301 if (will_have_scrollbar_x)
5302 size_auto_fit.y += style.ScrollbarSize;
5303 if (will_have_scrollbar_y)
5304 size_auto_fit.x += style.ScrollbarSize;
5305 return size_auto_fit;
5306 }
5307 }
5308
CalcWindowNextAutoFitSize(ImGuiWindow * window)5309 ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
5310 {
5311 ImVec2 size_contents_current;
5312 ImVec2 size_contents_ideal;
5313 CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
5314 ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
5315 ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5316 return size_final;
5317 }
5318
GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)5319 static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
5320 {
5321 if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
5322 return ImGuiCol_PopupBg;
5323 if (flags & ImGuiWindowFlags_ChildWindow)
5324 return ImGuiCol_ChildBg;
5325 return ImGuiCol_WindowBg;
5326 }
5327
CalcResizePosSizeFromAnyCorner(ImGuiWindow * window,const ImVec2 & corner_target,const ImVec2 & corner_norm,ImVec2 * out_pos,ImVec2 * out_size)5328 static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
5329 {
5330 ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left
5331 ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
5332 ImVec2 size_expected = pos_max - pos_min;
5333 ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
5334 *out_pos = pos_min;
5335 if (corner_norm.x == 0.0f)
5336 out_pos->x -= (size_constrained.x - size_expected.x);
5337 if (corner_norm.y == 0.0f)
5338 out_pos->y -= (size_constrained.y - size_expected.y);
5339 *out_size = size_constrained;
5340 }
5341
5342 // Data for resizing from corner
5343 struct ImGuiResizeGripDef
5344 {
5345 ImVec2 CornerPosN;
5346 ImVec2 InnerDir;
5347 int AngleMin12, AngleMax12;
5348 };
5349 static const ImGuiResizeGripDef resize_grip_def[4] =
5350 {
5351 { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right
5352 { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left
5353 { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused)
5354 { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused)
5355 };
5356
5357 // Data for resizing from borders
5358 struct ImGuiResizeBorderDef
5359 {
5360 ImVec2 InnerDir;
5361 ImVec2 SegmentN1, SegmentN2;
5362 float OuterAngle;
5363 };
5364 static const ImGuiResizeBorderDef resize_border_def[4] =
5365 {
5366 { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
5367 { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
5368 { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
5369 { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down
5370 };
5371
GetResizeBorderRect(ImGuiWindow * window,int border_n,float perp_padding,float thickness)5372 static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
5373 {
5374 ImRect rect = window->Rect();
5375 if (thickness == 0.0f)
5376 rect.Max -= ImVec2(1, 1);
5377 if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); }
5378 if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); }
5379 if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); }
5380 if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); }
5381 IM_ASSERT(0);
5382 return ImRect();
5383 }
5384
5385 // 0..3: corners (Lower-right, Lower-left, Unused, Unused)
GetWindowResizeCornerID(ImGuiWindow * window,int n)5386 ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
5387 {
5388 IM_ASSERT(n >= 0 && n < 4);
5389 ImGuiID id = window->ID;
5390 id = ImHashStr("#RESIZE", 0, id);
5391 id = ImHashData(&n, sizeof(int), id);
5392 return id;
5393 }
5394
5395 // Borders (Left, Right, Up, Down)
GetWindowResizeBorderID(ImGuiWindow * window,ImGuiDir dir)5396 ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
5397 {
5398 IM_ASSERT(dir >= 0 && dir < 4);
5399 int n = (int)dir + 4;
5400 ImGuiID id = window->ID;
5401 id = ImHashStr("#RESIZE", 0, id);
5402 id = ImHashData(&n, sizeof(int), id);
5403 return id;
5404 }
5405
5406 // Handle resize for: Resize Grips, Borders, Gamepad
5407 // Return true when using auto-fit (double click on resize grip)
UpdateWindowManualResize(ImGuiWindow * window,const ImVec2 & size_auto_fit,int * border_held,int resize_grip_count,ImU32 resize_grip_col[4],const ImRect & visibility_rect)5408 static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
5409 {
5410 ImGuiContext& g = *GImGui;
5411 ImGuiWindowFlags flags = window->Flags;
5412
5413 if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
5414 return false;
5415 if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window.
5416 return false;
5417
5418 bool ret_auto_fit = false;
5419 const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
5420 const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
5421 const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
5422 const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
5423
5424 ImVec2 pos_target(FLT_MAX, FLT_MAX);
5425 ImVec2 size_target(FLT_MAX, FLT_MAX);
5426
5427 // Resize grips and borders are on layer 1
5428 window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
5429
5430 // Manual resize grips
5431 PushID("#RESIZE");
5432 for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
5433 {
5434 const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
5435 const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
5436
5437 // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
5438 bool hovered, held;
5439 ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
5440 if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
5441 if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
5442 ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
5443 ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
5444 //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
5445 if (hovered || held)
5446 g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
5447
5448 if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)
5449 {
5450 // Manual auto-fit when double-clicking
5451 size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5452 ret_auto_fit = true;
5453 ClearActiveID();
5454 }
5455 else if (held)
5456 {
5457 // Resize from any of the four corners
5458 // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
5459 ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);
5460 ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);
5461 ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
5462 corner_target = ImClamp(corner_target, clamp_min, clamp_max);
5463 CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
5464 }
5465
5466 // Only lower-left grip is visible before hovering/activating
5467 if (resize_grip_n == 0 || held || hovered)
5468 resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
5469 }
5470 for (int border_n = 0; border_n < resize_border_count; border_n++)
5471 {
5472 const ImGuiResizeBorderDef& def = resize_border_def[border_n];
5473 const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
5474
5475 bool hovered, held;
5476 ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
5477 ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
5478 ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren);
5479 //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
5480 if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
5481 {
5482 g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
5483 if (held)
5484 *border_held = border_n;
5485 }
5486 if (held)
5487 {
5488 ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX);
5489 ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX);
5490 ImVec2 border_target = window->Pos;
5491 border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;
5492 border_target = ImClamp(border_target, clamp_min, clamp_max);
5493 CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
5494 }
5495 }
5496 PopID();
5497
5498 // Restore nav layer
5499 window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
5500
5501 // Navigation resize (keyboard/gamepad)
5502 if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
5503 {
5504 ImVec2 nav_resize_delta;
5505 if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
5506 nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
5507 if (g.NavInputSource == ImGuiInputSource_Gamepad)
5508 nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
5509 if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
5510 {
5511 const float NAV_RESIZE_SPEED = 600.0f;
5512 nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
5513 nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size);
5514 g.NavWindowingToggleLayer = false;
5515 g.NavDisableMouseHover = true;
5516 resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
5517 // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
5518 size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
5519 }
5520 }
5521
5522 // Apply back modified position/size to window
5523 if (size_target.x != FLT_MAX)
5524 {
5525 window->SizeFull = size_target;
5526 MarkIniSettingsDirty(window);
5527 }
5528 if (pos_target.x != FLT_MAX)
5529 {
5530 window->Pos = ImFloor(pos_target);
5531 MarkIniSettingsDirty(window);
5532 }
5533
5534 window->Size = window->SizeFull;
5535 return ret_auto_fit;
5536 }
5537
ClampWindowRect(ImGuiWindow * window,const ImRect & visibility_rect)5538 static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect)
5539 {
5540 ImGuiContext& g = *GImGui;
5541 ImVec2 size_for_clamping = window->Size;
5542 if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
5543 size_for_clamping.y = window->TitleBarHeight();
5544 window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
5545 }
5546
RenderWindowOuterBorders(ImGuiWindow * window)5547 static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
5548 {
5549 ImGuiContext& g = *GImGui;
5550 float rounding = window->WindowRounding;
5551 float border_size = window->WindowBorderSize;
5552 if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
5553 window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
5554
5555 int border_held = window->ResizeBorderHeld;
5556 if (border_held != -1)
5557 {
5558 const ImGuiResizeBorderDef& def = resize_border_def[border_held];
5559 ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
5560 window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
5561 window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
5562 window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
5563 }
5564 if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
5565 {
5566 float y = window->Pos.y + window->TitleBarHeight() - 1;
5567 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);
5568 }
5569 }
5570
5571 // Draw background and borders
5572 // Draw and handle scrollbars
RenderWindowDecorations(ImGuiWindow * window,const ImRect & title_bar_rect,bool title_bar_is_highlight,int resize_grip_count,const ImU32 resize_grip_col[4],float resize_grip_draw_size)5573 void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
5574 {
5575 ImGuiContext& g = *GImGui;
5576 ImGuiStyle& style = g.Style;
5577 ImGuiWindowFlags flags = window->Flags;
5578
5579 // Ensure that ScrollBar doesn't read last frame's SkipItems
5580 IM_ASSERT(window->BeginCount == 0);
5581 window->SkipItems = false;
5582
5583 // Draw window + handle manual resize
5584 // 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.
5585 const float window_rounding = window->WindowRounding;
5586 const float window_border_size = window->WindowBorderSize;
5587 if (window->Collapsed)
5588 {
5589 // Title bar only
5590 float backup_border_size = style.FrameBorderSize;
5591 g.Style.FrameBorderSize = window->WindowBorderSize;
5592 ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
5593 RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
5594 g.Style.FrameBorderSize = backup_border_size;
5595 }
5596 else
5597 {
5598 // Window background
5599 if (!(flags & ImGuiWindowFlags_NoBackground))
5600 {
5601 ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
5602 bool override_alpha = false;
5603 float alpha = 1.0f;
5604 if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
5605 {
5606 alpha = g.NextWindowData.BgAlphaVal;
5607 override_alpha = true;
5608 }
5609 if (override_alpha)
5610 bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
5611 window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
5612 }
5613
5614 // Title bar
5615 if (!(flags & ImGuiWindowFlags_NoTitleBar))
5616 {
5617 ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
5618 window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
5619 }
5620
5621 // Menu bar
5622 if (flags & ImGuiWindowFlags_MenuBar)
5623 {
5624 ImRect menu_bar_rect = window->MenuBarRect();
5625 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.
5626 window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
5627 if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
5628 window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
5629 }
5630
5631 // Scrollbars
5632 if (window->ScrollbarX)
5633 Scrollbar(ImGuiAxis_X);
5634 if (window->ScrollbarY)
5635 Scrollbar(ImGuiAxis_Y);
5636
5637 // Render resize grips (after their input handling so we don't have a frame of latency)
5638 if (!(flags & ImGuiWindowFlags_NoResize))
5639 {
5640 for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
5641 {
5642 const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
5643 const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
5644 window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
5645 window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
5646 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);
5647 window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);
5648 }
5649 }
5650
5651 // Borders
5652 RenderWindowOuterBorders(window);
5653 }
5654 }
5655
5656 // Render title text, collapse button, close button
RenderWindowTitleBarContents(ImGuiWindow * window,const ImRect & title_bar_rect,const char * name,bool * p_open)5657 void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
5658 {
5659 ImGuiContext& g = *GImGui;
5660 ImGuiStyle& style = g.Style;
5661 ImGuiWindowFlags flags = window->Flags;
5662
5663 const bool has_close_button = (p_open != NULL);
5664 const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
5665
5666 // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
5667 const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
5668 g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
5669 window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
5670
5671 // Layout buttons
5672 // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
5673 float pad_l = style.FramePadding.x;
5674 float pad_r = style.FramePadding.x;
5675 float button_sz = g.FontSize;
5676 ImVec2 close_button_pos;
5677 ImVec2 collapse_button_pos;
5678 if (has_close_button)
5679 {
5680 pad_r += button_sz;
5681 close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
5682 }
5683 if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
5684 {
5685 pad_r += button_sz;
5686 collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
5687 }
5688 if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
5689 {
5690 collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);
5691 pad_l += button_sz;
5692 }
5693
5694 // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
5695 if (has_collapse_button)
5696 if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos))
5697 window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
5698
5699 // Close button
5700 if (has_close_button)
5701 if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
5702 *p_open = false;
5703
5704 window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
5705 g.CurrentItemFlags = item_flags_backup;
5706
5707 // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
5708 // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
5709 const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
5710 const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
5711
5712 // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
5713 // while uncentered title text will still reach edges correctly.
5714 if (pad_l > style.FramePadding.x)
5715 pad_l += g.Style.ItemInnerSpacing.x;
5716 if (pad_r > style.FramePadding.x)
5717 pad_r += g.Style.ItemInnerSpacing.x;
5718 if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
5719 {
5720 float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
5721 float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
5722 pad_l = ImMax(pad_l, pad_extend * centerness);
5723 pad_r = ImMax(pad_r, pad_extend * centerness);
5724 }
5725
5726 ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
5727 ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
5728 if (flags & ImGuiWindowFlags_UnsavedDocument)
5729 {
5730 ImVec2 marker_pos;
5731 marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
5732 marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
5733 if (marker_pos.x > layout_r.Min.x)
5734 {
5735 RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
5736 clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
5737 }
5738 }
5739 //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
5740 //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
5741 RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
5742 }
5743
UpdateWindowParentAndRootLinks(ImGuiWindow * window,ImGuiWindowFlags flags,ImGuiWindow * parent_window)5744 void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
5745 {
5746 window->ParentWindow = parent_window;
5747 window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
5748 if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
5749 window->RootWindow = parent_window->RootWindow;
5750 if (parent_window && (flags & ImGuiWindowFlags_Popup))
5751 window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
5752 if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
5753 window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
5754 while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
5755 {
5756 IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
5757 window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
5758 }
5759 }
5760
5761 // Push a new Dear ImGui window to add widgets to.
5762 // - 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.
5763 // - Begin/End can be called multiple times during the frame with the same window name to append content.
5764 // - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
5765 // 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.
5766 // - 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.
5767 // - 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.
Begin(const char * name,bool * p_open,ImGuiWindowFlags flags)5768 bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
5769 {
5770 ImGuiContext& g = *GImGui;
5771 const ImGuiStyle& style = g.Style;
5772 IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required
5773 IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame()
5774 IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
5775
5776 // Find or create
5777 ImGuiWindow* window = FindWindowByName(name);
5778 const bool window_just_created = (window == NULL);
5779 if (window_just_created)
5780 window = CreateNewWindow(name, flags);
5781
5782 // Automatically disable manual moving/resizing when NoInputs is set
5783 if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
5784 flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
5785
5786 if (flags & ImGuiWindowFlags_NavFlattened)
5787 IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
5788
5789 const int current_frame = g.FrameCount;
5790 const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
5791 window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
5792
5793 // Update the Appearing flag
5794 bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
5795 if (flags & ImGuiWindowFlags_Popup)
5796 {
5797 ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
5798 window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
5799 window_just_activated_by_user |= (window != popup_ref.Window);
5800 }
5801 window->Appearing = window_just_activated_by_user;
5802 if (window->Appearing)
5803 SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
5804
5805 // Update Flags, LastFrameActive, BeginOrderXXX fields
5806 if (first_begin_of_the_frame)
5807 {
5808 window->Flags = (ImGuiWindowFlags)flags;
5809 window->LastFrameActive = current_frame;
5810 window->LastTimeActive = (float)g.Time;
5811 window->BeginOrderWithinParent = 0;
5812 window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
5813 }
5814 else
5815 {
5816 flags = window->Flags;
5817 }
5818
5819 // 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
5820 ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
5821 ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
5822 IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
5823
5824 // We allow window memory to be compacted so recreate the base stack when needed.
5825 if (window->IDStack.Size == 0)
5826 window->IDStack.push_back(window->ID);
5827
5828 // Add to stack
5829 // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
5830 g.CurrentWindow = window;
5831 ImGuiWindowStackData window_stack_data;
5832 window_stack_data.Window = window;
5833 window_stack_data.ParentLastItemDataBackup = g.LastItemData;
5834 window_stack_data.StackSizesOnBegin.SetToCurrentState();
5835 g.CurrentWindowStack.push_back(window_stack_data);
5836 g.CurrentWindow = NULL;
5837
5838 if (flags & ImGuiWindowFlags_Popup)
5839 {
5840 ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
5841 popup_ref.Window = window;
5842 g.BeginPopupStack.push_back(popup_ref);
5843 window->PopupId = popup_ref.PopupId;
5844 }
5845
5846 // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
5847 if (first_begin_of_the_frame)
5848 UpdateWindowParentAndRootLinks(window, flags, parent_window);
5849
5850 // Process SetNextWindow***() calls
5851 // (FIXME: Consider splitting the HasXXX flags into X/Y components
5852 bool window_pos_set_by_api = false;
5853 bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
5854 if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
5855 {
5856 window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
5857 if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
5858 {
5859 // May be processed on the next frame if this is our first frame and we are measuring size
5860 // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
5861 window->SetWindowPosVal = g.NextWindowData.PosVal;
5862 window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
5863 window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
5864 }
5865 else
5866 {
5867 SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
5868 }
5869 }
5870 if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
5871 {
5872 window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
5873 window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
5874 SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
5875 }
5876 if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
5877 {
5878 if (g.NextWindowData.ScrollVal.x >= 0.0f)
5879 {
5880 window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
5881 window->ScrollTargetCenterRatio.x = 0.0f;
5882 }
5883 if (g.NextWindowData.ScrollVal.y >= 0.0f)
5884 {
5885 window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
5886 window->ScrollTargetCenterRatio.y = 0.0f;
5887 }
5888 }
5889 if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
5890 window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
5891 else if (first_begin_of_the_frame)
5892 window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
5893 if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
5894 SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
5895 if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
5896 FocusWindow(window);
5897 if (window->Appearing)
5898 SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
5899
5900 // When reusing window again multiple times a frame, just append content (don't need to setup again)
5901 if (first_begin_of_the_frame)
5902 {
5903 // Initialize
5904 const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
5905 window->Active = true;
5906 window->HasCloseButton = (p_open != NULL);
5907 window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
5908 window->IDStack.resize(1);
5909 window->DrawList->_ResetForNewFrame();
5910 window->DC.CurrentTableIdx = -1;
5911
5912 // Restore buffer capacity when woken from a compacted state, to avoid
5913 if (window->MemoryCompacted)
5914 GcAwakeTransientWindowBuffers(window);
5915
5916 // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
5917 // 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.
5918 bool window_title_visible_elsewhere = false;
5919 if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB
5920 window_title_visible_elsewhere = true;
5921 if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
5922 {
5923 size_t buf_len = (size_t)window->NameBufLen;
5924 window->Name = ImStrdupcpy(window->Name, &buf_len, name);
5925 window->NameBufLen = (int)buf_len;
5926 }
5927
5928 // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
5929
5930 // Update contents size from last frame for auto-fitting (or use explicit size)
5931 const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
5932 CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
5933 if (window->HiddenFramesCanSkipItems > 0)
5934 window->HiddenFramesCanSkipItems--;
5935 if (window->HiddenFramesCannotSkipItems > 0)
5936 window->HiddenFramesCannotSkipItems--;
5937 if (window->HiddenFramesForRenderOnly > 0)
5938 window->HiddenFramesForRenderOnly--;
5939
5940 // Hide new windows for one frame until they calculate their size
5941 if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
5942 window->HiddenFramesCannotSkipItems = 1;
5943
5944 // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
5945 // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
5946 if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
5947 {
5948 window->HiddenFramesCannotSkipItems = 1;
5949 if (flags & ImGuiWindowFlags_AlwaysAutoResize)
5950 {
5951 if (!window_size_x_set_by_api)
5952 window->Size.x = window->SizeFull.x = 0.f;
5953 if (!window_size_y_set_by_api)
5954 window->Size.y = window->SizeFull.y = 0.f;
5955 window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
5956 }
5957 }
5958
5959 // SELECT VIEWPORT
5960 // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)
5961 SetCurrentWindow(window);
5962
5963 // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
5964
5965 if (flags & ImGuiWindowFlags_ChildWindow)
5966 window->WindowBorderSize = style.ChildBorderSize;
5967 else
5968 window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
5969 window->WindowPadding = style.WindowPadding;
5970 if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
5971 window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
5972
5973 // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
5974 window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
5975 window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
5976
5977 // Collapse window by double-clicking on title bar
5978 // 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
5979 if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
5980 {
5981 // 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.
5982 ImRect title_bar_rect = window->TitleBarRect();
5983 if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0])
5984 window->WantCollapseToggle = true;
5985 if (window->WantCollapseToggle)
5986 {
5987 window->Collapsed = !window->Collapsed;
5988 MarkIniSettingsDirty(window);
5989 }
5990 }
5991 else
5992 {
5993 window->Collapsed = false;
5994 }
5995 window->WantCollapseToggle = false;
5996
5997 // SIZE
5998
5999 // Calculate auto-fit size, handle automatic resize
6000 const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
6001 bool use_current_size_for_scrollbar_x = window_just_created;
6002 bool use_current_size_for_scrollbar_y = window_just_created;
6003 if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
6004 {
6005 // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
6006 if (!window_size_x_set_by_api)
6007 {
6008 window->SizeFull.x = size_auto_fit.x;
6009 use_current_size_for_scrollbar_x = true;
6010 }
6011 if (!window_size_y_set_by_api)
6012 {
6013 window->SizeFull.y = size_auto_fit.y;
6014 use_current_size_for_scrollbar_y = true;
6015 }
6016 }
6017 else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6018 {
6019 // Auto-fit may only grow window during the first few frames
6020 // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
6021 if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
6022 {
6023 window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
6024 use_current_size_for_scrollbar_x = true;
6025 }
6026 if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
6027 {
6028 window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
6029 use_current_size_for_scrollbar_y = true;
6030 }
6031 if (!window->Collapsed)
6032 MarkIniSettingsDirty(window);
6033 }
6034
6035 // Apply minimum/maximum window size constraints and final size
6036 window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
6037 window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
6038
6039 // Decoration size
6040 const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
6041
6042 // POSITION
6043
6044 // Popup latch its initial position, will position itself when it appears next frame
6045 if (window_just_activated_by_user)
6046 {
6047 window->AutoPosLastDirection = ImGuiDir_None;
6048 if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
6049 window->Pos = g.BeginPopupStack.back().OpenPopupPos;
6050 }
6051
6052 // Position child window
6053 if (flags & ImGuiWindowFlags_ChildWindow)
6054 {
6055 IM_ASSERT(parent_window && parent_window->Active);
6056 window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
6057 parent_window->DC.ChildWindows.push_back(window);
6058 if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
6059 window->Pos = parent_window->DC.CursorPos;
6060 }
6061
6062 const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
6063 if (window_pos_with_pivot)
6064 SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
6065 else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
6066 window->Pos = FindBestWindowPosForPopup(window);
6067 else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
6068 window->Pos = FindBestWindowPosForPopup(window);
6069 else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
6070 window->Pos = FindBestWindowPosForPopup(window);
6071
6072 // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
6073 // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
6074 ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
6075 ImRect viewport_rect(viewport->GetMainRect());
6076 ImRect viewport_work_rect(viewport->GetWorkRect());
6077 ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
6078 ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
6079
6080 // Clamp position/size so window stays visible within its viewport or monitor
6081 // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
6082 if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
6083 if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)
6084 ClampWindowRect(window, visibility_rect);
6085 window->Pos = ImFloor(window->Pos);
6086
6087 // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
6088 // Large values tend to lead to variety of artifacts and are not recommended.
6089 window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
6090
6091 // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
6092 //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
6093 // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
6094
6095 // Apply window focus (new and reactivated windows are moved to front)
6096 bool want_focus = false;
6097 if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
6098 {
6099 if (flags & ImGuiWindowFlags_Popup)
6100 want_focus = true;
6101 else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
6102 want_focus = true;
6103 }
6104
6105 // Handle manual resize: Resize Grips, Borders, Gamepad
6106 int border_held = -1;
6107 ImU32 resize_grip_col[4] = {};
6108 const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
6109 const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6110 if (!window->Collapsed)
6111 if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
6112 use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
6113 window->ResizeBorderHeld = (signed char)border_held;
6114
6115 // SCROLLBAR VISIBILITY
6116
6117 // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
6118 if (!window->Collapsed)
6119 {
6120 // When reading the current size we need to read it after size constraints have been applied.
6121 // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again.
6122 ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height);
6123 ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes;
6124 ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
6125 float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
6126 float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
6127 //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
6128 window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
6129 window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
6130 if (window->ScrollbarX && !window->ScrollbarY)
6131 window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
6132 window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
6133 }
6134
6135 // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
6136 // Update various regions. Variables they depends on should be set above in this function.
6137 // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
6138
6139 // Outer rectangle
6140 // Not affected by window border size. Used by:
6141 // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
6142 // - Begin() initial clipping rect for drawing window background and borders.
6143 // - Begin() clipping whole child
6144 const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
6145 const ImRect outer_rect = window->Rect();
6146 const ImRect title_bar_rect = window->TitleBarRect();
6147 window->OuterRectClipped = outer_rect;
6148 window->OuterRectClipped.ClipWith(host_rect);
6149
6150 // Inner rectangle
6151 // Not affected by window border size. Used by:
6152 // - InnerClipRect
6153 // - ScrollToBringRectIntoView()
6154 // - NavUpdatePageUpPageDown()
6155 // - Scrollbar()
6156 window->InnerRect.Min.x = window->Pos.x;
6157 window->InnerRect.Min.y = window->Pos.y + decoration_up_height;
6158 window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x;
6159 window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y;
6160
6161 // Inner clipping rectangle.
6162 // Will extend a little bit outside the normal work region.
6163 // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
6164 // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
6165 // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
6166 // Affected by window/frame border size. Used by:
6167 // - Begin() initial clip rect
6168 float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
6169 window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
6170 window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
6171 window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
6172 window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
6173 window->InnerClipRect.ClipWithFull(host_rect);
6174
6175 // Default item width. Make it proportional to window size if window manually resizes
6176 if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
6177 window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
6178 else
6179 window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
6180
6181 // SCROLLING
6182
6183 // Lock down maximum scrolling
6184 // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
6185 // for right/bottom aligned items without creating a scrollbar.
6186 window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
6187 window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
6188
6189 // Apply scrolling
6190 window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
6191 window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
6192
6193 // DRAWING
6194
6195 // Setup draw list and outer clipping rectangle
6196 IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
6197 window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
6198 PushClipRect(host_rect.Min, host_rect.Max, false);
6199
6200 // Draw modal window background (darkens what is behind them, all viewports)
6201 const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;
6202 const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow);
6203 if (dim_bg_for_modal || dim_bg_for_window_list)
6204 {
6205 const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
6206 window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col);
6207 }
6208
6209 // Draw navigation selection/windowing rectangle background
6210 if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim)
6211 {
6212 ImRect bb = window->Rect();
6213 bb.Expand(g.FontSize);
6214 if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway
6215 window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
6216 }
6217
6218 // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
6219 // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
6220 // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
6221 {
6222 bool render_decorations_in_parent = false;
6223 if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
6224 {
6225 // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
6226 // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
6227 ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
6228 bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
6229 bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0;
6230 if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping)
6231 render_decorations_in_parent = true;
6232 }
6233 if (render_decorations_in_parent)
6234 window->DrawList = parent_window->DrawList;
6235
6236 // Handle title bar, scrollbar, resize grips and resize borders
6237 const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
6238 const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
6239 RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
6240
6241 if (render_decorations_in_parent)
6242 window->DrawList = &window->DrawListInst;
6243 }
6244
6245 // Draw navigation selection/windowing rectangle border
6246 if (g.NavWindowingTargetAnim == window)
6247 {
6248 float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding);
6249 ImRect bb = window->Rect();
6250 bb.Expand(g.FontSize);
6251 if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward
6252 {
6253 bb.Expand(-g.FontSize - 1.0f);
6254 rounding = window->WindowRounding;
6255 }
6256 window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, 0, 3.0f);
6257 }
6258
6259 // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
6260
6261 // Work rectangle.
6262 // Affected by window padding and border size. Used by:
6263 // - Columns() for right-most edge
6264 // - TreeNode(), CollapsingHeader() for right-most edge
6265 // - BeginTabBar() for right-most edge
6266 const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
6267 const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
6268 const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x));
6269 const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y));
6270 window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
6271 window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
6272 window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
6273 window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
6274 window->ParentWorkRect = window->WorkRect;
6275
6276 // [LEGACY] Content Region
6277 // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
6278 // Used by:
6279 // - Mouse wheel scrolling + many other things
6280 window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
6281 window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height;
6282 window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x));
6283 window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y));
6284
6285 // Setup drawing context
6286 // (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.)
6287 window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x;
6288 window->DC.GroupOffset.x = 0.0f;
6289 window->DC.ColumnsOffset.x = 0.0f;
6290 window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y);
6291 window->DC.CursorPos = window->DC.CursorStartPos;
6292 window->DC.CursorPosPrevLine = window->DC.CursorPos;
6293 window->DC.CursorMaxPos = window->DC.CursorStartPos;
6294 window->DC.IdealMaxPos = window->DC.CursorStartPos;
6295 window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
6296 window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
6297
6298 window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6299 window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
6300 window->DC.NavLayersActiveMaskNext = 0x00;
6301 window->DC.NavHideHighlightOneFrame = false;
6302 window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
6303
6304 window->DC.MenuBarAppending = false;
6305 window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
6306 window->DC.TreeDepth = 0;
6307 window->DC.TreeJumpToParentOnPopMask = 0x00;
6308 window->DC.ChildWindows.resize(0);
6309 window->DC.StateStorage = &window->StateStorage;
6310 window->DC.CurrentColumns = NULL;
6311 window->DC.LayoutType = ImGuiLayoutType_Vertical;
6312 window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
6313 window->DC.FocusCounterTabStop = -1;
6314
6315 window->DC.ItemWidth = window->ItemWidthDefault;
6316 window->DC.TextWrapPos = -1.0f; // disabled
6317 window->DC.ItemWidthStack.resize(0);
6318 window->DC.TextWrapPosStack.resize(0);
6319
6320 if (window->AutoFitFramesX > 0)
6321 window->AutoFitFramesX--;
6322 if (window->AutoFitFramesY > 0)
6323 window->AutoFitFramesY--;
6324
6325 // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
6326 if (want_focus)
6327 {
6328 FocusWindow(window);
6329 NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
6330 }
6331
6332 // Title bar
6333 if (!(flags & ImGuiWindowFlags_NoTitleBar))
6334 RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
6335
6336 // Clear hit test shape every frame
6337 window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
6338
6339 // Pressing CTRL+C while holding on a window copy its content to the clipboard
6340 // 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.
6341 // Maybe we can support CTRL+C on every element?
6342 /*
6343 //if (g.NavWindow == window && g.ActiveId == 0)
6344 if (g.ActiveId == window->MoveId)
6345 if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
6346 LogToClipboard();
6347 */
6348
6349 // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
6350 // This is useful to allow creating context menus on title bar only, etc.
6351 g.LastItemData.ID = window->MoveId;
6352 g.LastItemData.InFlags = g.CurrentItemFlags;
6353 g.LastItemData.StatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
6354 g.LastItemData.Rect = title_bar_rect;
6355
6356 #ifdef IMGUI_ENABLE_TEST_ENGINE
6357 if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
6358 IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID);
6359 #endif
6360 }
6361 else
6362 {
6363 // Append
6364 SetCurrentWindow(window);
6365 }
6366
6367 // Pull/inherit current state
6368 window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595
6369
6370 PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
6371
6372 // 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)
6373 window->WriteAccessed = false;
6374 window->BeginCount++;
6375 g.NextWindowData.ClearFlags();
6376
6377 // Update visibility
6378 if (first_begin_of_the_frame)
6379 {
6380 if (flags & ImGuiWindowFlags_ChildWindow)
6381 {
6382 // Child window can be out of sight and have "negative" clip windows.
6383 // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
6384 IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
6385 if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
6386 if (!g.LogEnabled)
6387 if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
6388 window->HiddenFramesCanSkipItems = 1;
6389
6390 // Hide along with parent or if parent is collapsed
6391 if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
6392 window->HiddenFramesCanSkipItems = 1;
6393 if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
6394 window->HiddenFramesCannotSkipItems = 1;
6395 }
6396
6397 // 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)
6398 if (style.Alpha <= 0.0f)
6399 window->HiddenFramesCanSkipItems = 1;
6400
6401 // Update the Hidden flag
6402 window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0) || (window->HiddenFramesForRenderOnly > 0);
6403
6404 // Disable inputs for requested number of frames
6405 if (window->DisableInputsFrames > 0)
6406 {
6407 window->DisableInputsFrames--;
6408 window->Flags |= ImGuiWindowFlags_NoInputs;
6409 }
6410
6411 // Update the SkipItems flag, used to early out of all items functions (no layout required)
6412 bool skip_items = false;
6413 if (window->Collapsed || !window->Active || window->Hidden)
6414 if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
6415 skip_items = true;
6416 window->SkipItems = skip_items;
6417 }
6418
6419 return !window->SkipItems;
6420 }
6421
End()6422 void ImGui::End()
6423 {
6424 ImGuiContext& g = *GImGui;
6425 ImGuiWindow* window = g.CurrentWindow;
6426
6427 // Error checking: verify that user hasn't called End() too many times!
6428 if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
6429 {
6430 IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
6431 return;
6432 }
6433 IM_ASSERT(g.CurrentWindowStack.Size > 0);
6434
6435 // Error checking: verify that user doesn't directly call End() on a child window.
6436 if (window->Flags & ImGuiWindowFlags_ChildWindow)
6437 IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
6438
6439 // Close anything that is open
6440 if (window->DC.CurrentColumns)
6441 EndColumns();
6442 PopClipRect(); // Inner window clip rectangle
6443
6444 // Stop logging
6445 if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
6446 LogFinish();
6447
6448 // Pop from window stack
6449 g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
6450 if (window->Flags & ImGuiWindowFlags_Popup)
6451 g.BeginPopupStack.pop_back();
6452 g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState();
6453 g.CurrentWindowStack.pop_back();
6454 SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
6455 }
6456
BringWindowToFocusFront(ImGuiWindow * window)6457 void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
6458 {
6459 ImGuiContext& g = *GImGui;
6460 IM_ASSERT(window == window->RootWindow);
6461
6462 const int cur_order = window->FocusOrder;
6463 IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
6464 if (g.WindowsFocusOrder.back() == window)
6465 return;
6466
6467 const int new_order = g.WindowsFocusOrder.Size - 1;
6468 for (int n = cur_order; n < new_order; n++)
6469 {
6470 g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
6471 g.WindowsFocusOrder[n]->FocusOrder--;
6472 IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
6473 }
6474 g.WindowsFocusOrder[new_order] = window;
6475 window->FocusOrder = (short)new_order;
6476 }
6477
BringWindowToDisplayFront(ImGuiWindow * window)6478 void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
6479 {
6480 ImGuiContext& g = *GImGui;
6481 ImGuiWindow* current_front_window = g.Windows.back();
6482 if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
6483 return;
6484 for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
6485 if (g.Windows[i] == window)
6486 {
6487 memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
6488 g.Windows[g.Windows.Size - 1] = window;
6489 break;
6490 }
6491 }
6492
BringWindowToDisplayBack(ImGuiWindow * window)6493 void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
6494 {
6495 ImGuiContext& g = *GImGui;
6496 if (g.Windows[0] == window)
6497 return;
6498 for (int i = 0; i < g.Windows.Size; i++)
6499 if (g.Windows[i] == window)
6500 {
6501 memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
6502 g.Windows[0] = window;
6503 break;
6504 }
6505 }
6506
6507 // Moving window to front of display and set focus (which happens to be back of our sorted list)
FocusWindow(ImGuiWindow * window)6508 void ImGui::FocusWindow(ImGuiWindow* window)
6509 {
6510 ImGuiContext& g = *GImGui;
6511
6512 if (g.NavWindow != window)
6513 {
6514 g.NavWindow = window;
6515 if (window && g.NavDisableMouseHover)
6516 g.NavMousePosDirty = true;
6517 g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
6518 g.NavFocusScopeId = 0;
6519 g.NavIdIsAlive = false;
6520 g.NavLayer = ImGuiNavLayer_Main;
6521 g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
6522 NavUpdateAnyRequestFlag();
6523 //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
6524 }
6525
6526 // Close popups if any
6527 ClosePopupsOverWindow(window, false);
6528
6529 // Move the root window to the top of the pile
6530 IM_ASSERT(window == NULL || window->RootWindow != NULL);
6531 ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop
6532 ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;
6533
6534 // Steal active widgets. Some of the cases it triggers includes:
6535 // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
6536 // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
6537 if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
6538 if (!g.ActiveIdNoClearOnFocusLoss)
6539 ClearActiveID();
6540
6541 // Passing NULL allow to disable keyboard focus
6542 if (!window)
6543 return;
6544
6545 // Bring to front
6546 BringWindowToFocusFront(focus_front_window);
6547 if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
6548 BringWindowToDisplayFront(display_front_window);
6549 }
6550
FocusTopMostWindowUnderOne(ImGuiWindow * under_this_window,ImGuiWindow * ignore_window)6551 void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)
6552 {
6553 ImGuiContext& g = *GImGui;
6554 int start_idx = g.WindowsFocusOrder.Size - 1;
6555 if (under_this_window != NULL)
6556 {
6557 // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
6558 int offset = -1;
6559 while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
6560 {
6561 under_this_window = under_this_window->ParentWindow;
6562 offset = 0;
6563 }
6564 start_idx = FindWindowFocusIndex(under_this_window) + offset;
6565 }
6566 for (int i = start_idx; i >= 0; i--)
6567 {
6568 // 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.
6569 ImGuiWindow* window = g.WindowsFocusOrder[i];
6570 IM_ASSERT(window == window->RootWindow);
6571 if (window != ignore_window && window->WasActive)
6572 if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
6573 {
6574 ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
6575 FocusWindow(focus_window);
6576 return;
6577 }
6578 }
6579 FocusWindow(NULL);
6580 }
6581
6582 // Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
SetCurrentFont(ImFont * font)6583 void ImGui::SetCurrentFont(ImFont* font)
6584 {
6585 ImGuiContext& g = *GImGui;
6586 IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
6587 IM_ASSERT(font->Scale > 0.0f);
6588 g.Font = font;
6589 g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
6590 g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
6591
6592 ImFontAtlas* atlas = g.Font->ContainerAtlas;
6593 g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
6594 g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
6595 g.DrawListSharedData.Font = g.Font;
6596 g.DrawListSharedData.FontSize = g.FontSize;
6597 }
6598
PushFont(ImFont * font)6599 void ImGui::PushFont(ImFont* font)
6600 {
6601 ImGuiContext& g = *GImGui;
6602 if (!font)
6603 font = GetDefaultFont();
6604 SetCurrentFont(font);
6605 g.FontStack.push_back(font);
6606 g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
6607 }
6608
PopFont()6609 void ImGui::PopFont()
6610 {
6611 ImGuiContext& g = *GImGui;
6612 g.CurrentWindow->DrawList->PopTextureID();
6613 g.FontStack.pop_back();
6614 SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
6615 }
6616
PushItemFlag(ImGuiItemFlags option,bool enabled)6617 void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
6618 {
6619 ImGuiContext& g = *GImGui;
6620 ImGuiItemFlags item_flags = g.CurrentItemFlags;
6621 IM_ASSERT(item_flags == g.ItemFlagsStack.back());
6622 if (enabled)
6623 item_flags |= option;
6624 else
6625 item_flags &= ~option;
6626 g.CurrentItemFlags = item_flags;
6627 g.ItemFlagsStack.push_back(item_flags);
6628 }
6629
PopItemFlag()6630 void ImGui::PopItemFlag()
6631 {
6632 ImGuiContext& g = *GImGui;
6633 IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
6634 g.ItemFlagsStack.pop_back();
6635 g.CurrentItemFlags = g.ItemFlagsStack.back();
6636 }
6637
6638 // BeginDisabled()/EndDisabled()
6639 // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
6640 // - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
6641 // - Feedback welcome at https://github.com/ocornut/imgui/issues/211
6642 // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
6643 // - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
BeginDisabled(bool disabled)6644 void ImGui::BeginDisabled(bool disabled)
6645 {
6646 ImGuiContext& g = *GImGui;
6647 bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
6648 if (!was_disabled && disabled)
6649 {
6650 g.DisabledAlphaBackup = g.Style.Alpha;
6651 g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
6652 }
6653 if (was_disabled || disabled)
6654 g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
6655 g.ItemFlagsStack.push_back(g.CurrentItemFlags);
6656 g.DisabledStackSize++;
6657 }
6658
EndDisabled()6659 void ImGui::EndDisabled()
6660 {
6661 ImGuiContext& g = *GImGui;
6662 IM_ASSERT(g.DisabledStackSize > 0);
6663 g.DisabledStackSize--;
6664 bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
6665 //PopItemFlag();
6666 g.ItemFlagsStack.pop_back();
6667 g.CurrentItemFlags = g.ItemFlagsStack.back();
6668 if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
6669 g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
6670 }
6671
6672 // FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system.
PushAllowKeyboardFocus(bool allow_keyboard_focus)6673 void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
6674 {
6675 PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus);
6676 }
6677
PopAllowKeyboardFocus()6678 void ImGui::PopAllowKeyboardFocus()
6679 {
6680 PopItemFlag();
6681 }
6682
PushButtonRepeat(bool repeat)6683 void ImGui::PushButtonRepeat(bool repeat)
6684 {
6685 PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
6686 }
6687
PopButtonRepeat()6688 void ImGui::PopButtonRepeat()
6689 {
6690 PopItemFlag();
6691 }
6692
PushTextWrapPos(float wrap_pos_x)6693 void ImGui::PushTextWrapPos(float wrap_pos_x)
6694 {
6695 ImGuiWindow* window = GetCurrentWindow();
6696 window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
6697 window->DC.TextWrapPos = wrap_pos_x;
6698 }
6699
PopTextWrapPos()6700 void ImGui::PopTextWrapPos()
6701 {
6702 ImGuiWindow* window = GetCurrentWindow();
6703 window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
6704 window->DC.TextWrapPosStack.pop_back();
6705 }
6706
GetCombinedRootWindow(ImGuiWindow * window,bool popup_hierarchy)6707 static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy)
6708 {
6709 window = window->RootWindow;
6710 if (popup_hierarchy)
6711 window = window->RootWindowPopupTree;
6712 return window;
6713 }
6714
IsWindowChildOf(ImGuiWindow * window,ImGuiWindow * potential_parent,bool popup_hierarchy)6715 bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy)
6716 {
6717 ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy);
6718 if (window_root == potential_parent)
6719 return true;
6720 while (window != NULL)
6721 {
6722 if (window == potential_parent)
6723 return true;
6724 if (window == window_root) // end of chain
6725 return false;
6726 window = window->ParentWindow;
6727 }
6728 return false;
6729 }
6730
IsWindowAbove(ImGuiWindow * potential_above,ImGuiWindow * potential_below)6731 bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
6732 {
6733 ImGuiContext& g = *GImGui;
6734 for (int i = g.Windows.Size - 1; i >= 0; i--)
6735 {
6736 ImGuiWindow* candidate_window = g.Windows[i];
6737 if (candidate_window == potential_above)
6738 return true;
6739 if (candidate_window == potential_below)
6740 return false;
6741 }
6742 return false;
6743 }
6744
IsWindowHovered(ImGuiHoveredFlags flags)6745 bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
6746 {
6747 IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0); // Flags not supported by this function
6748 ImGuiContext& g = *GImGui;
6749 ImGuiWindow* ref_window = g.HoveredWindow;
6750 ImGuiWindow* cur_window = g.CurrentWindow;
6751 if (ref_window == NULL)
6752 return false;
6753
6754 if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
6755 {
6756 IM_ASSERT(cur_window); // Not inside a Begin()/End()
6757 const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
6758 if (flags & ImGuiHoveredFlags_RootWindow)
6759 cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
6760
6761 bool result;
6762 if (flags & ImGuiHoveredFlags_ChildWindows)
6763 result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
6764 else
6765 result = (ref_window == cur_window);
6766 if (!result)
6767 return false;
6768 }
6769
6770 if (!IsWindowContentHoverable(ref_window, flags))
6771 return false;
6772 if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
6773 if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
6774 return false;
6775 return true;
6776 }
6777
IsWindowFocused(ImGuiFocusedFlags flags)6778 bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
6779 {
6780 ImGuiContext& g = *GImGui;
6781 ImGuiWindow* ref_window = g.NavWindow;
6782 ImGuiWindow* cur_window = g.CurrentWindow;
6783
6784 if (ref_window == NULL)
6785 return false;
6786 if (flags & ImGuiFocusedFlags_AnyWindow)
6787 return true;
6788 IM_ASSERT(cur_window); // Not inside a Begin()/End()
6789
6790 const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
6791 if (flags & ImGuiHoveredFlags_RootWindow)
6792 cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
6793
6794 if (flags & ImGuiHoveredFlags_ChildWindows)
6795 return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
6796 else
6797 return (ref_window == cur_window);
6798 }
6799
6800 // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
6801 // Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
6802 // If you want a window to never be focused, you may use the e.g. NoInputs flag.
IsWindowNavFocusable(ImGuiWindow * window)6803 bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
6804 {
6805 return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
6806 }
6807
GetWindowWidth()6808 float ImGui::GetWindowWidth()
6809 {
6810 ImGuiWindow* window = GImGui->CurrentWindow;
6811 return window->Size.x;
6812 }
6813
GetWindowHeight()6814 float ImGui::GetWindowHeight()
6815 {
6816 ImGuiWindow* window = GImGui->CurrentWindow;
6817 return window->Size.y;
6818 }
6819
GetWindowPos()6820 ImVec2 ImGui::GetWindowPos()
6821 {
6822 ImGuiContext& g = *GImGui;
6823 ImGuiWindow* window = g.CurrentWindow;
6824 return window->Pos;
6825 }
6826
SetWindowPos(ImGuiWindow * window,const ImVec2 & pos,ImGuiCond cond)6827 void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
6828 {
6829 // Test condition (NB: bit 0 is always true) and clear flags for next time
6830 if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
6831 return;
6832
6833 IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
6834 window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6835 window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
6836
6837 // Set
6838 const ImVec2 old_pos = window->Pos;
6839 window->Pos = ImFloor(pos);
6840 ImVec2 offset = window->Pos - old_pos;
6841 window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
6842 window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
6843 window->DC.IdealMaxPos += offset;
6844 window->DC.CursorStartPos += offset;
6845 }
6846
SetWindowPos(const ImVec2 & pos,ImGuiCond cond)6847 void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
6848 {
6849 ImGuiWindow* window = GetCurrentWindowRead();
6850 SetWindowPos(window, pos, cond);
6851 }
6852
SetWindowPos(const char * name,const ImVec2 & pos,ImGuiCond cond)6853 void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
6854 {
6855 if (ImGuiWindow* window = FindWindowByName(name))
6856 SetWindowPos(window, pos, cond);
6857 }
6858
GetWindowSize()6859 ImVec2 ImGui::GetWindowSize()
6860 {
6861 ImGuiWindow* window = GetCurrentWindowRead();
6862 return window->Size;
6863 }
6864
SetWindowSize(ImGuiWindow * window,const ImVec2 & size,ImGuiCond cond)6865 void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
6866 {
6867 // Test condition (NB: bit 0 is always true) and clear flags for next time
6868 if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
6869 return;
6870
6871 IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
6872 window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6873
6874 // Set
6875 if (size.x > 0.0f)
6876 {
6877 window->AutoFitFramesX = 0;
6878 window->SizeFull.x = IM_FLOOR(size.x);
6879 }
6880 else
6881 {
6882 window->AutoFitFramesX = 2;
6883 window->AutoFitOnlyGrows = false;
6884 }
6885 if (size.y > 0.0f)
6886 {
6887 window->AutoFitFramesY = 0;
6888 window->SizeFull.y = IM_FLOOR(size.y);
6889 }
6890 else
6891 {
6892 window->AutoFitFramesY = 2;
6893 window->AutoFitOnlyGrows = false;
6894 }
6895 }
6896
SetWindowSize(const ImVec2 & size,ImGuiCond cond)6897 void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
6898 {
6899 SetWindowSize(GImGui->CurrentWindow, size, cond);
6900 }
6901
SetWindowSize(const char * name,const ImVec2 & size,ImGuiCond cond)6902 void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
6903 {
6904 if (ImGuiWindow* window = FindWindowByName(name))
6905 SetWindowSize(window, size, cond);
6906 }
6907
SetWindowCollapsed(ImGuiWindow * window,bool collapsed,ImGuiCond cond)6908 void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
6909 {
6910 // Test condition (NB: bit 0 is always true) and clear flags for next time
6911 if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
6912 return;
6913 window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6914
6915 // Set
6916 window->Collapsed = collapsed;
6917 }
6918
SetWindowHitTestHole(ImGuiWindow * window,const ImVec2 & pos,const ImVec2 & size)6919 void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
6920 {
6921 IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters
6922 window->HitTestHoleSize = ImVec2ih(size);
6923 window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
6924 }
6925
SetWindowCollapsed(bool collapsed,ImGuiCond cond)6926 void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
6927 {
6928 SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
6929 }
6930
IsWindowCollapsed()6931 bool ImGui::IsWindowCollapsed()
6932 {
6933 ImGuiWindow* window = GetCurrentWindowRead();
6934 return window->Collapsed;
6935 }
6936
IsWindowAppearing()6937 bool ImGui::IsWindowAppearing()
6938 {
6939 ImGuiWindow* window = GetCurrentWindowRead();
6940 return window->Appearing;
6941 }
6942
SetWindowCollapsed(const char * name,bool collapsed,ImGuiCond cond)6943 void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
6944 {
6945 if (ImGuiWindow* window = FindWindowByName(name))
6946 SetWindowCollapsed(window, collapsed, cond);
6947 }
6948
SetWindowFocus()6949 void ImGui::SetWindowFocus()
6950 {
6951 FocusWindow(GImGui->CurrentWindow);
6952 }
6953
SetWindowFocus(const char * name)6954 void ImGui::SetWindowFocus(const char* name)
6955 {
6956 if (name)
6957 {
6958 if (ImGuiWindow* window = FindWindowByName(name))
6959 FocusWindow(window);
6960 }
6961 else
6962 {
6963 FocusWindow(NULL);
6964 }
6965 }
6966
SetNextWindowPos(const ImVec2 & pos,ImGuiCond cond,const ImVec2 & pivot)6967 void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
6968 {
6969 ImGuiContext& g = *GImGui;
6970 IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
6971 g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
6972 g.NextWindowData.PosVal = pos;
6973 g.NextWindowData.PosPivotVal = pivot;
6974 g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
6975 }
6976
SetNextWindowSize(const ImVec2 & size,ImGuiCond cond)6977 void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
6978 {
6979 ImGuiContext& g = *GImGui;
6980 IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
6981 g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
6982 g.NextWindowData.SizeVal = size;
6983 g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
6984 }
6985
SetNextWindowSizeConstraints(const ImVec2 & size_min,const ImVec2 & size_max,ImGuiSizeCallback custom_callback,void * custom_callback_user_data)6986 void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
6987 {
6988 ImGuiContext& g = *GImGui;
6989 g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
6990 g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
6991 g.NextWindowData.SizeCallback = custom_callback;
6992 g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
6993 }
6994
6995 // Content size = inner scrollable rectangle, padded with WindowPadding.
6996 // SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
SetNextWindowContentSize(const ImVec2 & size)6997 void ImGui::SetNextWindowContentSize(const ImVec2& size)
6998 {
6999 ImGuiContext& g = *GImGui;
7000 g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
7001 g.NextWindowData.ContentSizeVal = ImFloor(size);
7002 }
7003
SetNextWindowScroll(const ImVec2 & scroll)7004 void ImGui::SetNextWindowScroll(const ImVec2& scroll)
7005 {
7006 ImGuiContext& g = *GImGui;
7007 g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
7008 g.NextWindowData.ScrollVal = scroll;
7009 }
7010
SetNextWindowCollapsed(bool collapsed,ImGuiCond cond)7011 void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
7012 {
7013 ImGuiContext& g = *GImGui;
7014 IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7015 g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
7016 g.NextWindowData.CollapsedVal = collapsed;
7017 g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
7018 }
7019
SetNextWindowFocus()7020 void ImGui::SetNextWindowFocus()
7021 {
7022 ImGuiContext& g = *GImGui;
7023 g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
7024 }
7025
SetNextWindowBgAlpha(float alpha)7026 void ImGui::SetNextWindowBgAlpha(float alpha)
7027 {
7028 ImGuiContext& g = *GImGui;
7029 g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
7030 g.NextWindowData.BgAlphaVal = alpha;
7031 }
7032
GetWindowDrawList()7033 ImDrawList* ImGui::GetWindowDrawList()
7034 {
7035 ImGuiWindow* window = GetCurrentWindow();
7036 return window->DrawList;
7037 }
7038
GetFont()7039 ImFont* ImGui::GetFont()
7040 {
7041 return GImGui->Font;
7042 }
7043
GetFontSize()7044 float ImGui::GetFontSize()
7045 {
7046 return GImGui->FontSize;
7047 }
7048
GetFontTexUvWhitePixel()7049 ImVec2 ImGui::GetFontTexUvWhitePixel()
7050 {
7051 return GImGui->DrawListSharedData.TexUvWhitePixel;
7052 }
7053
SetWindowFontScale(float scale)7054 void ImGui::SetWindowFontScale(float scale)
7055 {
7056 IM_ASSERT(scale > 0.0f);
7057 ImGuiContext& g = *GImGui;
7058 ImGuiWindow* window = GetCurrentWindow();
7059 window->FontWindowScale = scale;
7060 g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
7061 }
7062
ActivateItem(ImGuiID id)7063 void ImGui::ActivateItem(ImGuiID id)
7064 {
7065 ImGuiContext& g = *GImGui;
7066 g.NavNextActivateId = id;
7067 g.NavNextActivateFlags = ImGuiActivateFlags_None;
7068 }
7069
PushFocusScope(ImGuiID id)7070 void ImGui::PushFocusScope(ImGuiID id)
7071 {
7072 ImGuiContext& g = *GImGui;
7073 ImGuiWindow* window = g.CurrentWindow;
7074 g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent);
7075 window->DC.NavFocusScopeIdCurrent = id;
7076 }
7077
PopFocusScope()7078 void ImGui::PopFocusScope()
7079 {
7080 ImGuiContext& g = *GImGui;
7081 ImGuiWindow* window = g.CurrentWindow;
7082 IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
7083 window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back();
7084 g.FocusScopeStack.pop_back();
7085 }
7086
SetKeyboardFocusHere(int offset)7087 void ImGui::SetKeyboardFocusHere(int offset)
7088 {
7089 ImGuiContext& g = *GImGui;
7090 ImGuiWindow* window = g.CurrentWindow;
7091 IM_ASSERT(offset >= -1); // -1 is allowed but not below
7092 g.NavWindow = window;
7093 ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
7094 NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_None, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
7095 if (offset == -1)
7096 NavMoveRequestResolveWithLastItem();
7097 else
7098 g.NavTabbingInputableRemaining = offset + 1;
7099 }
7100
SetItemDefaultFocus()7101 void ImGui::SetItemDefaultFocus()
7102 {
7103 ImGuiContext& g = *GImGui;
7104 ImGuiWindow* window = g.CurrentWindow;
7105 if (!window->Appearing)
7106 return;
7107 if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent)
7108 return;
7109
7110 g.NavInitRequest = false;
7111 g.NavInitResultId = g.LastItemData.ID;
7112 g.NavInitResultRectRel = ImRect(g.LastItemData.Rect.Min - window->Pos, g.LastItemData.Rect.Max - window->Pos);
7113 NavUpdateAnyRequestFlag();
7114
7115 // Scroll could be done in NavInitRequestApplyResult() via a opt-in flag (we however don't want regular init requests to scroll)
7116 if (!IsItemVisible())
7117 ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
7118 }
7119
SetStateStorage(ImGuiStorage * tree)7120 void ImGui::SetStateStorage(ImGuiStorage* tree)
7121 {
7122 ImGuiWindow* window = GImGui->CurrentWindow;
7123 window->DC.StateStorage = tree ? tree : &window->StateStorage;
7124 }
7125
GetStateStorage()7126 ImGuiStorage* ImGui::GetStateStorage()
7127 {
7128 ImGuiWindow* window = GImGui->CurrentWindow;
7129 return window->DC.StateStorage;
7130 }
7131
PushID(const char * str_id)7132 void ImGui::PushID(const char* str_id)
7133 {
7134 ImGuiContext& g = *GImGui;
7135 ImGuiWindow* window = g.CurrentWindow;
7136 ImGuiID id = window->GetIDNoKeepAlive(str_id);
7137 window->IDStack.push_back(id);
7138 }
7139
PushID(const char * str_id_begin,const char * str_id_end)7140 void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
7141 {
7142 ImGuiContext& g = *GImGui;
7143 ImGuiWindow* window = g.CurrentWindow;
7144 ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end);
7145 window->IDStack.push_back(id);
7146 }
7147
PushID(const void * ptr_id)7148 void ImGui::PushID(const void* ptr_id)
7149 {
7150 ImGuiContext& g = *GImGui;
7151 ImGuiWindow* window = g.CurrentWindow;
7152 ImGuiID id = window->GetIDNoKeepAlive(ptr_id);
7153 window->IDStack.push_back(id);
7154 }
7155
PushID(int int_id)7156 void ImGui::PushID(int int_id)
7157 {
7158 ImGuiContext& g = *GImGui;
7159 ImGuiWindow* window = g.CurrentWindow;
7160 ImGuiID id = window->GetIDNoKeepAlive(int_id);
7161 window->IDStack.push_back(id);
7162 }
7163
7164 // Push a given id value ignoring the ID stack as a seed.
PushOverrideID(ImGuiID id)7165 void ImGui::PushOverrideID(ImGuiID id)
7166 {
7167 ImGuiContext& g = *GImGui;
7168 ImGuiWindow* window = g.CurrentWindow;
7169 if (g.DebugHookIdInfo == id)
7170 DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
7171 window->IDStack.push_back(id);
7172 }
7173
7174 // Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
7175 // (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level.
7176 // for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
GetIDWithSeed(const char * str,const char * str_end,ImGuiID seed)7177 ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
7178 {
7179 ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
7180 KeepAliveID(id);
7181 ImGuiContext& g = *GImGui;
7182 if (g.DebugHookIdInfo == id)
7183 DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
7184 return id;
7185 }
7186
PopID()7187 void ImGui::PopID()
7188 {
7189 ImGuiWindow* window = GImGui->CurrentWindow;
7190 IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
7191 window->IDStack.pop_back();
7192 }
7193
GetID(const char * str_id)7194 ImGuiID ImGui::GetID(const char* str_id)
7195 {
7196 ImGuiWindow* window = GImGui->CurrentWindow;
7197 return window->GetID(str_id);
7198 }
7199
GetID(const char * str_id_begin,const char * str_id_end)7200 ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
7201 {
7202 ImGuiWindow* window = GImGui->CurrentWindow;
7203 return window->GetID(str_id_begin, str_id_end);
7204 }
7205
GetID(const void * ptr_id)7206 ImGuiID ImGui::GetID(const void* ptr_id)
7207 {
7208 ImGuiWindow* window = GImGui->CurrentWindow;
7209 return window->GetID(ptr_id);
7210 }
7211
IsRectVisible(const ImVec2 & size)7212 bool ImGui::IsRectVisible(const ImVec2& size)
7213 {
7214 ImGuiWindow* window = GImGui->CurrentWindow;
7215 return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
7216 }
7217
IsRectVisible(const ImVec2 & rect_min,const ImVec2 & rect_max)7218 bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
7219 {
7220 ImGuiWindow* window = GImGui->CurrentWindow;
7221 return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
7222 }
7223
7224
7225 //-----------------------------------------------------------------------------
7226 // [SECTION] ERROR CHECKING
7227 //-----------------------------------------------------------------------------
7228
7229 // Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
7230 // Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
7231 // If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code
7232 // may see different structures than what imgui.cpp sees, which is problematic.
7233 // We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear 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,size_t sz_idx)7234 bool 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, size_t sz_idx)
7235 {
7236 bool error = false;
7237 if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
7238 if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
7239 if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
7240 if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
7241 if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
7242 if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
7243 if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
7244 return !error;
7245 }
7246
ErrorCheckNewFrameSanityChecks()7247 static void ImGui::ErrorCheckNewFrameSanityChecks()
7248 {
7249 ImGuiContext& g = *GImGui;
7250
7251 // Check user IM_ASSERT macro
7252 // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
7253 // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
7254 // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
7255 // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong!
7256 // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct!
7257 if (true) IM_ASSERT(1); else IM_ASSERT(0);
7258
7259 // Check user data
7260 // (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)
7261 IM_ASSERT(g.Initialized);
7262 IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
7263 IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
7264 IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
7265 IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
7266 IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
7267 IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
7268 IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
7269 IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
7270 IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
7271 for (int n = 0; n < ImGuiKey_COUNT; n++)
7272 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)");
7273
7274 // 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 added in 1.60 WIP)
7275 if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
7276 IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
7277
7278 // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
7279 if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
7280 g.IO.ConfigWindowsResizeFromEdges = false;
7281 }
7282
ErrorCheckEndFrameSanityChecks()7283 static void ImGui::ErrorCheckEndFrameSanityChecks()
7284 {
7285 ImGuiContext& g = *GImGui;
7286
7287 // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
7288 // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
7289 // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
7290 // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
7291 // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
7292 // while still correctly asserting on mid-frame key press events.
7293 const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags();
7294 IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
7295 IM_UNUSED(key_mod_flags);
7296
7297 // Recover from errors
7298 //ErrorCheckEndFrameRecover();
7299
7300 // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
7301 // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
7302 if (g.CurrentWindowStack.Size != 1)
7303 {
7304 if (g.CurrentWindowStack.Size > 1)
7305 {
7306 IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
7307 while (g.CurrentWindowStack.Size > 1)
7308 End();
7309 }
7310 else
7311 {
7312 IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
7313 }
7314 }
7315
7316 IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
7317 }
7318
7319 // Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
7320 // Must be called during or before EndFrame().
7321 // This is generally flawed as we are not necessarily End/Popping things in the right order.
7322 // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
7323 // FIXME: Can't recover from interleaved BeginTabBar/Begin
ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback,void * user_data)7324 void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
7325 {
7326 // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
7327 ImGuiContext& g = *GImGui;
7328 while (g.CurrentWindowStack.Size > 0) //-V1044
7329 {
7330 ErrorCheckEndWindowRecover(log_callback, user_data);
7331 ImGuiWindow* window = g.CurrentWindow;
7332 if (g.CurrentWindowStack.Size == 1)
7333 {
7334 IM_ASSERT(window->IsFallbackWindow);
7335 break;
7336 }
7337 IM_ASSERT(window == g.CurrentWindow);
7338 if (window->Flags & ImGuiWindowFlags_ChildWindow)
7339 {
7340 if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
7341 EndChild();
7342 }
7343 else
7344 {
7345 if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
7346 End();
7347 }
7348 }
7349 }
7350
7351 // Must be called before End()/EndChild()
ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback,void * user_data)7352 void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
7353 {
7354 ImGuiContext& g = *GImGui;
7355 while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
7356 {
7357 if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
7358 EndTable();
7359 }
7360
7361 ImGuiWindow* window = g.CurrentWindow;
7362 ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
7363 IM_ASSERT(window != NULL);
7364 while (g.CurrentTabBar != NULL) //-V1044
7365 {
7366 if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
7367 EndTabBar();
7368 }
7369 while (window->DC.TreeDepth > 0)
7370 {
7371 if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
7372 TreePop();
7373 }
7374 while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
7375 {
7376 if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
7377 EndGroup();
7378 }
7379 while (window->IDStack.Size > 1)
7380 {
7381 if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
7382 PopID();
7383 }
7384 while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
7385 {
7386 if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
7387 EndDisabled();
7388 }
7389 while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
7390 {
7391 if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
7392 PopStyleColor();
7393 }
7394 while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
7395 {
7396 if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
7397 PopItemFlag();
7398 }
7399 while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
7400 {
7401 if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
7402 PopStyleVar();
7403 }
7404 while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack) //-V1044
7405 {
7406 if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
7407 PopFocusScope();
7408 }
7409 }
7410
7411 // Save current stack sizes for later compare
SetToCurrentState()7412 void ImGuiStackSizes::SetToCurrentState()
7413 {
7414 ImGuiContext& g = *GImGui;
7415 ImGuiWindow* window = g.CurrentWindow;
7416 SizeOfIDStack = (short)window->IDStack.Size;
7417 SizeOfColorStack = (short)g.ColorStack.Size;
7418 SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
7419 SizeOfFontStack = (short)g.FontStack.Size;
7420 SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
7421 SizeOfGroupStack = (short)g.GroupStack.Size;
7422 SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
7423 SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
7424 SizeOfDisabledStack = (short)g.DisabledStackSize;
7425 }
7426
7427 // Compare to detect usage errors
CompareWithCurrentState()7428 void ImGuiStackSizes::CompareWithCurrentState()
7429 {
7430 ImGuiContext& g = *GImGui;
7431 ImGuiWindow* window = g.CurrentWindow;
7432 IM_UNUSED(window);
7433
7434 // Window stacks
7435 // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
7436 IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!");
7437
7438 // Global stacks
7439 // 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.
7440 IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!");
7441 IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
7442 IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!");
7443 IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!");
7444 IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!");
7445 IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!");
7446 IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!");
7447 IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!");
7448 }
7449
7450
7451 //-----------------------------------------------------------------------------
7452 // [SECTION] LAYOUT
7453 //-----------------------------------------------------------------------------
7454 // - ItemSize()
7455 // - ItemAdd()
7456 // - SameLine()
7457 // - GetCursorScreenPos()
7458 // - SetCursorScreenPos()
7459 // - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
7460 // - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
7461 // - GetCursorStartPos()
7462 // - Indent()
7463 // - Unindent()
7464 // - SetNextItemWidth()
7465 // - PushItemWidth()
7466 // - PushMultiItemsWidths()
7467 // - PopItemWidth()
7468 // - CalcItemWidth()
7469 // - CalcItemSize()
7470 // - GetTextLineHeight()
7471 // - GetTextLineHeightWithSpacing()
7472 // - GetFrameHeight()
7473 // - GetFrameHeightWithSpacing()
7474 // - GetContentRegionMax()
7475 // - GetContentRegionMaxAbs() [Internal]
7476 // - GetContentRegionAvail(),
7477 // - GetWindowContentRegionMin(), GetWindowContentRegionMax()
7478 // - BeginGroup()
7479 // - EndGroup()
7480 // Also see in imgui_widgets: tab bars, columns.
7481 //-----------------------------------------------------------------------------
7482
7483 // Advance cursor given item size for layout.
7484 // Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
7485 // See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
ItemSize(const ImVec2 & size,float text_baseline_y)7486 void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
7487 {
7488 ImGuiContext& g = *GImGui;
7489 ImGuiWindow* window = g.CurrentWindow;
7490 if (window->SkipItems)
7491 return;
7492
7493 // We increase the height in this function to accommodate for baseline offset.
7494 // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
7495 // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
7496 const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
7497 const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y);
7498
7499 // Always align ourselves on pixel boundaries
7500 //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]
7501 window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
7502 window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y;
7503 window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
7504 window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line
7505 window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
7506 window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
7507 //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
7508
7509 window->DC.PrevLineSize.y = line_height;
7510 window->DC.CurrLineSize.y = 0.0f;
7511 window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
7512 window->DC.CurrLineTextBaseOffset = 0.0f;
7513
7514 // Horizontal layout mode
7515 if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
7516 SameLine();
7517 }
7518
ItemSize(const ImRect & bb,float text_baseline_y)7519 void ImGui::ItemSize(const ImRect& bb, float text_baseline_y)
7520 {
7521 ItemSize(bb.GetSize(), text_baseline_y);
7522 }
7523
7524 // Declare item bounding box for clipping and interaction.
7525 // Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
7526 // declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
ItemAdd(const ImRect & bb,ImGuiID id,const ImRect * nav_bb_arg,ImGuiItemFlags extra_flags)7527 bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
7528 {
7529 ImGuiContext& g = *GImGui;
7530 ImGuiWindow* window = g.CurrentWindow;
7531
7532 // Set item data
7533 // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
7534 g.LastItemData.ID = id;
7535 g.LastItemData.Rect = bb;
7536 g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
7537 g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags;
7538 g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
7539
7540 // Directional navigation processing
7541 if (id != 0)
7542 {
7543 // Runs prior to clipping early-out
7544 // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
7545 // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
7546 // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
7547 // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
7548 // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
7549 // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
7550 // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
7551 // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
7552 window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
7553 if (g.NavId == id || g.NavAnyRequest)
7554 if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
7555 if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
7556 NavProcessItem();
7557
7558 // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd()
7559 #ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
7560 if (id == g.DebugItemPickerBreakId)
7561 {
7562 IM_DEBUG_BREAK();
7563 g.DebugItemPickerBreakId = 0;
7564 }
7565 #endif
7566 }
7567 g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
7568
7569 #ifdef IMGUI_ENABLE_TEST_ENGINE
7570 if (id != 0)
7571 IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id);
7572 #endif
7573
7574 // Clipping test
7575 const bool is_clipped = IsClippedEx(bb, id);
7576 if (is_clipped)
7577 return false;
7578 //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
7579
7580 // [WIP] Tab stop handling (previously was using internal FocusableItemRegister() api)
7581 // FIXME-NAV: We would now want to move this before the clipping test, but this would require being able to scroll and currently this would mean an extra frame. (#4079, #343)
7582 if (extra_flags & ImGuiItemFlags_Inputable)
7583 ItemInputable(window, id);
7584
7585 // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
7586 if (IsMouseHoveringRect(bb.Min, bb.Max))
7587 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
7588 return true;
7589 }
7590
7591 // Gets back to previous line and continue with horizontal layout
7592 // offset_from_start_x == 0 : follow right after previous item
7593 // offset_from_start_x != 0 : align to specified x position (relative to window/group left)
7594 // spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0
7595 // spacing_w >= 0 : enforce spacing amount
SameLine(float offset_from_start_x,float spacing_w)7596 void ImGui::SameLine(float offset_from_start_x, float spacing_w)
7597 {
7598 ImGuiWindow* window = GetCurrentWindow();
7599 if (window->SkipItems)
7600 return;
7601
7602 ImGuiContext& g = *GImGui;
7603 if (offset_from_start_x != 0.0f)
7604 {
7605 if (spacing_w < 0.0f) spacing_w = 0.0f;
7606 window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
7607 window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
7608 }
7609 else
7610 {
7611 if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
7612 window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
7613 window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
7614 }
7615 window->DC.CurrLineSize = window->DC.PrevLineSize;
7616 window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
7617 }
7618
GetCursorScreenPos()7619 ImVec2 ImGui::GetCursorScreenPos()
7620 {
7621 ImGuiWindow* window = GetCurrentWindowRead();
7622 return window->DC.CursorPos;
7623 }
7624
SetCursorScreenPos(const ImVec2 & pos)7625 void ImGui::SetCursorScreenPos(const ImVec2& pos)
7626 {
7627 ImGuiWindow* window = GetCurrentWindow();
7628 window->DC.CursorPos = pos;
7629 window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
7630 }
7631
7632 // User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
7633 // 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'.
GetCursorPos()7634 ImVec2 ImGui::GetCursorPos()
7635 {
7636 ImGuiWindow* window = GetCurrentWindowRead();
7637 return window->DC.CursorPos - window->Pos + window->Scroll;
7638 }
7639
GetCursorPosX()7640 float ImGui::GetCursorPosX()
7641 {
7642 ImGuiWindow* window = GetCurrentWindowRead();
7643 return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
7644 }
7645
GetCursorPosY()7646 float ImGui::GetCursorPosY()
7647 {
7648 ImGuiWindow* window = GetCurrentWindowRead();
7649 return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
7650 }
7651
SetCursorPos(const ImVec2 & local_pos)7652 void ImGui::SetCursorPos(const ImVec2& local_pos)
7653 {
7654 ImGuiWindow* window = GetCurrentWindow();
7655 window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
7656 window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
7657 }
7658
SetCursorPosX(float x)7659 void ImGui::SetCursorPosX(float x)
7660 {
7661 ImGuiWindow* window = GetCurrentWindow();
7662 window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
7663 window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
7664 }
7665
SetCursorPosY(float y)7666 void ImGui::SetCursorPosY(float y)
7667 {
7668 ImGuiWindow* window = GetCurrentWindow();
7669 window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
7670 window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
7671 }
7672
GetCursorStartPos()7673 ImVec2 ImGui::GetCursorStartPos()
7674 {
7675 ImGuiWindow* window = GetCurrentWindowRead();
7676 return window->DC.CursorStartPos - window->Pos;
7677 }
7678
Indent(float indent_w)7679 void ImGui::Indent(float indent_w)
7680 {
7681 ImGuiContext& g = *GImGui;
7682 ImGuiWindow* window = GetCurrentWindow();
7683 window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
7684 window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
7685 }
7686
Unindent(float indent_w)7687 void ImGui::Unindent(float indent_w)
7688 {
7689 ImGuiContext& g = *GImGui;
7690 ImGuiWindow* window = GetCurrentWindow();
7691 window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
7692 window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
7693 }
7694
7695 // Affect large frame+labels widgets only.
SetNextItemWidth(float item_width)7696 void ImGui::SetNextItemWidth(float item_width)
7697 {
7698 ImGuiContext& g = *GImGui;
7699 g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
7700 g.NextItemData.Width = item_width;
7701 }
7702
7703 // FIXME: Remove the == 0.0f behavior?
PushItemWidth(float item_width)7704 void ImGui::PushItemWidth(float item_width)
7705 {
7706 ImGuiContext& g = *GImGui;
7707 ImGuiWindow* window = g.CurrentWindow;
7708 window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
7709 window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
7710 g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
7711 }
7712
PushMultiItemsWidths(int components,float w_full)7713 void ImGui::PushMultiItemsWidths(int components, float w_full)
7714 {
7715 ImGuiContext& g = *GImGui;
7716 ImGuiWindow* window = g.CurrentWindow;
7717 const ImGuiStyle& style = g.Style;
7718 const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
7719 const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
7720 window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
7721 window->DC.ItemWidthStack.push_back(w_item_last);
7722 for (int i = 0; i < components - 2; i++)
7723 window->DC.ItemWidthStack.push_back(w_item_one);
7724 window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
7725 g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
7726 }
7727
PopItemWidth()7728 void ImGui::PopItemWidth()
7729 {
7730 ImGuiWindow* window = GetCurrentWindow();
7731 window->DC.ItemWidth = window->DC.ItemWidthStack.back();
7732 window->DC.ItemWidthStack.pop_back();
7733 }
7734
7735 // Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
7736 // The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
CalcItemWidth()7737 float ImGui::CalcItemWidth()
7738 {
7739 ImGuiContext& g = *GImGui;
7740 ImGuiWindow* window = g.CurrentWindow;
7741 float w;
7742 if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
7743 w = g.NextItemData.Width;
7744 else
7745 w = window->DC.ItemWidth;
7746 if (w < 0.0f)
7747 {
7748 float region_max_x = GetContentRegionMaxAbs().x;
7749 w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
7750 }
7751 w = IM_FLOOR(w);
7752 return w;
7753 }
7754
7755 // [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
7756 // Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
7757 // Note that only CalcItemWidth() is publicly exposed.
7758 // The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
CalcItemSize(ImVec2 size,float default_w,float default_h)7759 ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
7760 {
7761 ImGuiWindow* window = GImGui->CurrentWindow;
7762
7763 ImVec2 region_max;
7764 if (size.x < 0.0f || size.y < 0.0f)
7765 region_max = GetContentRegionMaxAbs();
7766
7767 if (size.x == 0.0f)
7768 size.x = default_w;
7769 else if (size.x < 0.0f)
7770 size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
7771
7772 if (size.y == 0.0f)
7773 size.y = default_h;
7774 else if (size.y < 0.0f)
7775 size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
7776
7777 return size;
7778 }
7779
GetTextLineHeight()7780 float ImGui::GetTextLineHeight()
7781 {
7782 ImGuiContext& g = *GImGui;
7783 return g.FontSize;
7784 }
7785
GetTextLineHeightWithSpacing()7786 float ImGui::GetTextLineHeightWithSpacing()
7787 {
7788 ImGuiContext& g = *GImGui;
7789 return g.FontSize + g.Style.ItemSpacing.y;
7790 }
7791
GetFrameHeight()7792 float ImGui::GetFrameHeight()
7793 {
7794 ImGuiContext& g = *GImGui;
7795 return g.FontSize + g.Style.FramePadding.y * 2.0f;
7796 }
7797
GetFrameHeightWithSpacing()7798 float ImGui::GetFrameHeightWithSpacing()
7799 {
7800 ImGuiContext& g = *GImGui;
7801 return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
7802 }
7803
7804 // FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
7805
7806 // FIXME: This is in window space (not screen space!).
GetContentRegionMax()7807 ImVec2 ImGui::GetContentRegionMax()
7808 {
7809 ImGuiContext& g = *GImGui;
7810 ImGuiWindow* window = g.CurrentWindow;
7811 ImVec2 mx = window->ContentRegionRect.Max - window->Pos;
7812 if (window->DC.CurrentColumns || g.CurrentTable)
7813 mx.x = window->WorkRect.Max.x - window->Pos.x;
7814 return mx;
7815 }
7816
7817 // [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
GetContentRegionMaxAbs()7818 ImVec2 ImGui::GetContentRegionMaxAbs()
7819 {
7820 ImGuiContext& g = *GImGui;
7821 ImGuiWindow* window = g.CurrentWindow;
7822 ImVec2 mx = window->ContentRegionRect.Max;
7823 if (window->DC.CurrentColumns || g.CurrentTable)
7824 mx.x = window->WorkRect.Max.x;
7825 return mx;
7826 }
7827
GetContentRegionAvail()7828 ImVec2 ImGui::GetContentRegionAvail()
7829 {
7830 ImGuiWindow* window = GImGui->CurrentWindow;
7831 return GetContentRegionMaxAbs() - window->DC.CursorPos;
7832 }
7833
7834 // In window space (not screen space!)
GetWindowContentRegionMin()7835 ImVec2 ImGui::GetWindowContentRegionMin()
7836 {
7837 ImGuiWindow* window = GImGui->CurrentWindow;
7838 return window->ContentRegionRect.Min - window->Pos;
7839 }
7840
GetWindowContentRegionMax()7841 ImVec2 ImGui::GetWindowContentRegionMax()
7842 {
7843 ImGuiWindow* window = GImGui->CurrentWindow;
7844 return window->ContentRegionRect.Max - window->Pos;
7845 }
7846
7847 // 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.)
7848 // Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
7849 // FIXME-OPT: Could we safely early out on ->SkipItems?
BeginGroup()7850 void ImGui::BeginGroup()
7851 {
7852 ImGuiContext& g = *GImGui;
7853 ImGuiWindow* window = g.CurrentWindow;
7854
7855 g.GroupStack.resize(g.GroupStack.Size + 1);
7856 ImGuiGroupData& group_data = g.GroupStack.back();
7857 group_data.WindowID = window->ID;
7858 group_data.BackupCursorPos = window->DC.CursorPos;
7859 group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
7860 group_data.BackupIndent = window->DC.Indent;
7861 group_data.BackupGroupOffset = window->DC.GroupOffset;
7862 group_data.BackupCurrLineSize = window->DC.CurrLineSize;
7863 group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
7864 group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
7865 group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
7866 group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
7867 group_data.EmitItem = true;
7868
7869 window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
7870 window->DC.Indent = window->DC.GroupOffset;
7871 window->DC.CursorMaxPos = window->DC.CursorPos;
7872 window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
7873 if (g.LogEnabled)
7874 g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
7875 }
7876
EndGroup()7877 void ImGui::EndGroup()
7878 {
7879 ImGuiContext& g = *GImGui;
7880 ImGuiWindow* window = g.CurrentWindow;
7881 IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
7882
7883 ImGuiGroupData& group_data = g.GroupStack.back();
7884 IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
7885
7886 ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
7887
7888 window->DC.CursorPos = group_data.BackupCursorPos;
7889 window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
7890 window->DC.Indent = group_data.BackupIndent;
7891 window->DC.GroupOffset = group_data.BackupGroupOffset;
7892 window->DC.CurrLineSize = group_data.BackupCurrLineSize;
7893 window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
7894 if (g.LogEnabled)
7895 g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
7896
7897 if (!group_data.EmitItem)
7898 {
7899 g.GroupStack.pop_back();
7900 return;
7901 }
7902
7903 window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
7904 ItemSize(group_bb.GetSize());
7905 ItemAdd(group_bb, 0);
7906
7907 // 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.
7908 // 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.
7909 // Also if you grep for LastItemId you'll notice it is only used in that context.
7910 // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
7911 const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
7912 const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
7913 if (group_contains_curr_active_id)
7914 g.LastItemData.ID = g.ActiveId;
7915 else if (group_contains_prev_active_id)
7916 g.LastItemData.ID = g.ActiveIdPreviousFrame;
7917 g.LastItemData.Rect = group_bb;
7918
7919 // Forward Hovered flag
7920 const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
7921 if (group_contains_curr_hovered_id)
7922 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
7923
7924 // Forward Edited flag
7925 if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
7926 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
7927
7928 // Forward Deactivated flag
7929 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
7930 if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
7931 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
7932
7933 g.GroupStack.pop_back();
7934 //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug]
7935 }
7936
7937
7938 //-----------------------------------------------------------------------------
7939 // [SECTION] SCROLLING
7940 //-----------------------------------------------------------------------------
7941
7942 // Helper to snap on edges when aiming at an item very close to the edge,
7943 // So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
7944 // When we refactor the scrolling API this may be configurable with a flag?
7945 // Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
CalcScrollEdgeSnap(float target,float snap_min,float snap_max,float snap_threshold,float center_ratio)7946 static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
7947 {
7948 if (target <= snap_min + snap_threshold)
7949 return ImLerp(snap_min, target, center_ratio);
7950 if (target >= snap_max - snap_threshold)
7951 return ImLerp(target, snap_max, center_ratio);
7952 return target;
7953 }
7954
CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow * window)7955 static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
7956 {
7957 ImVec2 scroll = window->Scroll;
7958 if (window->ScrollTarget.x < FLT_MAX)
7959 {
7960 float decoration_total_width = window->ScrollbarSizes.x;
7961 float center_x_ratio = window->ScrollTargetCenterRatio.x;
7962 float scroll_target_x = window->ScrollTarget.x;
7963 if (window->ScrollTargetEdgeSnapDist.x > 0.0f)
7964 {
7965 float snap_x_min = 0.0f;
7966 float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width;
7967 scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio);
7968 }
7969 scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width);
7970 }
7971 if (window->ScrollTarget.y < FLT_MAX)
7972 {
7973 float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y;
7974 float center_y_ratio = window->ScrollTargetCenterRatio.y;
7975 float scroll_target_y = window->ScrollTarget.y;
7976 if (window->ScrollTargetEdgeSnapDist.y > 0.0f)
7977 {
7978 float snap_y_min = 0.0f;
7979 float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height;
7980 scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio);
7981 }
7982 scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height);
7983 }
7984 scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f));
7985 scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f));
7986 if (!window->Collapsed && !window->SkipItems)
7987 {
7988 scroll.x = ImMin(scroll.x, window->ScrollMax.x);
7989 scroll.y = ImMin(scroll.y, window->ScrollMax.y);
7990 }
7991 return scroll;
7992 }
7993
ScrollToItem(ImGuiScrollFlags flags)7994 void ImGui::ScrollToItem(ImGuiScrollFlags flags)
7995 {
7996 ImGuiContext& g = *GImGui;
7997 ImGuiWindow* window = g.CurrentWindow;
7998 ScrollToRectEx(window, g.LastItemData.NavRect, flags);
7999 }
8000
ScrollToRect(ImGuiWindow * window,const ImRect & item_rect,ImGuiScrollFlags flags)8001 void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
8002 {
8003 ScrollToRectEx(window, item_rect, flags);
8004 }
8005
8006 // Scroll to keep newly navigated item fully into view
ScrollToRectEx(ImGuiWindow * window,const ImRect & item_rect,ImGuiScrollFlags flags)8007 ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
8008 {
8009 ImGuiContext& g = *GImGui;
8010 ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
8011 //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
8012
8013 // Check that only one behavior is selected per axis
8014 IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
8015 IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
8016
8017 // Defaults
8018 ImGuiScrollFlags in_flags = flags;
8019 if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
8020 flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
8021 if ((flags & ImGuiScrollFlags_MaskY_) == 0)
8022 flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
8023
8024 const bool fully_visible_x = item_rect.Min.x >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x;
8025 const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y;
8026 const bool can_be_fully_visible_x = item_rect.GetWidth() <= window_rect.GetWidth();
8027 const bool can_be_fully_visible_y = item_rect.GetHeight() <= window_rect.GetHeight();
8028
8029 if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
8030 {
8031 if (item_rect.Min.x < window_rect.Min.x || !can_be_fully_visible_x)
8032 SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
8033 else if (item_rect.Max.x >= window_rect.Max.x)
8034 SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
8035 }
8036 else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
8037 {
8038 float target_x = can_be_fully_visible_x ? ImFloor((item_rect.Min.x + item_rect.Max.x - window->InnerRect.GetWidth()) * 0.5f) : item_rect.Min.x;
8039 SetScrollFromPosX(window, target_x - window->Pos.x, 0.0f);
8040 }
8041
8042 if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
8043 {
8044 if (item_rect.Min.y < window_rect.Min.y || !can_be_fully_visible_y)
8045 SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
8046 else if (item_rect.Max.y >= window_rect.Max.y)
8047 SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
8048 }
8049 else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
8050 {
8051 float target_y = can_be_fully_visible_y ? ImFloor((item_rect.Min.y + item_rect.Max.y - window->InnerRect.GetHeight()) * 0.5f) : item_rect.Min.y;
8052 SetScrollFromPosY(window, target_y - window->Pos.y, 0.0f);
8053 }
8054
8055 ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
8056 ImVec2 delta_scroll = next_scroll - window->Scroll;
8057
8058 // Also scroll parent window to keep us into view if necessary
8059 if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
8060 {
8061 // FIXME-SCROLL: May be an option?
8062 if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
8063 in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
8064 if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
8065 in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
8066 delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
8067 }
8068
8069 return delta_scroll;
8070 }
8071
GetScrollX()8072 float ImGui::GetScrollX()
8073 {
8074 ImGuiWindow* window = GImGui->CurrentWindow;
8075 return window->Scroll.x;
8076 }
8077
GetScrollY()8078 float ImGui::GetScrollY()
8079 {
8080 ImGuiWindow* window = GImGui->CurrentWindow;
8081 return window->Scroll.y;
8082 }
8083
GetScrollMaxX()8084 float ImGui::GetScrollMaxX()
8085 {
8086 ImGuiWindow* window = GImGui->CurrentWindow;
8087 return window->ScrollMax.x;
8088 }
8089
GetScrollMaxY()8090 float ImGui::GetScrollMaxY()
8091 {
8092 ImGuiWindow* window = GImGui->CurrentWindow;
8093 return window->ScrollMax.y;
8094 }
8095
SetScrollX(ImGuiWindow * window,float scroll_x)8096 void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
8097 {
8098 window->ScrollTarget.x = scroll_x;
8099 window->ScrollTargetCenterRatio.x = 0.0f;
8100 window->ScrollTargetEdgeSnapDist.x = 0.0f;
8101 }
8102
SetScrollY(ImGuiWindow * window,float scroll_y)8103 void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
8104 {
8105 window->ScrollTarget.y = scroll_y;
8106 window->ScrollTargetCenterRatio.y = 0.0f;
8107 window->ScrollTargetEdgeSnapDist.y = 0.0f;
8108 }
8109
SetScrollX(float scroll_x)8110 void ImGui::SetScrollX(float scroll_x)
8111 {
8112 ImGuiContext& g = *GImGui;
8113 SetScrollX(g.CurrentWindow, scroll_x);
8114 }
8115
SetScrollY(float scroll_y)8116 void ImGui::SetScrollY(float scroll_y)
8117 {
8118 ImGuiContext& g = *GImGui;
8119 SetScrollY(g.CurrentWindow, scroll_y);
8120 }
8121
8122 // Note that a local position will vary depending on initial scroll value,
8123 // This is a little bit confusing so bear with us:
8124 // - local_pos = (absolution_pos - window->Pos)
8125 // - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
8126 // and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
8127 // - They mostly exists because of legacy API.
8128 // Following the rules above, when trying to work with scrolling code, consider that:
8129 // - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
8130 // - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
8131 // We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
SetScrollFromPosX(ImGuiWindow * window,float local_x,float center_x_ratio)8132 void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
8133 {
8134 IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
8135 window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset
8136 window->ScrollTargetCenterRatio.x = center_x_ratio;
8137 window->ScrollTargetEdgeSnapDist.x = 0.0f;
8138 }
8139
SetScrollFromPosY(ImGuiWindow * window,float local_y,float center_y_ratio)8140 void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
8141 {
8142 IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
8143 const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect;
8144 local_y -= decoration_up_height;
8145 window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset
8146 window->ScrollTargetCenterRatio.y = center_y_ratio;
8147 window->ScrollTargetEdgeSnapDist.y = 0.0f;
8148 }
8149
SetScrollFromPosX(float local_x,float center_x_ratio)8150 void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
8151 {
8152 ImGuiContext& g = *GImGui;
8153 SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
8154 }
8155
SetScrollFromPosY(float local_y,float center_y_ratio)8156 void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
8157 {
8158 ImGuiContext& g = *GImGui;
8159 SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
8160 }
8161
8162 // center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
SetScrollHereX(float center_x_ratio)8163 void ImGui::SetScrollHereX(float center_x_ratio)
8164 {
8165 ImGuiContext& g = *GImGui;
8166 ImGuiWindow* window = g.CurrentWindow;
8167 float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
8168 float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
8169 SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
8170
8171 // Tweak: snap on edges when aiming at an item very close to the edge
8172 window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
8173 }
8174
8175 // center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
SetScrollHereY(float center_y_ratio)8176 void ImGui::SetScrollHereY(float center_y_ratio)
8177 {
8178 ImGuiContext& g = *GImGui;
8179 ImGuiWindow* window = g.CurrentWindow;
8180 float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
8181 float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
8182 SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
8183
8184 // Tweak: snap on edges when aiming at an item very close to the edge
8185 window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
8186 }
8187
8188 //-----------------------------------------------------------------------------
8189 // [SECTION] TOOLTIPS
8190 //-----------------------------------------------------------------------------
8191
BeginTooltip()8192 void ImGui::BeginTooltip()
8193 {
8194 BeginTooltipEx(ImGuiWindowFlags_None, ImGuiTooltipFlags_None);
8195 }
8196
BeginTooltipEx(ImGuiWindowFlags extra_flags,ImGuiTooltipFlags tooltip_flags)8197 void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags)
8198 {
8199 ImGuiContext& g = *GImGui;
8200
8201 if (g.DragDropWithinSource || g.DragDropWithinTarget)
8202 {
8203 // 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)
8204 // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
8205 // 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.
8206 //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
8207 ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
8208 SetNextWindowPos(tooltip_pos);
8209 SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
8210 //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
8211 tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip;
8212 }
8213
8214 char window_name[16];
8215 ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
8216 if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip)
8217 if (ImGuiWindow* window = FindWindowByName(window_name))
8218 if (window->Active)
8219 {
8220 // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
8221 window->Hidden = true;
8222 window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary?
8223 ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
8224 }
8225 ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;
8226 Begin(window_name, NULL, flags | extra_flags);
8227 }
8228
EndTooltip()8229 void ImGui::EndTooltip()
8230 {
8231 IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls
8232 End();
8233 }
8234
SetTooltipV(const char * fmt,va_list args)8235 void ImGui::SetTooltipV(const char* fmt, va_list args)
8236 {
8237 BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip);
8238 TextV(fmt, args);
8239 EndTooltip();
8240 }
8241
SetTooltip(const char * fmt,...)8242 void ImGui::SetTooltip(const char* fmt, ...)
8243 {
8244 va_list args;
8245 va_start(args, fmt);
8246 SetTooltipV(fmt, args);
8247 va_end(args);
8248 }
8249
8250 //-----------------------------------------------------------------------------
8251 // [SECTION] POPUPS
8252 //-----------------------------------------------------------------------------
8253
8254 // Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
IsPopupOpen(ImGuiID id,ImGuiPopupFlags popup_flags)8255 bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
8256 {
8257 ImGuiContext& g = *GImGui;
8258 if (popup_flags & ImGuiPopupFlags_AnyPopupId)
8259 {
8260 // Return true if any popup is open at the current BeginPopup() level of the popup stack
8261 // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
8262 IM_ASSERT(id == 0);
8263 if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
8264 return g.OpenPopupStack.Size > 0;
8265 else
8266 return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
8267 }
8268 else
8269 {
8270 if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
8271 {
8272 // Return true if the popup is open anywhere in the popup stack
8273 for (int n = 0; n < g.OpenPopupStack.Size; n++)
8274 if (g.OpenPopupStack[n].PopupId == id)
8275 return true;
8276 return false;
8277 }
8278 else
8279 {
8280 // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
8281 return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
8282 }
8283 }
8284 }
8285
IsPopupOpen(const char * str_id,ImGuiPopupFlags popup_flags)8286 bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
8287 {
8288 ImGuiContext& g = *GImGui;
8289 ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
8290 if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
8291 IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
8292 return IsPopupOpen(id, popup_flags);
8293 }
8294
GetTopMostPopupModal()8295 ImGuiWindow* ImGui::GetTopMostPopupModal()
8296 {
8297 ImGuiContext& g = *GImGui;
8298 for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
8299 if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
8300 if (popup->Flags & ImGuiWindowFlags_Modal)
8301 return popup;
8302 return NULL;
8303 }
8304
OpenPopup(const char * str_id,ImGuiPopupFlags popup_flags)8305 void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
8306 {
8307 ImGuiContext& g = *GImGui;
8308 OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags);
8309 }
8310
OpenPopup(ImGuiID id,ImGuiPopupFlags popup_flags)8311 void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
8312 {
8313 OpenPopupEx(id, popup_flags);
8314 }
8315
8316 // Mark popup as open (toggle toward open state).
8317 // Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
8318 // Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
8319 // One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
OpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags)8320 void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
8321 {
8322 ImGuiContext& g = *GImGui;
8323 ImGuiWindow* parent_window = g.CurrentWindow;
8324 const int current_stack_size = g.BeginPopupStack.Size;
8325
8326 if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
8327 if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId))
8328 return;
8329
8330 ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
8331 popup_ref.PopupId = id;
8332 popup_ref.Window = NULL;
8333 popup_ref.SourceWindow = g.NavWindow;
8334 popup_ref.OpenFrameCount = g.FrameCount;
8335 popup_ref.OpenParentId = parent_window->IDStack.back();
8336 popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
8337 popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
8338
8339 IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id);
8340 if (g.OpenPopupStack.Size < current_stack_size + 1)
8341 {
8342 g.OpenPopupStack.push_back(popup_ref);
8343 }
8344 else
8345 {
8346 // 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
8347 // 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
8348 // 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.
8349 if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
8350 {
8351 g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
8352 }
8353 else
8354 {
8355 // Close child popups if any, then flag popup for open/reopen
8356 ClosePopupToLevel(current_stack_size, false);
8357 g.OpenPopupStack.push_back(popup_ref);
8358 }
8359
8360 // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
8361 // This is equivalent to what ClosePopupToLevel() does.
8362 //if (g.OpenPopupStack[current_stack_size].PopupId == id)
8363 // FocusWindow(parent_window);
8364 }
8365 }
8366
8367 // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
8368 // This function closes any popups that are over 'ref_window'.
ClosePopupsOverWindow(ImGuiWindow * ref_window,bool restore_focus_to_window_under_popup)8369 void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
8370 {
8371 ImGuiContext& g = *GImGui;
8372 if (g.OpenPopupStack.Size == 0)
8373 return;
8374
8375 // Don't close our own child popup windows.
8376 int popup_count_to_keep = 0;
8377 if (ref_window)
8378 {
8379 // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
8380 for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
8381 {
8382 ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
8383 if (!popup.Window)
8384 continue;
8385 IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
8386 if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
8387 continue;
8388
8389 // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
8390 // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
8391 // Window -> Popup1 -> Popup2 -> Popup3
8392 // - Each popups may contain child windows, which is why we compare ->RootWindow!
8393 // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
8394 bool ref_window_is_descendent_of_popup = false;
8395 for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
8396 if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
8397 if (popup_window->RootWindow == ref_window->RootWindow)
8398 {
8399 ref_window_is_descendent_of_popup = true;
8400 break;
8401 }
8402 if (!ref_window_is_descendent_of_popup)
8403 break;
8404 }
8405 }
8406 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
8407 {
8408 IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep);
8409 ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
8410 }
8411 }
8412
ClosePopupsExceptModals()8413 void ImGui::ClosePopupsExceptModals()
8414 {
8415 ImGuiContext& g = *GImGui;
8416
8417 int popup_count_to_keep;
8418 for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
8419 {
8420 ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
8421 if (!window || window->Flags & ImGuiWindowFlags_Modal)
8422 break;
8423 }
8424 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
8425 ClosePopupToLevel(popup_count_to_keep, true);
8426 }
8427
ClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup)8428 void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
8429 {
8430 ImGuiContext& g = *GImGui;
8431 IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
8432 IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
8433
8434 // Trim open popup stack
8435 ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow;
8436 ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
8437 g.OpenPopupStack.resize(remaining);
8438
8439 if (restore_focus_to_window_under_popup)
8440 {
8441 if (focus_window && !focus_window->WasActive && popup_window)
8442 {
8443 // Fallback
8444 FocusTopMostWindowUnderOne(popup_window, NULL);
8445 }
8446 else
8447 {
8448 if (g.NavLayer == ImGuiNavLayer_Main && focus_window)
8449 focus_window = NavRestoreLastChildNavWindow(focus_window);
8450 FocusWindow(focus_window);
8451 }
8452 }
8453 }
8454
8455 // Close the popup we have begin-ed into.
CloseCurrentPopup()8456 void ImGui::CloseCurrentPopup()
8457 {
8458 ImGuiContext& g = *GImGui;
8459 int popup_idx = g.BeginPopupStack.Size - 1;
8460 if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
8461 return;
8462
8463 // Closing a menu closes its top-most parent popup (unless a modal)
8464 while (popup_idx > 0)
8465 {
8466 ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
8467 ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
8468 bool close_parent = false;
8469 if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
8470 if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal))
8471 close_parent = true;
8472 if (!close_parent)
8473 break;
8474 popup_idx--;
8475 }
8476 IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
8477 ClosePopupToLevel(popup_idx, true);
8478
8479 // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
8480 // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
8481 // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
8482 if (ImGuiWindow* window = g.NavWindow)
8483 window->DC.NavHideHighlightOneFrame = true;
8484 }
8485
8486 // Attention! BeginPopup() adds default flags which BeginPopupEx()!
BeginPopupEx(ImGuiID id,ImGuiWindowFlags flags)8487 bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
8488 {
8489 ImGuiContext& g = *GImGui;
8490 if (!IsPopupOpen(id, ImGuiPopupFlags_None))
8491 {
8492 g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
8493 return false;
8494 }
8495
8496 char name[20];
8497 if (flags & ImGuiWindowFlags_ChildMenu)
8498 ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
8499 else
8500 ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
8501
8502 flags |= ImGuiWindowFlags_Popup;
8503 bool is_open = Begin(name, NULL, flags);
8504 if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
8505 EndPopup();
8506
8507 return is_open;
8508 }
8509
BeginPopup(const char * str_id,ImGuiWindowFlags flags)8510 bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
8511 {
8512 ImGuiContext& g = *GImGui;
8513 if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
8514 {
8515 g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
8516 return false;
8517 }
8518 flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
8519 return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags);
8520 }
8521
8522 // If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
8523 // Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.
BeginPopupModal(const char * name,bool * p_open,ImGuiWindowFlags flags)8524 bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
8525 {
8526 ImGuiContext& g = *GImGui;
8527 ImGuiWindow* window = g.CurrentWindow;
8528 const ImGuiID id = window->GetID(name);
8529 if (!IsPopupOpen(id, ImGuiPopupFlags_None))
8530 {
8531 g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
8532 return false;
8533 }
8534
8535 // Center modal windows by default for increased visibility
8536 // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
8537 // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
8538 if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
8539 {
8540 const ImGuiViewport* viewport = GetMainViewport();
8541 SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
8542 }
8543
8544 flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse;
8545 const bool is_open = Begin(name, p_open, flags);
8546 if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
8547 {
8548 EndPopup();
8549 if (is_open)
8550 ClosePopupToLevel(g.BeginPopupStack.Size, true);
8551 return false;
8552 }
8553 return is_open;
8554 }
8555
EndPopup()8556 void ImGui::EndPopup()
8557 {
8558 ImGuiContext& g = *GImGui;
8559 ImGuiWindow* window = g.CurrentWindow;
8560 IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls
8561 IM_ASSERT(g.BeginPopupStack.Size > 0);
8562
8563 // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
8564 if (g.NavWindow == window)
8565 NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
8566
8567 // Child-popups don't need to be laid out
8568 IM_ASSERT(g.WithinEndChild == false);
8569 if (window->Flags & ImGuiWindowFlags_ChildWindow)
8570 g.WithinEndChild = true;
8571 End();
8572 g.WithinEndChild = false;
8573 }
8574
8575 // Helper to open a popup if mouse button is released over the item
8576 // - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
OpenPopupOnItemClick(const char * str_id,ImGuiPopupFlags popup_flags)8577 void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
8578 {
8579 ImGuiContext& g = *GImGui;
8580 ImGuiWindow* window = g.CurrentWindow;
8581 int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
8582 if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
8583 {
8584 ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
8585 IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
8586 OpenPopupEx(id, popup_flags);
8587 }
8588 }
8589
8590 // This is a helper to handle the simplest case of associating one named popup to one given widget.
8591 // - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
8592 // - To create a popup with a specific identifier, pass it in str_id.
8593 // - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
8594 // - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
8595 // - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
8596 // This is essentially the same as:
8597 // id = str_id ? GetID(str_id) : GetItemID();
8598 // OpenPopupOnItemClick(str_id);
8599 // return BeginPopup(id);
8600 // Which is essentially the same as:
8601 // id = str_id ? GetID(str_id) : GetItemID();
8602 // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
8603 // OpenPopup(id);
8604 // return BeginPopup(id);
8605 // The main difference being that this is tweaked to avoid computing the ID twice.
BeginPopupContextItem(const char * str_id,ImGuiPopupFlags popup_flags)8606 bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
8607 {
8608 ImGuiContext& g = *GImGui;
8609 ImGuiWindow* window = g.CurrentWindow;
8610 if (window->SkipItems)
8611 return false;
8612 ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
8613 IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
8614 int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
8615 if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
8616 OpenPopupEx(id, popup_flags);
8617 return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
8618 }
8619
BeginPopupContextWindow(const char * str_id,ImGuiPopupFlags popup_flags)8620 bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
8621 {
8622 ImGuiContext& g = *GImGui;
8623 ImGuiWindow* window = g.CurrentWindow;
8624 if (!str_id)
8625 str_id = "window_context";
8626 ImGuiID id = window->GetID(str_id);
8627 int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
8628 if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
8629 if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
8630 OpenPopupEx(id, popup_flags);
8631 return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
8632 }
8633
BeginPopupContextVoid(const char * str_id,ImGuiPopupFlags popup_flags)8634 bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
8635 {
8636 ImGuiContext& g = *GImGui;
8637 ImGuiWindow* window = g.CurrentWindow;
8638 if (!str_id)
8639 str_id = "void_context";
8640 ImGuiID id = window->GetID(str_id);
8641 int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
8642 if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
8643 if (GetTopMostPopupModal() == NULL)
8644 OpenPopupEx(id, popup_flags);
8645 return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
8646 }
8647
8648 // 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.)
8649 // 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.
8650 // (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
8651 // information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
8652 // this allows us to have tooltips/popups displayed out of the parent viewport.)
FindBestWindowPosForPopupEx(const ImVec2 & ref_pos,const ImVec2 & size,ImGuiDir * last_dir,const ImRect & r_outer,const ImRect & r_avoid,ImGuiPopupPositionPolicy policy)8653 ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
8654 {
8655 ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
8656 //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
8657 //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
8658
8659 // Combo Box policy (we want a connecting edge)
8660 if (policy == ImGuiPopupPositionPolicy_ComboBox)
8661 {
8662 const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
8663 for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
8664 {
8665 const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
8666 if (n != -1 && dir == *last_dir) // Already tried this direction?
8667 continue;
8668 ImVec2 pos;
8669 if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default)
8670 if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
8671 if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
8672 if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
8673 if (!r_outer.Contains(ImRect(pos, pos + size)))
8674 continue;
8675 *last_dir = dir;
8676 return pos;
8677 }
8678 }
8679
8680 // Tooltip and Default popup policy
8681 // (Always first try the direction we used on the last frame, if any)
8682 if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
8683 {
8684 const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
8685 for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
8686 {
8687 const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
8688 if (n != -1 && dir == *last_dir) // Already tried this direction?
8689 continue;
8690
8691 const 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);
8692 const 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);
8693
8694 // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
8695 if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
8696 continue;
8697 if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
8698 continue;
8699
8700 ImVec2 pos;
8701 pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
8702 pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
8703
8704 // Clamp top-left corner of popup
8705 pos.x = ImMax(pos.x, r_outer.Min.x);
8706 pos.y = ImMax(pos.y, r_outer.Min.y);
8707
8708 *last_dir = dir;
8709 return pos;
8710 }
8711 }
8712
8713 // Fallback when not enough room:
8714 *last_dir = ImGuiDir_None;
8715
8716 // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
8717 if (policy == ImGuiPopupPositionPolicy_Tooltip)
8718 return ref_pos + ImVec2(2, 2);
8719
8720 // Otherwise try to keep within display
8721 ImVec2 pos = ref_pos;
8722 pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
8723 pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
8724 return pos;
8725 }
8726
8727 // Note that this is used for popups, which can overlap the non work-area of individual viewports.
GetPopupAllowedExtentRect(ImGuiWindow * window)8728 ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
8729 {
8730 ImGuiContext& g = *GImGui;
8731 IM_UNUSED(window);
8732 ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();
8733 ImVec2 padding = g.Style.DisplaySafeAreaPadding;
8734 r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
8735 return r_screen;
8736 }
8737
FindBestWindowPosForPopup(ImGuiWindow * window)8738 ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
8739 {
8740 ImGuiContext& g = *GImGui;
8741
8742 ImRect r_outer = GetPopupAllowedExtentRect(window);
8743 if (window->Flags & ImGuiWindowFlags_ChildMenu)
8744 {
8745 // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
8746 // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
8747 IM_ASSERT(g.CurrentWindow == window);
8748 ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window;
8749 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).
8750 ImRect r_avoid;
8751 if (parent_window->DC.MenuBarAppending)
8752 r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
8753 else
8754 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);
8755 return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
8756 }
8757 if (window->Flags & ImGuiWindowFlags_Popup)
8758 {
8759 ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1);
8760 return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
8761 }
8762 if (window->Flags & ImGuiWindowFlags_Tooltip)
8763 {
8764 // Position tooltip (always follows mouse)
8765 float sc = g.Style.MouseCursorScale;
8766 ImVec2 ref_pos = NavCalcPreferredRefPos();
8767 ImRect r_avoid;
8768 if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
8769 r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
8770 else
8771 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.
8772 return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
8773 }
8774 IM_ASSERT(0);
8775 return window->Pos;
8776 }
8777
8778 //-----------------------------------------------------------------------------
8779 // [SECTION] KEYBOARD/GAMEPAD NAVIGATION
8780 //-----------------------------------------------------------------------------
8781
8782 // FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked.
8783 // In our terminology those should be interchangeable. Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
SetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect & rect_rel)8784 void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
8785 {
8786 ImGuiContext& g = *GImGui;
8787 IM_ASSERT(g.NavWindow != NULL);
8788 IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
8789 g.NavId = id;
8790 g.NavLayer = nav_layer;
8791 g.NavFocusScopeId = focus_scope_id;
8792 g.NavWindow->NavLastIds[nav_layer] = id;
8793 g.NavWindow->NavRectRel[nav_layer] = rect_rel;
8794 //g.NavDisableHighlight = false;
8795 //g.NavDisableMouseHover = g.NavMousePosDirty = true;
8796 }
8797
SetFocusID(ImGuiID id,ImGuiWindow * window)8798 void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
8799 {
8800 ImGuiContext& g = *GImGui;
8801 IM_ASSERT(id != 0);
8802
8803 // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
8804 // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
8805 const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
8806 if (g.NavWindow != window)
8807 g.NavInitRequest = false;
8808 g.NavWindow = window;
8809 g.NavId = id;
8810 g.NavLayer = nav_layer;
8811 g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
8812 window->NavLastIds[nav_layer] = id;
8813 if (g.LastItemData.ID == id)
8814 window->NavRectRel[nav_layer] = ImRect(g.LastItemData.NavRect.Min - window->Pos, g.LastItemData.NavRect.Max - window->Pos);
8815
8816 if (g.ActiveIdSource == ImGuiInputSource_Nav)
8817 g.NavDisableMouseHover = true;
8818 else
8819 g.NavDisableHighlight = true;
8820 }
8821
ImGetDirQuadrantFromDelta(float dx,float dy)8822 ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
8823 {
8824 if (ImFabs(dx) > ImFabs(dy))
8825 return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
8826 return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
8827 }
8828
NavScoreItemDistInterval(float a0,float a1,float b0,float b1)8829 static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
8830 {
8831 if (a1 < b0)
8832 return a1 - b0;
8833 if (b1 < a0)
8834 return a0 - b1;
8835 return 0.0f;
8836 }
8837
NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir,ImRect & r,const ImRect & clip_rect)8838 static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)
8839 {
8840 if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
8841 {
8842 r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);
8843 r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);
8844 }
8845 else // FIXME: PageUp/PageDown are leaving move_dir == None
8846 {
8847 r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);
8848 r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);
8849 }
8850 }
8851
8852 // Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
NavScoreItem(ImGuiNavItemData * result)8853 static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
8854 {
8855 ImGuiContext& g = *GImGui;
8856 ImGuiWindow* window = g.CurrentWindow;
8857 if (g.NavLayer != window->DC.NavLayerCurrent)
8858 return false;
8859
8860 // FIXME: Those are not good variables names
8861 ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle
8862 const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
8863 g.NavScoringDebugCount++;
8864
8865 // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
8866 if (window->ParentWindow == g.NavWindow)
8867 {
8868 IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
8869 if (!window->ClipRect.Overlaps(cand))
8870 return false;
8871 cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
8872 }
8873
8874 // 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)
8875 // For example, this ensure that items in one column are not reached when moving vertically from items in another column.
8876 NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
8877
8878 // Compute distance between boxes
8879 // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
8880 float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
8881 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
8882 if (dby != 0.0f && dbx != 0.0f)
8883 dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
8884 float dist_box = ImFabs(dbx) + ImFabs(dby);
8885
8886 // 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)
8887 float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
8888 float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
8889 float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
8890
8891 // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
8892 ImGuiDir quadrant;
8893 float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
8894 if (dbx != 0.0f || dby != 0.0f)
8895 {
8896 // For non-overlapping boxes, use distance between boxes
8897 dax = dbx;
8898 day = dby;
8899 dist_axial = dist_box;
8900 quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
8901 }
8902 else if (dcx != 0.0f || dcy != 0.0f)
8903 {
8904 // For overlapping boxes with different centers, use distance between centers
8905 dax = dcx;
8906 day = dcy;
8907 dist_axial = dist_center;
8908 quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
8909 }
8910 else
8911 {
8912 // 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)
8913 quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
8914 }
8915
8916 #if IMGUI_DEBUG_NAV_SCORING
8917 char buf[128];
8918 if (IsMouseHoveringRect(cand.Min, cand.Max))
8919 {
8920 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]);
8921 ImDrawList* draw_list = GetForegroundDrawList(window);
8922 draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
8923 draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
8924 draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150));
8925 draw_list->AddText(cand.Max, ~0U, buf);
8926 }
8927 else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
8928 {
8929 if (quadrant == g.NavMoveDir)
8930 {
8931 ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
8932 ImDrawList* draw_list = GetForegroundDrawList(window);
8933 draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
8934 draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
8935 }
8936 }
8937 #endif
8938
8939 // Is it in the quadrant we're interesting in moving to?
8940 bool new_best = false;
8941 const ImGuiDir move_dir = g.NavMoveDir;
8942 if (quadrant == move_dir)
8943 {
8944 // Does it beat the current best candidate?
8945 if (dist_box < result->DistBox)
8946 {
8947 result->DistBox = dist_box;
8948 result->DistCenter = dist_center;
8949 return true;
8950 }
8951 if (dist_box == result->DistBox)
8952 {
8953 // Try using distance between center points to break ties
8954 if (dist_center < result->DistCenter)
8955 {
8956 result->DistCenter = dist_center;
8957 new_best = true;
8958 }
8959 else if (dist_center == result->DistCenter)
8960 {
8961 // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
8962 // (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),
8963 // 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.
8964 if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
8965 new_best = true;
8966 }
8967 }
8968 }
8969
8970 // 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
8971 // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
8972 // 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.
8973 // 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.
8974 // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
8975 if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match
8976 if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
8977 if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
8978 {
8979 result->DistAxial = dist_axial;
8980 new_best = true;
8981 }
8982
8983 return new_best;
8984 }
8985
NavApplyItemToResult(ImGuiNavItemData * result)8986 static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
8987 {
8988 ImGuiContext& g = *GImGui;
8989 ImGuiWindow* window = g.CurrentWindow;
8990 result->Window = window;
8991 result->ID = g.LastItemData.ID;
8992 result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
8993 result->InFlags = g.LastItemData.InFlags;
8994 result->RectRel = ImRect(g.LastItemData.NavRect.Min - window->Pos, g.LastItemData.NavRect.Max - window->Pos);
8995 }
8996
8997 // We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
8998 // This is called after LastItemData is set.
NavProcessItem()8999 static void ImGui::NavProcessItem()
9000 {
9001 ImGuiContext& g = *GImGui;
9002 ImGuiWindow* window = g.CurrentWindow;
9003 const ImGuiID id = g.LastItemData.ID;
9004 const ImRect nav_bb = g.LastItemData.NavRect;
9005 const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
9006
9007 // Process Init Request
9008 if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
9009 {
9010 // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
9011 const bool candidate_for_nav_default_focus = (item_flags & (ImGuiItemFlags_NoNavDefaultFocus | ImGuiItemFlags_Disabled)) == 0;
9012 if (candidate_for_nav_default_focus || g.NavInitResultId == 0)
9013 {
9014 g.NavInitResultId = id;
9015 g.NavInitResultRectRel = ImRect(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
9016 }
9017 if (candidate_for_nav_default_focus)
9018 {
9019 g.NavInitRequest = false; // Found a match, clear request
9020 NavUpdateAnyRequestFlag();
9021 }
9022 }
9023
9024 // Process Move Request (scoring for navigation)
9025 // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
9026 if (g.NavMoveScoringItems)
9027 {
9028 if (item_flags & ImGuiItemFlags_Inputable)
9029 g.NavTabbingInputableRemaining--;
9030
9031 if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
9032 {
9033 ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
9034
9035 if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
9036 {
9037 if (g.NavTabbingInputableRemaining == 0)
9038 NavMoveRequestResolveWithLastItem();
9039 }
9040 else
9041 {
9042 if (NavScoreItem(result))
9043 NavApplyItemToResult(result);
9044
9045 // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
9046 const float VISIBLE_RATIO = 0.70f;
9047 if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
9048 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)
9049 if (NavScoreItem(&g.NavMoveResultLocalVisible))
9050 NavApplyItemToResult(&g.NavMoveResultLocalVisible);
9051 }
9052 }
9053 }
9054
9055 // Update window-relative bounding box of navigated item
9056 if (g.NavId == id)
9057 {
9058 g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
9059 g.NavLayer = window->DC.NavLayerCurrent;
9060 g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
9061 g.NavIdIsAlive = true;
9062 window->NavRectRel[window->DC.NavLayerCurrent] = ImRect(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); // Store item bounding box (relative to window position)
9063 }
9064 }
9065
NavMoveRequestButNoResultYet()9066 bool ImGui::NavMoveRequestButNoResultYet()
9067 {
9068 ImGuiContext& g = *GImGui;
9069 return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
9070 }
9071
9072 // FIXME: ScoringRect is not set
NavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags)9073 void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
9074 {
9075 ImGuiContext& g = *GImGui;
9076 IM_ASSERT(g.NavWindow != NULL);
9077
9078 if (move_flags & ImGuiNavMoveFlags_Tabbing)
9079 move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
9080
9081 g.NavMoveSubmitted = g.NavMoveScoringItems = true;
9082 g.NavMoveDir = move_dir;
9083 g.NavMoveDirForDebug = move_dir;
9084 g.NavMoveClipDir = clip_dir;
9085 g.NavMoveFlags = move_flags;
9086 g.NavMoveScrollFlags = scroll_flags;
9087 g.NavMoveForwardToNextFrame = false;
9088 g.NavMoveKeyMods = g.IO.KeyMods;
9089 g.NavTabbingInputableRemaining = 0;
9090 g.NavMoveResultLocal.Clear();
9091 g.NavMoveResultLocalVisible.Clear();
9092 g.NavMoveResultOther.Clear();
9093 NavUpdateAnyRequestFlag();
9094 }
9095
NavMoveRequestResolveWithLastItem()9096 void ImGui::NavMoveRequestResolveWithLastItem()
9097 {
9098 ImGuiContext& g = *GImGui;
9099 g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
9100 NavApplyItemToResult(&g.NavMoveResultLocal);
9101 NavUpdateAnyRequestFlag();
9102 }
9103
NavMoveRequestCancel()9104 void ImGui::NavMoveRequestCancel()
9105 {
9106 ImGuiContext& g = *GImGui;
9107 g.NavMoveSubmitted = g.NavMoveScoringItems = false;
9108 NavUpdateAnyRequestFlag();
9109 }
9110
9111 // Forward will reuse the move request again on the next frame (generally with modifications done to it)
NavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags)9112 void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
9113 {
9114 ImGuiContext& g = *GImGui;
9115 IM_ASSERT(g.NavMoveForwardToNextFrame == false);
9116 NavMoveRequestCancel();
9117 g.NavMoveForwardToNextFrame = true;
9118 g.NavMoveDir = move_dir;
9119 g.NavMoveClipDir = clip_dir;
9120 g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
9121 g.NavMoveScrollFlags = scroll_flags;
9122 }
9123
9124 // Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
9125 // popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
NavMoveRequestTryWrapping(ImGuiWindow * window,ImGuiNavMoveFlags wrap_flags)9126 void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
9127 {
9128 ImGuiContext& g = *GImGui;
9129 IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
9130 // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test
9131 if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
9132 g.NavMoveFlags |= wrap_flags;
9133 }
9134
9135 // FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
9136 // This way we could find the last focused window among our children. It would be much less confusing this way?
NavSaveLastChildNavWindowIntoParent(ImGuiWindow * nav_window)9137 static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
9138 {
9139 ImGuiWindow* parent = nav_window;
9140 while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
9141 parent = parent->ParentWindow;
9142 if (parent && parent != nav_window)
9143 parent->NavLastChildNavWindow = nav_window;
9144 }
9145
9146 // Restore the last focused child.
9147 // Call when we are expected to land on the Main Layer (0) after FocusWindow()
NavRestoreLastChildNavWindow(ImGuiWindow * window)9148 static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
9149 {
9150 if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
9151 return window->NavLastChildNavWindow;
9152 return window;
9153 }
9154
NavRestoreLayer(ImGuiNavLayer layer)9155 void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
9156 {
9157 ImGuiContext& g = *GImGui;
9158 if (layer == ImGuiNavLayer_Main)
9159 g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);
9160 ImGuiWindow* window = g.NavWindow;
9161 if (window->NavLastIds[layer] != 0)
9162 {
9163 SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
9164 }
9165 else
9166 {
9167 g.NavLayer = layer;
9168 NavInitWindow(window, true);
9169 }
9170 g.NavDisableHighlight = false;
9171 g.NavDisableMouseHover = g.NavMousePosDirty = true;
9172 }
9173
NavUpdateAnyRequestFlag()9174 static inline void ImGui::NavUpdateAnyRequestFlag()
9175 {
9176 ImGuiContext& g = *GImGui;
9177 g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
9178 if (g.NavAnyRequest)
9179 IM_ASSERT(g.NavWindow != NULL);
9180 }
9181
9182 // This needs to be called before we submit any widget (aka in or before Begin)
NavInitWindow(ImGuiWindow * window,bool force_reinit)9183 void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
9184 {
9185 ImGuiContext& g = *GImGui;
9186 IM_ASSERT(window == g.NavWindow);
9187
9188 if (window->Flags & ImGuiWindowFlags_NoNavInputs)
9189 {
9190 g.NavId = g.NavFocusScopeId = 0;
9191 return;
9192 }
9193
9194 bool init_for_nav = false;
9195 if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
9196 init_for_nav = true;
9197 IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
9198 if (init_for_nav)
9199 {
9200 SetNavID(0, g.NavLayer, 0, ImRect());
9201 g.NavInitRequest = true;
9202 g.NavInitRequestFromMove = false;
9203 g.NavInitResultId = 0;
9204 g.NavInitResultRectRel = ImRect();
9205 NavUpdateAnyRequestFlag();
9206 }
9207 else
9208 {
9209 g.NavId = window->NavLastIds[0];
9210 g.NavFocusScopeId = 0;
9211 }
9212 }
9213
NavCalcPreferredRefPos()9214 static ImVec2 ImGui::NavCalcPreferredRefPos()
9215 {
9216 ImGuiContext& g = *GImGui;
9217 if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
9218 {
9219 // Mouse (we need a fallback in case the mouse becomes invalid after being used)
9220 if (IsMousePosValid(&g.IO.MousePos))
9221 return g.IO.MousePos;
9222 return g.MouseLastValidPos;
9223 }
9224 else
9225 {
9226 // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item.
9227 const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
9228 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()));
9229 ImGuiViewport* viewport = GetMainViewport();
9230 return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
9231 }
9232 }
9233
GetNavInputAmount(ImGuiNavInput n,ImGuiInputReadMode mode)9234 float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
9235 {
9236 ImGuiContext& g = *GImGui;
9237 if (mode == ImGuiInputReadMode_Down)
9238 return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user)
9239
9240 const float t = g.IO.NavInputsDownDuration[n];
9241 if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input.
9242 return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);
9243 if (t < 0.0f)
9244 return 0.0f;
9245 if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input.
9246 return (t == 0.0f) ? 1.0f : 0.0f;
9247 if (mode == ImGuiInputReadMode_Repeat)
9248 return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f);
9249 if (mode == ImGuiInputReadMode_RepeatSlow)
9250 return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f);
9251 if (mode == ImGuiInputReadMode_RepeatFast)
9252 return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f);
9253 return 0.0f;
9254 }
9255
GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources,ImGuiInputReadMode mode,float slow_factor,float fast_factor)9256 ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
9257 {
9258 ImVec2 delta(0.0f, 0.0f);
9259 if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
9260 delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode));
9261 if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
9262 delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode));
9263 if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
9264 delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode));
9265 if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow))
9266 delta *= slow_factor;
9267 if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast))
9268 delta *= fast_factor;
9269 return delta;
9270 }
9271
NavUpdate()9272 static void ImGui::NavUpdate()
9273 {
9274 ImGuiContext& g = *GImGui;
9275 ImGuiIO& io = g.IO;
9276
9277 io.WantSetMousePos = false;
9278 //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG("NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
9279
9280 // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
9281 // (do it before we map Keyboard input!)
9282 const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
9283 const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
9284 if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad)
9285 {
9286 if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f
9287 || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f)
9288 g.NavInputSource = ImGuiInputSource_Gamepad;
9289 }
9290
9291 // Update Keyboard->Nav inputs mapping
9292 if (nav_keyboard_active)
9293 {
9294 #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0)
9295 NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate );
9296 NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input );
9297 NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel );
9298 NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ );
9299 NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);
9300 NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ );
9301 NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );
9302 if (io.KeyCtrl)
9303 io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
9304 if (io.KeyShift)
9305 io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
9306 #undef NAV_MAP_KEY
9307 }
9308 memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration));
9309 for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++)
9310 io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f;
9311
9312 // Process navigation init request (select first/default focus)
9313 if (g.NavInitResultId != 0)
9314 NavInitRequestApplyResult();
9315 g.NavInitRequest = false;
9316 g.NavInitRequestFromMove = false;
9317 g.NavInitResultId = 0;
9318 g.NavJustMovedToId = 0;
9319
9320 // Process navigation move request
9321 if (g.NavMoveSubmitted)
9322 NavMoveRequestApplyResult();
9323 g.NavTabbingInputableRemaining = 0;
9324 g.NavMoveSubmitted = g.NavMoveScoringItems = false;
9325
9326 // Apply application mouse position movement, after we had a chance to process move request result.
9327 if (g.NavMousePosDirty && g.NavIdIsAlive)
9328 {
9329 // Set mouse position given our knowledge of the navigated item position from last frame
9330 if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
9331 if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
9332 {
9333 io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
9334 io.WantSetMousePos = true;
9335 //IMGUI_DEBUG_LOG("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
9336 }
9337 g.NavMousePosDirty = false;
9338 }
9339 g.NavIdIsAlive = false;
9340 g.NavJustTabbedId = 0;
9341 IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
9342
9343 // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
9344 if (g.NavWindow)
9345 NavSaveLastChildNavWindowIntoParent(g.NavWindow);
9346 if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
9347 g.NavWindow->NavLastChildNavWindow = NULL;
9348
9349 // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
9350 NavUpdateWindowing();
9351
9352 // Set output flags for user application
9353 io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
9354 io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
9355
9356 // Process NavCancel input (to close a popup, get back to parent, clear focus)
9357 NavUpdateCancelRequest();
9358
9359 // Process manual activation request
9360 g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0;
9361 g.NavActivateFlags = ImGuiActivateFlags_None;
9362 if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
9363 {
9364 bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
9365 bool input_down = IsNavInputDown(ImGuiNavInput_Input);
9366 bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
9367 bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
9368 if (g.ActiveId == 0 && activate_pressed)
9369 {
9370 g.NavActivateId = g.NavId;
9371 g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
9372 }
9373 if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
9374 {
9375 g.NavActivateInputId = g.NavId;
9376 g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
9377 }
9378 if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
9379 g.NavActivateDownId = g.NavId;
9380 if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
9381 g.NavActivatePressedId = g.NavId;
9382 }
9383 if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
9384 g.NavDisableHighlight = true;
9385 if (g.NavActivateId != 0)
9386 IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
9387
9388 // Process programmatic activation request
9389 // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
9390 if (g.NavNextActivateId != 0)
9391 {
9392 if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput)
9393 g.NavActivateInputId = g.NavNextActivateId;
9394 else
9395 g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
9396 g.NavActivateFlags = g.NavNextActivateFlags;
9397 }
9398 g.NavNextActivateId = 0;
9399
9400 // Process move requests
9401 NavUpdateCreateMoveRequest();
9402 NavUpdateAnyRequestFlag();
9403
9404 // Scrolling
9405 if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
9406 {
9407 // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
9408 ImGuiWindow* window = g.NavWindow;
9409 const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
9410 const ImGuiDir move_dir = g.NavMoveDir;
9411 if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None)
9412 {
9413 if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
9414 SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
9415 if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
9416 SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
9417 }
9418
9419 // *Normal* Manual scroll with NavScrollXXX keys
9420 // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
9421 ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);
9422 if (scroll_dir.x != 0.0f && window->ScrollbarX)
9423 SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
9424 if (scroll_dir.y != 0.0f)
9425 SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
9426 }
9427
9428 // Always prioritize mouse highlight if navigation is disabled
9429 if (!nav_keyboard_active && !nav_gamepad_active)
9430 {
9431 g.NavDisableHighlight = true;
9432 g.NavDisableMouseHover = g.NavMousePosDirty = false;
9433 }
9434
9435 // [DEBUG]
9436 g.NavScoringDebugCount = 0;
9437 #if IMGUI_DEBUG_NAV_RECTS
9438 if (g.NavWindow)
9439 {
9440 ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
9441 if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
9442 if (1) { 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); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
9443 }
9444 #endif
9445 }
9446
NavInitRequestApplyResult()9447 void ImGui::NavInitRequestApplyResult()
9448 {
9449 // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
9450 ImGuiContext& g = *GImGui;
9451 if (!g.NavWindow)
9452 return;
9453
9454 // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
9455 // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
9456 IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
9457 SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
9458 g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
9459 if (g.NavInitRequestFromMove)
9460 {
9461 g.NavDisableHighlight = false;
9462 g.NavDisableMouseHover = g.NavMousePosDirty = true;
9463 }
9464 }
9465
NavUpdateCreateMoveRequest()9466 void ImGui::NavUpdateCreateMoveRequest()
9467 {
9468 ImGuiContext& g = *GImGui;
9469 ImGuiIO& io = g.IO;
9470 ImGuiWindow* window = g.NavWindow;
9471
9472 if (g.NavMoveForwardToNextFrame && window != NULL)
9473 {
9474 // 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)
9475 // (preserve most state, which were already set by the NavMoveRequestForward() function)
9476 IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
9477 IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
9478 IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
9479 }
9480 else
9481 {
9482 // Initiate directional inputs request
9483 g.NavMoveDir = ImGuiDir_None;
9484 g.NavMoveFlags = ImGuiNavMoveFlags_None;
9485 g.NavMoveScrollFlags = ImGuiScrollFlags_None;
9486 if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
9487 {
9488 const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;
9489 if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; }
9490 if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; }
9491 if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; }
9492 if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; }
9493 }
9494 g.NavMoveClipDir = g.NavMoveDir;
9495 }
9496
9497 // Update PageUp/PageDown/Home/End scroll
9498 // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
9499 const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
9500 float scoring_rect_offset_y = 0.0f;
9501 if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
9502 scoring_rect_offset_y = NavUpdatePageUpPageDown();
9503
9504 // [DEBUG] Always send a request
9505 #if IMGUI_DEBUG_NAV_SCORING
9506 if (io.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
9507 g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
9508 if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None)
9509 {
9510 g.NavMoveDir = g.NavMoveDirForDebug;
9511 g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
9512 }
9513 #endif
9514
9515 // Submit
9516 g.NavMoveForwardToNextFrame = false;
9517 if (g.NavMoveDir != ImGuiDir_None)
9518 NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
9519
9520 // Moving with no reference triggers a init request (will be used as a fallback if the direction fails to find a match)
9521 if (g.NavMoveSubmitted && g.NavId == 0)
9522 {
9523 IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
9524 g.NavInitRequest = g.NavInitRequestFromMove = true;
9525 g.NavInitResultId = 0;
9526 g.NavDisableHighlight = false;
9527 }
9528
9529 // When using gamepad, we project the reference nav bounding box into window visible area.
9530 // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
9531 // (can't focus a visible object like we can with the mouse).
9532 if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)
9533 {
9534 ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
9535 if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
9536 {
9537 IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n");
9538 float pad = window->CalcFontSize() * 0.5f;
9539 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
9540 window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel);
9541 g.NavId = g.NavFocusScopeId = 0;
9542 }
9543 }
9544
9545 // 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)
9546 ImRect scoring_rect;
9547 if (window != NULL)
9548 {
9549 ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
9550 scoring_rect = ImRect(window->Pos + nav_rect_rel.Min, window->Pos + nav_rect_rel.Max);
9551 scoring_rect.TranslateY(scoring_rect_offset_y);
9552 scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x);
9553 scoring_rect.Max.x = scoring_rect.Min.x;
9554 IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
9555 //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
9556 }
9557 g.NavScoringRect = scoring_rect;
9558 }
9559
9560 // Apply result from previous frame navigation directional move request. Always called from NavUpdate()
NavMoveRequestApplyResult()9561 void ImGui::NavMoveRequestApplyResult()
9562 {
9563 ImGuiContext& g = *GImGui;
9564 #if IMGUI_DEBUG_NAV_SCORING
9565 if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
9566 return;
9567 #endif
9568
9569 // Select which result to use
9570 ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
9571
9572 // 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)
9573 if (result == NULL)
9574 {
9575 if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
9576 g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
9577 if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
9578 {
9579 g.NavDisableHighlight = false;
9580 g.NavDisableMouseHover = true;
9581 }
9582 return;
9583 }
9584
9585 // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
9586 if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
9587 if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
9588 result = &g.NavMoveResultLocalVisible;
9589
9590 // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
9591 if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
9592 if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
9593 result = &g.NavMoveResultOther;
9594 IM_ASSERT(g.NavWindow && result->Window);
9595
9596 // Scroll to keep newly navigated item fully into view.
9597 if (g.NavLayer == ImGuiNavLayer_Main)
9598 {
9599 ImVec2 delta_scroll;
9600 if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
9601 {
9602 // FIXME: Should remove this
9603 float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
9604 delta_scroll.y = result->Window->Scroll.y - scroll_target;
9605 SetScrollY(result->Window, scroll_target);
9606 }
9607 else
9608 {
9609 ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
9610 delta_scroll = ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
9611 }
9612
9613 // Offset our result position so mouse position can be applied immediately after in NavUpdate()
9614 result->RectRel.TranslateX(-delta_scroll.x);
9615 result->RectRel.TranslateY(-delta_scroll.y);
9616 }
9617
9618 ClearActiveID();
9619 g.NavWindow = result->Window;
9620 if (g.NavId != result->ID)
9621 {
9622 // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
9623 g.NavJustMovedToId = result->ID;
9624 g.NavJustMovedToFocusScopeId = result->FocusScopeId;
9625 g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
9626 }
9627
9628 // Focus
9629 IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
9630 SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
9631
9632 // Tabbing: Activates Inputable or Focus non-Inputable
9633 if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable))
9634 {
9635 g.NavNextActivateId = result->ID;
9636 g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
9637 g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
9638 }
9639
9640 // Activate
9641 if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
9642 {
9643 g.NavNextActivateId = result->ID;
9644 g.NavNextActivateFlags = ImGuiActivateFlags_None;
9645 }
9646
9647 // Enable nav highlight
9648 if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
9649 {
9650 g.NavDisableHighlight = false;
9651 g.NavDisableMouseHover = g.NavMousePosDirty = true;
9652 }
9653 }
9654
9655 // Process NavCancel input (to close a popup, get back to parent, clear focus)
9656 // FIXME: In order to support e.g. Escape to clear a selection we'll need:
9657 // - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
9658 // - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
NavUpdateCancelRequest()9659 static void ImGui::NavUpdateCancelRequest()
9660 {
9661 ImGuiContext& g = *GImGui;
9662 if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
9663 return;
9664
9665 IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n");
9666 if (g.ActiveId != 0)
9667 {
9668 if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel))
9669 ClearActiveID();
9670 }
9671 else if (g.NavLayer != ImGuiNavLayer_Main)
9672 {
9673 // Leave the "menu" layer
9674 NavRestoreLayer(ImGuiNavLayer_Main);
9675 }
9676 else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
9677 {
9678 // Exit child window
9679 ImGuiWindow* child_window = g.NavWindow;
9680 ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
9681 IM_ASSERT(child_window->ChildId != 0);
9682 ImRect child_rect = child_window->Rect();
9683 FocusWindow(parent_window);
9684 SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, ImRect(child_rect.Min - parent_window->Pos, child_rect.Max - parent_window->Pos));
9685 }
9686 else if (g.OpenPopupStack.Size > 0)
9687 {
9688 // Close open popup/menu
9689 if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
9690 ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
9691 }
9692 else
9693 {
9694 // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
9695 if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
9696 g.NavWindow->NavLastIds[0] = 0;
9697 g.NavId = g.NavFocusScopeId = 0;
9698 }
9699 }
9700
9701 // Handle PageUp/PageDown/Home/End keys
9702 // Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
9703 // FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
9704 // FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
NavUpdatePageUpPageDown()9705 static float ImGui::NavUpdatePageUpPageDown()
9706 {
9707 ImGuiContext& g = *GImGui;
9708 ImGuiIO& io = g.IO;
9709
9710 ImGuiWindow* window = g.NavWindow;
9711 if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main)
9712 return 0.0f;
9713
9714 const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp);
9715 const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
9716 const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home);
9717 const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End);
9718 if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
9719 return 0.0f;
9720
9721 if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
9722 {
9723 // Fallback manual-scroll when window has no navigable item
9724 if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
9725 SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
9726 else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
9727 SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
9728 else if (home_pressed)
9729 SetScrollY(window, 0.0f);
9730 else if (end_pressed)
9731 SetScrollY(window, window->ScrollMax.y);
9732 }
9733 else
9734 {
9735 ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
9736 const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
9737 float nav_scoring_rect_offset_y = 0.0f;
9738 if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
9739 {
9740 nav_scoring_rect_offset_y = -page_offset_y;
9741 g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
9742 g.NavMoveClipDir = ImGuiDir_Up;
9743 g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
9744 }
9745 else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
9746 {
9747 nav_scoring_rect_offset_y = +page_offset_y;
9748 g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
9749 g.NavMoveClipDir = ImGuiDir_Down;
9750 g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
9751 }
9752 else if (home_pressed)
9753 {
9754 // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
9755 // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
9756 // Preserve current horizontal position if we have any.
9757 nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y;
9758 if (nav_rect_rel.IsInverted())
9759 nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
9760 g.NavMoveDir = ImGuiDir_Down;
9761 g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
9762 // FIXME-NAV: MoveClipDir left to _None, intentional?
9763 }
9764 else if (end_pressed)
9765 {
9766 nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y;
9767 if (nav_rect_rel.IsInverted())
9768 nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
9769 g.NavMoveDir = ImGuiDir_Up;
9770 g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
9771 // FIXME-NAV: MoveClipDir left to _None, intentional?
9772 }
9773 return nav_scoring_rect_offset_y;
9774 }
9775 return 0.0f;
9776 }
9777
NavEndFrame()9778 static void ImGui::NavEndFrame()
9779 {
9780 ImGuiContext& g = *GImGui;
9781
9782 // Show CTRL+TAB list window
9783 if (g.NavWindowingTarget != NULL)
9784 NavUpdateWindowingOverlay();
9785
9786 // Perform wrap-around in menus
9787 // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
9788 ImGuiWindow* window = g.NavWindow;
9789 const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
9790 const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY;
9791 if (window && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
9792 {
9793 bool do_forward = false;
9794 ImRect bb_rel = window->NavRectRel[g.NavLayer];
9795 ImGuiDir clip_dir = g.NavMoveDir;
9796 if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
9797 {
9798 bb_rel.Min.x = bb_rel.Max.x =
9799 ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x;
9800 if (move_flags & ImGuiNavMoveFlags_WrapX)
9801 {
9802 bb_rel.TranslateY(-bb_rel.GetHeight());
9803 clip_dir = ImGuiDir_Up;
9804 }
9805 do_forward = true;
9806 }
9807 if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
9808 {
9809 bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x;
9810 if (move_flags & ImGuiNavMoveFlags_WrapX)
9811 {
9812 bb_rel.TranslateY(+bb_rel.GetHeight());
9813 clip_dir = ImGuiDir_Down;
9814 }
9815 do_forward = true;
9816 }
9817 const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
9818 if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
9819 {
9820 bb_rel.Min.y = bb_rel.Max.y =
9821 ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y + decoration_up_height;
9822 if (move_flags & ImGuiNavMoveFlags_WrapY)
9823 {
9824 bb_rel.TranslateX(-bb_rel.GetWidth());
9825 clip_dir = ImGuiDir_Left;
9826 }
9827 do_forward = true;
9828 }
9829 if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
9830 {
9831 bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y + decoration_up_height;
9832 if (move_flags & ImGuiNavMoveFlags_WrapY)
9833 {
9834 bb_rel.TranslateX(+bb_rel.GetWidth());
9835 clip_dir = ImGuiDir_Right;
9836 }
9837 do_forward = true;
9838 }
9839 if (do_forward)
9840 {
9841 window->NavRectRel[g.NavLayer] = bb_rel;
9842 NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
9843 }
9844 }
9845 }
9846
FindWindowFocusIndex(ImGuiWindow * window)9847 static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
9848 {
9849 ImGuiContext& g = *GImGui;
9850 IM_UNUSED(g);
9851 int order = window->FocusOrder;
9852 IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
9853 IM_ASSERT(g.WindowsFocusOrder[order] == window);
9854 return order;
9855 }
9856
FindWindowNavFocusable(int i_start,int i_stop,int dir)9857 static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
9858 {
9859 ImGuiContext& g = *GImGui;
9860 for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
9861 if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
9862 return g.WindowsFocusOrder[i];
9863 return NULL;
9864 }
9865
NavUpdateWindowingHighlightWindow(int focus_change_dir)9866 static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
9867 {
9868 ImGuiContext& g = *GImGui;
9869 IM_ASSERT(g.NavWindowingTarget);
9870 if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
9871 return;
9872
9873 const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
9874 ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
9875 if (!window_target)
9876 window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
9877 if (window_target) // Don't reset windowing target if there's a single window in the list
9878 g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
9879 g.NavWindowingToggleLayer = false;
9880 }
9881
9882 // Windowing management mode
9883 // Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
9884 // Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
NavUpdateWindowing()9885 static void ImGui::NavUpdateWindowing()
9886 {
9887 ImGuiContext& g = *GImGui;
9888 ImGuiIO& io = g.IO;
9889
9890 ImGuiWindow* apply_focus_window = NULL;
9891 bool apply_toggle_layer = false;
9892
9893 ImGuiWindow* modal_window = GetTopMostPopupModal();
9894 bool allow_windowing = (modal_window == NULL);
9895 if (!allow_windowing)
9896 g.NavWindowingTarget = NULL;
9897
9898 // Fade out
9899 if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
9900 {
9901 g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
9902 if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
9903 g.NavWindowingTargetAnim = NULL;
9904 }
9905
9906 // Start CTRL-TAB or Square+L/R window selection
9907 const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
9908 const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
9909 const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && nav_keyboard_active && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab);
9910 if (start_windowing_with_gamepad || start_windowing_with_keyboard)
9911 if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
9912 {
9913 g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
9914 g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
9915 g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
9916 g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
9917 }
9918
9919 // Gamepad update
9920 g.NavWindowingTimer += io.DeltaTime;
9921 if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
9922 {
9923 // 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
9924 g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
9925
9926 // Select window to focus
9927 const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
9928 if (focus_change_dir != 0)
9929 {
9930 NavUpdateWindowingHighlightWindow(focus_change_dir);
9931 g.NavWindowingHighlightAlpha = 1.0f;
9932 }
9933
9934 // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
9935 if (!IsNavInputDown(ImGuiNavInput_Menu))
9936 {
9937 g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
9938 if (g.NavWindowingToggleLayer && g.NavWindow)
9939 apply_toggle_layer = true;
9940 else if (!g.NavWindowingToggleLayer)
9941 apply_focus_window = g.NavWindowingTarget;
9942 g.NavWindowingTarget = NULL;
9943 }
9944 }
9945
9946 // Keyboard: Focus
9947 if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
9948 {
9949 // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
9950 g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
9951 if (IsKeyPressedMap(ImGuiKey_Tab, true))
9952 NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1);
9953 if (!io.KeyCtrl)
9954 apply_focus_window = g.NavWindowingTarget;
9955 }
9956
9957 // Keyboard: Press and Release ALT to toggle menu layer
9958 // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
9959 // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
9960 if (nav_keyboard_active && io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0)
9961 {
9962 g.NavWindowingToggleLayer = true;
9963 g.NavInputSource = ImGuiInputSource_Keyboard;
9964 }
9965 if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
9966 {
9967 // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
9968 // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
9969 if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)
9970 g.NavWindowingToggleLayer = false;
9971
9972 // Apply layer toggle on release
9973 // Important: we don't assume that Alt was previously held in order to handle loss of focus when backend calls io.AddFocusEvent(false)
9974 // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
9975 if (!(io.KeyMods & ImGuiKeyModFlags_Alt) && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) && g.NavWindowingToggleLayer)
9976 if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
9977 if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
9978 apply_toggle_layer = true;
9979 if (!io.KeyAlt)
9980 g.NavWindowingToggleLayer = false;
9981 }
9982
9983 // Move window
9984 if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
9985 {
9986 ImVec2 move_delta;
9987 if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
9988 move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
9989 if (g.NavInputSource == ImGuiInputSource_Gamepad)
9990 move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
9991 if (move_delta.x != 0.0f || move_delta.y != 0.0f)
9992 {
9993 const float NAV_MOVE_SPEED = 800.0f;
9994 const float move_speed = ImFloor(NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well
9995 ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
9996 SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always);
9997 MarkIniSettingsDirty(moving_window);
9998 g.NavDisableMouseHover = true;
9999 }
10000 }
10001
10002 // Apply final focus
10003 if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
10004 {
10005 ClearActiveID();
10006 g.NavDisableHighlight = false;
10007 g.NavDisableMouseHover = true;
10008 apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
10009 ClosePopupsOverWindow(apply_focus_window, false);
10010 FocusWindow(apply_focus_window);
10011 if (apply_focus_window->NavLastIds[0] == 0)
10012 NavInitWindow(apply_focus_window, false);
10013
10014 // If the window has ONLY a menu layer (no main layer), select it directly
10015 // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
10016 // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
10017 // the target window as already been previewed once.
10018 // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
10019 // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
10020 // won't be valid.
10021 if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
10022 g.NavLayer = ImGuiNavLayer_Menu;
10023 }
10024 if (apply_focus_window)
10025 g.NavWindowingTarget = NULL;
10026
10027 // Apply menu/layer toggle
10028 if (apply_toggle_layer && g.NavWindow)
10029 {
10030 ClearActiveID();
10031
10032 // Move to parent menu if necessary
10033 ImGuiWindow* new_nav_window = g.NavWindow;
10034 while (new_nav_window->ParentWindow
10035 && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
10036 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
10037 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
10038 new_nav_window = new_nav_window->ParentWindow;
10039 if (new_nav_window != g.NavWindow)
10040 {
10041 ImGuiWindow* old_nav_window = g.NavWindow;
10042 FocusWindow(new_nav_window);
10043 new_nav_window->NavLastChildNavWindow = old_nav_window;
10044 }
10045
10046 // Toggle layer
10047 const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
10048 if (new_nav_layer != g.NavLayer)
10049 {
10050 // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
10051 if (new_nav_layer == ImGuiNavLayer_Menu)
10052 g.NavWindow->NavLastIds[new_nav_layer] = 0;
10053 NavRestoreLayer(new_nav_layer);
10054 }
10055 }
10056 }
10057
10058 // Window has already passed the IsWindowNavFocusable()
GetFallbackWindowNameForWindowingList(ImGuiWindow * window)10059 static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
10060 {
10061 if (window->Flags & ImGuiWindowFlags_Popup)
10062 return "(Popup)";
10063 if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
10064 return "(Main menu bar)";
10065 return "(Untitled)";
10066 }
10067
10068 // Overlay displayed when using CTRL+TAB. Called by EndFrame().
NavUpdateWindowingOverlay()10069 void ImGui::NavUpdateWindowingOverlay()
10070 {
10071 ImGuiContext& g = *GImGui;
10072 IM_ASSERT(g.NavWindowingTarget != NULL);
10073
10074 if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
10075 return;
10076
10077 if (g.NavWindowingListWindow == NULL)
10078 g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
10079 const ImGuiViewport* viewport = GetMainViewport();
10080 SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
10081 SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
10082 PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
10083 Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
10084 for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
10085 {
10086 ImGuiWindow* window = g.WindowsFocusOrder[n];
10087 IM_ASSERT(window != NULL); // Fix static analyzers
10088 if (!IsWindowNavFocusable(window))
10089 continue;
10090 const char* label = window->Name;
10091 if (label == FindRenderedTextEnd(label))
10092 label = GetFallbackWindowNameForWindowingList(window);
10093 Selectable(label, g.NavWindowingTarget == window);
10094 }
10095 End();
10096 PopStyleVar();
10097 }
10098
10099
10100 //-----------------------------------------------------------------------------
10101 // [SECTION] DRAG AND DROP
10102 //-----------------------------------------------------------------------------
10103
ClearDragDrop()10104 void ImGui::ClearDragDrop()
10105 {
10106 ImGuiContext& g = *GImGui;
10107 g.DragDropActive = false;
10108 g.DragDropPayload.Clear();
10109 g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
10110 g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
10111 g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
10112 g.DragDropAcceptFrameCount = -1;
10113
10114 g.DragDropPayloadBufHeap.clear();
10115 memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
10116 }
10117
10118 // When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
10119 // If the item has an identifier:
10120 // - This assume/require the item to be activated (typically via ButtonBehavior).
10121 // - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
10122 // - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
10123 // If the item has no identifier:
10124 // - Currently always assume left mouse button.
BeginDragDropSource(ImGuiDragDropFlags flags)10125 bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
10126 {
10127 ImGuiContext& g = *GImGui;
10128 ImGuiWindow* window = g.CurrentWindow;
10129
10130 // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
10131 // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
10132 ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
10133
10134 bool source_drag_active = false;
10135 ImGuiID source_id = 0;
10136 ImGuiID source_parent_id = 0;
10137 if (!(flags & ImGuiDragDropFlags_SourceExtern))
10138 {
10139 source_id = g.LastItemData.ID;
10140 if (source_id != 0)
10141 {
10142 // Common path: items with ID
10143 if (g.ActiveId != source_id)
10144 return false;
10145 if (g.ActiveIdMouseButton != -1)
10146 mouse_button = g.ActiveIdMouseButton;
10147 if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
10148 return false;
10149 g.ActiveIdAllowOverlap = false;
10150 }
10151 else
10152 {
10153 // Uncommon path: items without ID
10154 if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
10155 return false;
10156 if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
10157 return false;
10158
10159 // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
10160 // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride.
10161 if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
10162 {
10163 IM_ASSERT(0);
10164 return false;
10165 }
10166
10167 // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image()
10168 // We build a throwaway ID based on current ID stack + relative AABB of items in window.
10169 // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
10170 // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
10171 // Rely on keeping other window->LastItemXXX fields intact.
10172 source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
10173 bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id);
10174 if (is_hovered && g.IO.MouseClicked[mouse_button])
10175 {
10176 SetActiveID(source_id, window);
10177 FocusWindow(window);
10178 }
10179 if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
10180 g.ActiveIdAllowOverlap = is_hovered;
10181 }
10182 if (g.ActiveId != source_id)
10183 return false;
10184 source_parent_id = window->IDStack.back();
10185 source_drag_active = IsMouseDragging(mouse_button);
10186
10187 // Disable navigation and key inputs while dragging + cancel existing request if any
10188 SetActiveIdUsingNavAndKeys();
10189 }
10190 else
10191 {
10192 window = NULL;
10193 source_id = ImHashStr("#SourceExtern");
10194 source_drag_active = true;
10195 }
10196
10197 if (source_drag_active)
10198 {
10199 if (!g.DragDropActive)
10200 {
10201 IM_ASSERT(source_id != 0);
10202 ClearDragDrop();
10203 ImGuiPayload& payload = g.DragDropPayload;
10204 payload.SourceId = source_id;
10205 payload.SourceParentId = source_parent_id;
10206 g.DragDropActive = true;
10207 g.DragDropSourceFlags = flags;
10208 g.DragDropMouseButton = mouse_button;
10209 if (payload.SourceId == g.ActiveId)
10210 g.ActiveIdNoClearOnFocusLoss = true;
10211 }
10212 g.DragDropSourceFrameCount = g.FrameCount;
10213 g.DragDropWithinSource = true;
10214
10215 if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
10216 {
10217 // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
10218 // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
10219 BeginTooltip();
10220 if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
10221 {
10222 ImGuiWindow* tooltip_window = g.CurrentWindow;
10223 tooltip_window->Hidden = tooltip_window->SkipItems = true;
10224 tooltip_window->HiddenFramesCanSkipItems = 1;
10225 }
10226 }
10227
10228 if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
10229 g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
10230
10231 return true;
10232 }
10233 return false;
10234 }
10235
EndDragDropSource()10236 void ImGui::EndDragDropSource()
10237 {
10238 ImGuiContext& g = *GImGui;
10239 IM_ASSERT(g.DragDropActive);
10240 IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
10241
10242 if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
10243 EndTooltip();
10244
10245 // Discard the drag if have not called SetDragDropPayload()
10246 if (g.DragDropPayload.DataFrameCount == -1)
10247 ClearDragDrop();
10248 g.DragDropWithinSource = false;
10249 }
10250
10251 // Use 'cond' to choose to submit payload on drag start or every frame
SetDragDropPayload(const char * type,const void * data,size_t data_size,ImGuiCond cond)10252 bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
10253 {
10254 ImGuiContext& g = *GImGui;
10255 ImGuiPayload& payload = g.DragDropPayload;
10256 if (cond == 0)
10257 cond = ImGuiCond_Always;
10258
10259 IM_ASSERT(type != NULL);
10260 IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
10261 IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
10262 IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
10263 IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource()
10264
10265 if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
10266 {
10267 // Copy payload
10268 ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
10269 g.DragDropPayloadBufHeap.resize(0);
10270 if (data_size > sizeof(g.DragDropPayloadBufLocal))
10271 {
10272 // Store in heap
10273 g.DragDropPayloadBufHeap.resize((int)data_size);
10274 payload.Data = g.DragDropPayloadBufHeap.Data;
10275 memcpy(payload.Data, data, data_size);
10276 }
10277 else if (data_size > 0)
10278 {
10279 // Store locally
10280 memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
10281 payload.Data = g.DragDropPayloadBufLocal;
10282 memcpy(payload.Data, data, data_size);
10283 }
10284 else
10285 {
10286 payload.Data = NULL;
10287 }
10288 payload.DataSize = (int)data_size;
10289 }
10290 payload.DataFrameCount = g.FrameCount;
10291
10292 return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
10293 }
10294
BeginDragDropTargetCustom(const ImRect & bb,ImGuiID id)10295 bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
10296 {
10297 ImGuiContext& g = *GImGui;
10298 if (!g.DragDropActive)
10299 return false;
10300
10301 ImGuiWindow* window = g.CurrentWindow;
10302 ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
10303 if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
10304 return false;
10305 IM_ASSERT(id != 0);
10306 if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
10307 return false;
10308 if (window->SkipItems)
10309 return false;
10310
10311 IM_ASSERT(g.DragDropWithinTarget == false);
10312 g.DragDropTargetRect = bb;
10313 g.DragDropTargetId = id;
10314 g.DragDropWithinTarget = true;
10315 return true;
10316 }
10317
10318 // We don't use BeginDragDropTargetCustom() and duplicate its code because:
10319 // 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
10320 // 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
10321 // Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
BeginDragDropTarget()10322 bool ImGui::BeginDragDropTarget()
10323 {
10324 ImGuiContext& g = *GImGui;
10325 if (!g.DragDropActive)
10326 return false;
10327
10328 ImGuiWindow* window = g.CurrentWindow;
10329 if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
10330 return false;
10331 ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
10332 if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems)
10333 return false;
10334
10335 const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
10336 ImGuiID id = g.LastItemData.ID;
10337 if (id == 0)
10338 id = window->GetIDFromRectangle(display_rect);
10339 if (g.DragDropPayload.SourceId == id)
10340 return false;
10341
10342 IM_ASSERT(g.DragDropWithinTarget == false);
10343 g.DragDropTargetRect = display_rect;
10344 g.DragDropTargetId = id;
10345 g.DragDropWithinTarget = true;
10346 return true;
10347 }
10348
IsDragDropPayloadBeingAccepted()10349 bool ImGui::IsDragDropPayloadBeingAccepted()
10350 {
10351 ImGuiContext& g = *GImGui;
10352 return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
10353 }
10354
AcceptDragDropPayload(const char * type,ImGuiDragDropFlags flags)10355 const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
10356 {
10357 ImGuiContext& g = *GImGui;
10358 ImGuiWindow* window = g.CurrentWindow;
10359 ImGuiPayload& payload = g.DragDropPayload;
10360 IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
10361 IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ?
10362 if (type != NULL && !payload.IsDataType(type))
10363 return NULL;
10364
10365 // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
10366 // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
10367 const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
10368 ImRect r = g.DragDropTargetRect;
10369 float r_surface = r.GetWidth() * r.GetHeight();
10370 if (r_surface <= g.DragDropAcceptIdCurrRectSurface)
10371 {
10372 g.DragDropAcceptFlags = flags;
10373 g.DragDropAcceptIdCurr = g.DragDropTargetId;
10374 g.DragDropAcceptIdCurrRectSurface = r_surface;
10375 }
10376
10377 // Render default drop visuals
10378 // FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
10379 payload.Preview = was_accepted_previously;
10380 flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame)
10381 if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
10382 window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
10383
10384 g.DragDropAcceptFrameCount = g.FrameCount;
10385 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()
10386 if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
10387 return NULL;
10388
10389 return &payload;
10390 }
10391
GetDragDropPayload()10392 const ImGuiPayload* ImGui::GetDragDropPayload()
10393 {
10394 ImGuiContext& g = *GImGui;
10395 return g.DragDropActive ? &g.DragDropPayload : NULL;
10396 }
10397
10398 // We don't really use/need this now, but added it for the sake of consistency and because we might need it later.
EndDragDropTarget()10399 void ImGui::EndDragDropTarget()
10400 {
10401 ImGuiContext& g = *GImGui;
10402 IM_ASSERT(g.DragDropActive);
10403 IM_ASSERT(g.DragDropWithinTarget);
10404 g.DragDropWithinTarget = false;
10405 }
10406
10407 //-----------------------------------------------------------------------------
10408 // [SECTION] LOGGING/CAPTURING
10409 //-----------------------------------------------------------------------------
10410 // All text output from the interface can be captured into tty/file/clipboard.
10411 // By default, tree nodes are automatically opened during logging.
10412 //-----------------------------------------------------------------------------
10413
10414 // Pass text data straight to log (without being displayed)
LogTextV(ImGuiContext & g,const char * fmt,va_list args)10415 static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
10416 {
10417 if (g.LogFile)
10418 {
10419 g.LogBuffer.Buf.resize(0);
10420 g.LogBuffer.appendfv(fmt, args);
10421 ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
10422 }
10423 else
10424 {
10425 g.LogBuffer.appendfv(fmt, args);
10426 }
10427 }
10428
LogText(const char * fmt,...)10429 void ImGui::LogText(const char* fmt, ...)
10430 {
10431 ImGuiContext& g = *GImGui;
10432 if (!g.LogEnabled)
10433 return;
10434
10435 va_list args;
10436 va_start(args, fmt);
10437 LogTextV(g, fmt, args);
10438 va_end(args);
10439 }
10440
LogTextV(const char * fmt,va_list args)10441 void ImGui::LogTextV(const char* fmt, va_list args)
10442 {
10443 ImGuiContext& g = *GImGui;
10444 if (!g.LogEnabled)
10445 return;
10446
10447 LogTextV(g, fmt, args);
10448 }
10449
10450 // Internal version that takes a position to decide on newline placement and pad items according to their depth.
10451 // We split text into individual lines to add current tree level padding
10452 // FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
LogRenderedText(const ImVec2 * ref_pos,const char * text,const char * text_end)10453 void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
10454 {
10455 ImGuiContext& g = *GImGui;
10456 ImGuiWindow* window = g.CurrentWindow;
10457
10458 const char* prefix = g.LogNextPrefix;
10459 const char* suffix = g.LogNextSuffix;
10460 g.LogNextPrefix = g.LogNextSuffix = NULL;
10461
10462 if (!text_end)
10463 text_end = FindRenderedTextEnd(text, text_end);
10464
10465 const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
10466 if (ref_pos)
10467 g.LogLinePosY = ref_pos->y;
10468 if (log_new_line)
10469 {
10470 LogText(IM_NEWLINE);
10471 g.LogLineFirstItem = true;
10472 }
10473
10474 if (prefix)
10475 LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
10476
10477 // Re-adjust padding if we have popped out of our starting depth
10478 if (g.LogDepthRef > window->DC.TreeDepth)
10479 g.LogDepthRef = window->DC.TreeDepth;
10480 const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
10481
10482 const char* text_remaining = text;
10483 for (;;)
10484 {
10485 // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
10486 // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
10487 const char* line_start = text_remaining;
10488 const char* line_end = ImStreolRange(line_start, text_end);
10489 const bool is_last_line = (line_end == text_end);
10490 if (line_start != line_end || !is_last_line)
10491 {
10492 const int line_length = (int)(line_end - line_start);
10493 const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
10494 LogText("%*s%.*s", indentation, "", line_length, line_start);
10495 g.LogLineFirstItem = false;
10496 if (*line_end == '\n')
10497 {
10498 LogText(IM_NEWLINE);
10499 g.LogLineFirstItem = true;
10500 }
10501 }
10502 if (is_last_line)
10503 break;
10504 text_remaining = line_end + 1;
10505 }
10506
10507 if (suffix)
10508 LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
10509 }
10510
10511 // Start logging/capturing text output
LogBegin(ImGuiLogType type,int auto_open_depth)10512 void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
10513 {
10514 ImGuiContext& g = *GImGui;
10515 ImGuiWindow* window = g.CurrentWindow;
10516 IM_ASSERT(g.LogEnabled == false);
10517 IM_ASSERT(g.LogFile == NULL);
10518 IM_ASSERT(g.LogBuffer.empty());
10519 g.LogEnabled = true;
10520 g.LogType = type;
10521 g.LogNextPrefix = g.LogNextSuffix = NULL;
10522 g.LogDepthRef = window->DC.TreeDepth;
10523 g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
10524 g.LogLinePosY = FLT_MAX;
10525 g.LogLineFirstItem = true;
10526 }
10527
10528 // Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
LogSetNextTextDecoration(const char * prefix,const char * suffix)10529 void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
10530 {
10531 ImGuiContext& g = *GImGui;
10532 g.LogNextPrefix = prefix;
10533 g.LogNextSuffix = suffix;
10534 }
10535
LogToTTY(int auto_open_depth)10536 void ImGui::LogToTTY(int auto_open_depth)
10537 {
10538 ImGuiContext& g = *GImGui;
10539 if (g.LogEnabled)
10540 return;
10541 IM_UNUSED(auto_open_depth);
10542 #ifndef IMGUI_DISABLE_TTY_FUNCTIONS
10543 LogBegin(ImGuiLogType_TTY, auto_open_depth);
10544 g.LogFile = stdout;
10545 #endif
10546 }
10547
10548 // Start logging/capturing text output to given file
LogToFile(int auto_open_depth,const char * filename)10549 void ImGui::LogToFile(int auto_open_depth, const char* filename)
10550 {
10551 ImGuiContext& g = *GImGui;
10552 if (g.LogEnabled)
10553 return;
10554
10555 // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
10556 // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
10557 // By opening the file in binary mode "ab" we have consistent output everywhere.
10558 if (!filename)
10559 filename = g.IO.LogFilename;
10560 if (!filename || !filename[0])
10561 return;
10562 ImFileHandle f = ImFileOpen(filename, "ab");
10563 if (!f)
10564 {
10565 IM_ASSERT(0);
10566 return;
10567 }
10568
10569 LogBegin(ImGuiLogType_File, auto_open_depth);
10570 g.LogFile = f;
10571 }
10572
10573 // Start logging/capturing text output to clipboard
LogToClipboard(int auto_open_depth)10574 void ImGui::LogToClipboard(int auto_open_depth)
10575 {
10576 ImGuiContext& g = *GImGui;
10577 if (g.LogEnabled)
10578 return;
10579 LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
10580 }
10581
LogToBuffer(int auto_open_depth)10582 void ImGui::LogToBuffer(int auto_open_depth)
10583 {
10584 ImGuiContext& g = *GImGui;
10585 if (g.LogEnabled)
10586 return;
10587 LogBegin(ImGuiLogType_Buffer, auto_open_depth);
10588 }
10589
LogFinish()10590 void ImGui::LogFinish()
10591 {
10592 ImGuiContext& g = *GImGui;
10593 if (!g.LogEnabled)
10594 return;
10595
10596 LogText(IM_NEWLINE);
10597 switch (g.LogType)
10598 {
10599 case ImGuiLogType_TTY:
10600 #ifndef IMGUI_DISABLE_TTY_FUNCTIONS
10601 fflush(g.LogFile);
10602 #endif
10603 break;
10604 case ImGuiLogType_File:
10605 ImFileClose(g.LogFile);
10606 break;
10607 case ImGuiLogType_Buffer:
10608 break;
10609 case ImGuiLogType_Clipboard:
10610 if (!g.LogBuffer.empty())
10611 SetClipboardText(g.LogBuffer.begin());
10612 break;
10613 case ImGuiLogType_None:
10614 IM_ASSERT(0);
10615 break;
10616 }
10617
10618 g.LogEnabled = false;
10619 g.LogType = ImGuiLogType_None;
10620 g.LogFile = NULL;
10621 g.LogBuffer.clear();
10622 }
10623
10624 // Helper to display logging buttons
10625 // FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
LogButtons()10626 void ImGui::LogButtons()
10627 {
10628 ImGuiContext& g = *GImGui;
10629
10630 PushID("LogButtons");
10631 #ifndef IMGUI_DISABLE_TTY_FUNCTIONS
10632 const bool log_to_tty = Button("Log To TTY"); SameLine();
10633 #else
10634 const bool log_to_tty = false;
10635 #endif
10636 const bool log_to_file = Button("Log To File"); SameLine();
10637 const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
10638 PushAllowKeyboardFocus(false);
10639 SetNextItemWidth(80.0f);
10640 SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
10641 PopAllowKeyboardFocus();
10642 PopID();
10643
10644 // Start logging at the end of the function so that the buttons don't appear in the log
10645 if (log_to_tty)
10646 LogToTTY();
10647 if (log_to_file)
10648 LogToFile();
10649 if (log_to_clipboard)
10650 LogToClipboard();
10651 }
10652
10653
10654 //-----------------------------------------------------------------------------
10655 // [SECTION] SETTINGS
10656 //-----------------------------------------------------------------------------
10657 // - UpdateSettings() [Internal]
10658 // - MarkIniSettingsDirty() [Internal]
10659 // - CreateNewWindowSettings() [Internal]
10660 // - FindWindowSettings() [Internal]
10661 // - FindOrCreateWindowSettings() [Internal]
10662 // - FindSettingsHandler() [Internal]
10663 // - ClearIniSettings() [Internal]
10664 // - LoadIniSettingsFromDisk()
10665 // - LoadIniSettingsFromMemory()
10666 // - SaveIniSettingsToDisk()
10667 // - SaveIniSettingsToMemory()
10668 // - WindowSettingsHandler_***() [Internal]
10669 //-----------------------------------------------------------------------------
10670
10671 // Called by NewFrame()
UpdateSettings()10672 void ImGui::UpdateSettings()
10673 {
10674 // Load settings on first frame (if not explicitly loaded manually before)
10675 ImGuiContext& g = *GImGui;
10676 if (!g.SettingsLoaded)
10677 {
10678 IM_ASSERT(g.SettingsWindows.empty());
10679 if (g.IO.IniFilename)
10680 LoadIniSettingsFromDisk(g.IO.IniFilename);
10681 g.SettingsLoaded = true;
10682 }
10683
10684 // Save settings (with a delay after the last modification, so we don't spam disk too much)
10685 if (g.SettingsDirtyTimer > 0.0f)
10686 {
10687 g.SettingsDirtyTimer -= g.IO.DeltaTime;
10688 if (g.SettingsDirtyTimer <= 0.0f)
10689 {
10690 if (g.IO.IniFilename != NULL)
10691 SaveIniSettingsToDisk(g.IO.IniFilename);
10692 else
10693 g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
10694 g.SettingsDirtyTimer = 0.0f;
10695 }
10696 }
10697 }
10698
MarkIniSettingsDirty()10699 void ImGui::MarkIniSettingsDirty()
10700 {
10701 ImGuiContext& g = *GImGui;
10702 if (g.SettingsDirtyTimer <= 0.0f)
10703 g.SettingsDirtyTimer = g.IO.IniSavingRate;
10704 }
10705
MarkIniSettingsDirty(ImGuiWindow * window)10706 void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
10707 {
10708 ImGuiContext& g = *GImGui;
10709 if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
10710 if (g.SettingsDirtyTimer <= 0.0f)
10711 g.SettingsDirtyTimer = g.IO.IniSavingRate;
10712 }
10713
CreateNewWindowSettings(const char * name)10714 ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
10715 {
10716 ImGuiContext& g = *GImGui;
10717
10718 #if !IMGUI_DEBUG_INI_SETTINGS
10719 // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
10720 // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.
10721 if (const char* p = strstr(name, "###"))
10722 name = p;
10723 #endif
10724 const size_t name_len = strlen(name);
10725
10726 // Allocate chunk
10727 const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
10728 ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
10729 IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
10730 settings->ID = ImHashStr(name, name_len);
10731 memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator
10732
10733 return settings;
10734 }
10735
FindWindowSettings(ImGuiID id)10736 ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)
10737 {
10738 ImGuiContext& g = *GImGui;
10739 for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
10740 if (settings->ID == id)
10741 return settings;
10742 return NULL;
10743 }
10744
FindOrCreateWindowSettings(const char * name)10745 ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)
10746 {
10747 if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name)))
10748 return settings;
10749 return CreateNewWindowSettings(name);
10750 }
10751
FindSettingsHandler(const char * type_name)10752 ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
10753 {
10754 ImGuiContext& g = *GImGui;
10755 const ImGuiID type_hash = ImHashStr(type_name);
10756 for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
10757 if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
10758 return &g.SettingsHandlers[handler_n];
10759 return NULL;
10760 }
10761
ClearIniSettings()10762 void ImGui::ClearIniSettings()
10763 {
10764 ImGuiContext& g = *GImGui;
10765 g.SettingsIniData.clear();
10766 for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
10767 if (g.SettingsHandlers[handler_n].ClearAllFn)
10768 g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);
10769 }
10770
LoadIniSettingsFromDisk(const char * ini_filename)10771 void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
10772 {
10773 size_t file_data_size = 0;
10774 char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
10775 if (!file_data)
10776 return;
10777 LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
10778 IM_FREE(file_data);
10779 }
10780
10781 // Zero-tolerance, no error reporting, cheap .ini parsing
LoadIniSettingsFromMemory(const char * ini_data,size_t ini_size)10782 void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
10783 {
10784 ImGuiContext& g = *GImGui;
10785 IM_ASSERT(g.Initialized);
10786 //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
10787 //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
10788
10789 // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
10790 // 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..
10791 if (ini_size == 0)
10792 ini_size = strlen(ini_data);
10793 g.SettingsIniData.Buf.resize((int)ini_size + 1);
10794 char* const buf = g.SettingsIniData.Buf.Data;
10795 char* const buf_end = buf + ini_size;
10796 memcpy(buf, ini_data, ini_size);
10797 buf_end[0] = 0;
10798
10799 // Call pre-read handlers
10800 // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
10801 for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
10802 if (g.SettingsHandlers[handler_n].ReadInitFn)
10803 g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);
10804
10805 void* entry_data = NULL;
10806 ImGuiSettingsHandler* entry_handler = NULL;
10807
10808 char* line_end = NULL;
10809 for (char* line = buf; line < buf_end; line = line_end + 1)
10810 {
10811 // Skip new lines markers, then find end of the line
10812 while (*line == '\n' || *line == '\r')
10813 line++;
10814 line_end = line;
10815 while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
10816 line_end++;
10817 line_end[0] = 0;
10818 if (line[0] == ';')
10819 continue;
10820 if (line[0] == '[' && line_end > line && line_end[-1] == ']')
10821 {
10822 // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
10823 line_end[-1] = 0;
10824 const char* name_end = line_end - 1;
10825 const char* type_start = line + 1;
10826 char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
10827 const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
10828 if (!type_end || !name_start)
10829 continue;
10830 *type_end = 0; // Overwrite first ']'
10831 name_start++; // Skip second '['
10832 entry_handler = FindSettingsHandler(type_start);
10833 entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
10834 }
10835 else if (entry_handler != NULL && entry_data != NULL)
10836 {
10837 // Let type handler parse the line
10838 entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
10839 }
10840 }
10841 g.SettingsLoaded = true;
10842
10843 // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
10844 memcpy(buf, ini_data, ini_size);
10845
10846 // Call post-read handlers
10847 for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
10848 if (g.SettingsHandlers[handler_n].ApplyAllFn)
10849 g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);
10850 }
10851
SaveIniSettingsToDisk(const char * ini_filename)10852 void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
10853 {
10854 ImGuiContext& g = *GImGui;
10855 g.SettingsDirtyTimer = 0.0f;
10856 if (!ini_filename)
10857 return;
10858
10859 size_t ini_data_size = 0;
10860 const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
10861 ImFileHandle f = ImFileOpen(ini_filename, "wt");
10862 if (!f)
10863 return;
10864 ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
10865 ImFileClose(f);
10866 }
10867
10868 // Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
SaveIniSettingsToMemory(size_t * out_size)10869 const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
10870 {
10871 ImGuiContext& g = *GImGui;
10872 g.SettingsDirtyTimer = 0.0f;
10873 g.SettingsIniData.Buf.resize(0);
10874 g.SettingsIniData.Buf.push_back(0);
10875 for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
10876 {
10877 ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
10878 handler->WriteAllFn(&g, handler, &g.SettingsIniData);
10879 }
10880 if (out_size)
10881 *out_size = (size_t)g.SettingsIniData.size();
10882 return g.SettingsIniData.c_str();
10883 }
10884
WindowSettingsHandler_ClearAll(ImGuiContext * ctx,ImGuiSettingsHandler *)10885 static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
10886 {
10887 ImGuiContext& g = *ctx;
10888 for (int i = 0; i != g.Windows.Size; i++)
10889 g.Windows[i]->SettingsOffset = -1;
10890 g.SettingsWindows.clear();
10891 }
10892
WindowSettingsHandler_ReadOpen(ImGuiContext *,ImGuiSettingsHandler *,const char * name)10893 static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
10894 {
10895 ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name);
10896 ImGuiID id = settings->ID;
10897 *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
10898 settings->ID = id;
10899 settings->WantApply = true;
10900 return (void*)settings;
10901 }
10902
WindowSettingsHandler_ReadLine(ImGuiContext *,ImGuiSettingsHandler *,void * entry,const char * line)10903 static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
10904 {
10905 ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
10906 int x, y;
10907 int i;
10908 if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); }
10909 else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); }
10910 else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); }
10911 }
10912
10913 // Apply to existing windows (if any)
WindowSettingsHandler_ApplyAll(ImGuiContext * ctx,ImGuiSettingsHandler *)10914 static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
10915 {
10916 ImGuiContext& g = *ctx;
10917 for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
10918 if (settings->WantApply)
10919 {
10920 if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
10921 ApplyWindowSettings(window, settings);
10922 settings->WantApply = false;
10923 }
10924 }
10925
WindowSettingsHandler_WriteAll(ImGuiContext * ctx,ImGuiSettingsHandler * handler,ImGuiTextBuffer * buf)10926 static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
10927 {
10928 // Gather data from windows that were active during this session
10929 // (if a window wasn't opened in this session we preserve its settings)
10930 ImGuiContext& g = *ctx;
10931 for (int i = 0; i != g.Windows.Size; i++)
10932 {
10933 ImGuiWindow* window = g.Windows[i];
10934 if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
10935 continue;
10936
10937 ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID);
10938 if (!settings)
10939 {
10940 settings = ImGui::CreateNewWindowSettings(window->Name);
10941 window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
10942 }
10943 IM_ASSERT(settings->ID == window->ID);
10944 settings->Pos = ImVec2ih(window->Pos);
10945 settings->Size = ImVec2ih(window->SizeFull);
10946
10947 settings->Collapsed = window->Collapsed;
10948 }
10949
10950 // Write to text buffer
10951 buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
10952 for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
10953 {
10954 const char* settings_name = settings->GetName();
10955 buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
10956 buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
10957 buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
10958 buf->appendf("Collapsed=%d\n", settings->Collapsed);
10959 buf->append("\n");
10960 }
10961 }
10962
10963
10964 //-----------------------------------------------------------------------------
10965 // [SECTION] VIEWPORTS, PLATFORM WINDOWS
10966 //-----------------------------------------------------------------------------
10967 // - GetMainViewport()
10968 // - UpdateViewportsNewFrame() [Internal]
10969 // (this section is more complete in the 'docking' branch)
10970 //-----------------------------------------------------------------------------
10971
GetMainViewport()10972 ImGuiViewport* ImGui::GetMainViewport()
10973 {
10974 ImGuiContext& g = *GImGui;
10975 return g.Viewports[0];
10976 }
10977
10978 // Update viewports and monitor infos
UpdateViewportsNewFrame()10979 static void ImGui::UpdateViewportsNewFrame()
10980 {
10981 ImGuiContext& g = *GImGui;
10982 IM_ASSERT(g.Viewports.Size == 1);
10983
10984 // Update main viewport with current platform position.
10985 // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
10986 ImGuiViewportP* main_viewport = g.Viewports[0];
10987 main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp;
10988 main_viewport->Pos = ImVec2(0.0f, 0.0f);
10989 main_viewport->Size = g.IO.DisplaySize;
10990
10991 for (int n = 0; n < g.Viewports.Size; n++)
10992 {
10993 ImGuiViewportP* viewport = g.Viewports[n];
10994
10995 // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again.
10996 viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
10997 viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
10998 viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
10999 viewport->UpdateWorkRect();
11000 }
11001 }
11002
11003 //-----------------------------------------------------------------------------
11004 // [SECTION] DOCKING
11005 //-----------------------------------------------------------------------------
11006
11007 // (this section is filled in the 'docking' branch)
11008
11009
11010 //-----------------------------------------------------------------------------
11011 // [SECTION] PLATFORM DEPENDENT HELPERS
11012 //-----------------------------------------------------------------------------
11013
11014 #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
11015
11016 #ifdef _MSC_VER
11017 #pragma comment(lib, "user32")
11018 #pragma comment(lib, "kernel32")
11019 #endif
11020
11021 // Win32 clipboard implementation
11022 // We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
GetClipboardTextFn_DefaultImpl(void *)11023 static const char* GetClipboardTextFn_DefaultImpl(void*)
11024 {
11025 ImGuiContext& g = *GImGui;
11026 g.ClipboardHandlerData.clear();
11027 if (!::OpenClipboard(NULL))
11028 return NULL;
11029 HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
11030 if (wbuf_handle == NULL)
11031 {
11032 ::CloseClipboard();
11033 return NULL;
11034 }
11035 if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
11036 {
11037 int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
11038 g.ClipboardHandlerData.resize(buf_len);
11039 ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
11040 }
11041 ::GlobalUnlock(wbuf_handle);
11042 ::CloseClipboard();
11043 return g.ClipboardHandlerData.Data;
11044 }
11045
SetClipboardTextFn_DefaultImpl(void *,const char * text)11046 static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
11047 {
11048 if (!::OpenClipboard(NULL))
11049 return;
11050 const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
11051 HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
11052 if (wbuf_handle == NULL)
11053 {
11054 ::CloseClipboard();
11055 return;
11056 }
11057 WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
11058 ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
11059 ::GlobalUnlock(wbuf_handle);
11060 ::EmptyClipboard();
11061 if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
11062 ::GlobalFree(wbuf_handle);
11063 ::CloseClipboard();
11064 }
11065
11066 #elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
11067
11068 #include <Carbon/Carbon.h> // Use old API to avoid need for separate .mm file
11069 static PasteboardRef main_clipboard = 0;
11070
11071 // OSX clipboard implementation
11072 // If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
SetClipboardTextFn_DefaultImpl(void *,const char * text)11073 static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
11074 {
11075 if (!main_clipboard)
11076 PasteboardCreate(kPasteboardClipboard, &main_clipboard);
11077 PasteboardClear(main_clipboard);
11078 CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
11079 if (cf_data)
11080 {
11081 PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
11082 CFRelease(cf_data);
11083 }
11084 }
11085
GetClipboardTextFn_DefaultImpl(void *)11086 static const char* GetClipboardTextFn_DefaultImpl(void*)
11087 {
11088 if (!main_clipboard)
11089 PasteboardCreate(kPasteboardClipboard, &main_clipboard);
11090 PasteboardSynchronize(main_clipboard);
11091
11092 ItemCount item_count = 0;
11093 PasteboardGetItemCount(main_clipboard, &item_count);
11094 for (ItemCount i = 0; i < item_count; i++)
11095 {
11096 PasteboardItemID item_id = 0;
11097 PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
11098 CFArrayRef flavor_type_array = 0;
11099 PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
11100 for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
11101 {
11102 CFDataRef cf_data;
11103 if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
11104 {
11105 ImGuiContext& g = *GImGui;
11106 g.ClipboardHandlerData.clear();
11107 int length = (int)CFDataGetLength(cf_data);
11108 g.ClipboardHandlerData.resize(length + 1);
11109 CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
11110 g.ClipboardHandlerData[length] = 0;
11111 CFRelease(cf_data);
11112 return g.ClipboardHandlerData.Data;
11113 }
11114 }
11115 }
11116 return NULL;
11117 }
11118
11119 #else
11120
11121 // Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
GetClipboardTextFn_DefaultImpl(void *)11122 static const char* GetClipboardTextFn_DefaultImpl(void*)
11123 {
11124 ImGuiContext& g = *GImGui;
11125 return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
11126 }
11127
SetClipboardTextFn_DefaultImpl(void *,const char * text)11128 static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
11129 {
11130 ImGuiContext& g = *GImGui;
11131 g.ClipboardHandlerData.clear();
11132 const char* text_end = text + strlen(text);
11133 g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
11134 memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
11135 g.ClipboardHandlerData[(int)(text_end - text)] = 0;
11136 }
11137
11138 #endif
11139
11140 // Win32 API IME support (for Asian languages, etc.)
11141 #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
11142
11143 #include <imm.h>
11144 #ifdef _MSC_VER
11145 #pragma comment(lib, "imm32")
11146 #endif
11147
ImeSetInputScreenPosFn_DefaultImpl(int x,int y)11148 static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
11149 {
11150 // Notify OS Input Method Editor of text input position
11151 ImGuiIO& io = ImGui::GetIO();
11152 if (HWND hwnd = (HWND)io.ImeWindowHandle)
11153 if (HIMC himc = ::ImmGetContext(hwnd))
11154 {
11155 COMPOSITIONFORM cf;
11156 cf.ptCurrentPos.x = x;
11157 cf.ptCurrentPos.y = y;
11158 cf.dwStyle = CFS_FORCE_POSITION;
11159 ::ImmSetCompositionWindow(himc, &cf);
11160 ::ImmReleaseContext(hwnd, himc);
11161 }
11162 }
11163
11164 #else
11165
ImeSetInputScreenPosFn_DefaultImpl(int,int)11166 static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
11167
11168 #endif
11169
11170 //-----------------------------------------------------------------------------
11171 // [SECTION] METRICS/DEBUGGER WINDOW
11172 //-----------------------------------------------------------------------------
11173 // - RenderViewportThumbnail() [Internal]
11174 // - RenderViewportsThumbnails() [Internal]
11175 // - MetricsHelpMarker() [Internal]
11176 // - ShowMetricsWindow()
11177 // - DebugNodeColumns() [Internal]
11178 // - DebugNodeDrawList() [Internal]
11179 // - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
11180 // - DebugNodeStorage() [Internal]
11181 // - DebugNodeTabBar() [Internal]
11182 // - DebugNodeViewport() [Internal]
11183 // - DebugNodeWindow() [Internal]
11184 // - DebugNodeWindowSettings() [Internal]
11185 // - DebugNodeWindowsList() [Internal]
11186 //-----------------------------------------------------------------------------
11187
11188 #ifndef IMGUI_DISABLE_METRICS_WINDOW
11189
DebugRenderViewportThumbnail(ImDrawList * draw_list,ImGuiViewportP * viewport,const ImRect & bb)11190 void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
11191 {
11192 ImGuiContext& g = *GImGui;
11193 ImGuiWindow* window = g.CurrentWindow;
11194
11195 ImVec2 scale = bb.GetSize() / viewport->Size;
11196 ImVec2 off = bb.Min - viewport->Pos * scale;
11197 float alpha_mul = 1.0f;
11198 window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
11199 for (int i = 0; i != g.Windows.Size; i++)
11200 {
11201 ImGuiWindow* thumb_window = g.Windows[i];
11202 if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
11203 continue;
11204
11205 ImRect thumb_r = thumb_window->Rect();
11206 ImRect title_r = thumb_window->TitleBarRect();
11207 thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale));
11208 title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
11209 thumb_r.ClipWithFull(bb);
11210 title_r.ClipWithFull(bb);
11211 const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
11212 window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
11213 window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
11214 window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
11215 window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
11216 }
11217 draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
11218 }
11219
RenderViewportsThumbnails()11220 static void RenderViewportsThumbnails()
11221 {
11222 ImGuiContext& g = *GImGui;
11223 ImGuiWindow* window = g.CurrentWindow;
11224
11225 // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
11226 float SCALE = 1.0f / 8.0f;
11227 ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
11228 for (int n = 0; n < g.Viewports.Size; n++)
11229 bb_full.Add(g.Viewports[n]->GetMainRect());
11230 ImVec2 p = window->DC.CursorPos;
11231 ImVec2 off = p - bb_full.Min * SCALE;
11232 for (int n = 0; n < g.Viewports.Size; n++)
11233 {
11234 ImGuiViewportP* viewport = g.Viewports[n];
11235 ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
11236 ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
11237 }
11238 ImGui::Dummy(bb_full.GetSize() * SCALE);
11239 }
11240
11241 // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
MetricsHelpMarker(const char * desc)11242 static void MetricsHelpMarker(const char* desc)
11243 {
11244 ImGui::TextDisabled("(?)");
11245 if (ImGui::IsItemHovered())
11246 {
11247 ImGui::BeginTooltip();
11248 ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
11249 ImGui::TextUnformatted(desc);
11250 ImGui::PopTextWrapPos();
11251 ImGui::EndTooltip();
11252 }
11253 }
11254
11255 #ifndef IMGUI_DISABLE_DEMO_WINDOWS
11256 namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); }
11257 #endif
11258
ShowMetricsWindow(bool * p_open)11259 void ImGui::ShowMetricsWindow(bool* p_open)
11260 {
11261 ImGuiContext& g = *GImGui;
11262 ImGuiIO& io = g.IO;
11263 ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
11264 if (cfg->ShowStackTool)
11265 ShowStackToolWindow(&cfg->ShowStackTool);
11266
11267 if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
11268 {
11269 End();
11270 return;
11271 }
11272
11273 // Basic info
11274 Text("Dear ImGui %s", GetVersion());
11275 Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
11276 Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
11277 Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations);
11278 //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
11279
11280 Separator();
11281
11282 // Debugging enums
11283 enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
11284 const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
11285 enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
11286 const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
11287 if (cfg->ShowWindowsRectsType < 0)
11288 cfg->ShowWindowsRectsType = WRT_WorkRect;
11289 if (cfg->ShowTablesRectsType < 0)
11290 cfg->ShowTablesRectsType = TRT_WorkRect;
11291
11292 struct Funcs
11293 {
11294 static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
11295 {
11296 if (rect_type == TRT_OuterRect) { return table->OuterRect; }
11297 else if (rect_type == TRT_InnerRect) { return table->InnerRect; }
11298 else if (rect_type == TRT_WorkRect) { return table->WorkRect; }
11299 else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; }
11300 else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; }
11301 else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; }
11302 else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table->LastOuterHeight); }
11303 else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
11304 else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
11305 else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } // Note: y1/y2 not always accurate
11306 else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table->LastFirstRowHeight); }
11307 else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table->LastFirstRowHeight); }
11308 else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
11309 IM_ASSERT(0);
11310 return ImRect();
11311 }
11312
11313 static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
11314 {
11315 if (rect_type == WRT_OuterRect) { return window->Rect(); }
11316 else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; }
11317 else if (rect_type == WRT_InnerRect) { return window->InnerRect; }
11318 else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; }
11319 else if (rect_type == WRT_WorkRect) { return window->WorkRect; }
11320 else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
11321 else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
11322 else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; }
11323 IM_ASSERT(0);
11324 return ImRect();
11325 }
11326 };
11327
11328 // Tools
11329 if (TreeNode("Tools"))
11330 {
11331 // Stack Tool is your best friend!
11332 Checkbox("Show stack tool", &cfg->ShowStackTool);
11333 SameLine();
11334 MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code.");
11335
11336 Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
11337 Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
11338 SameLine();
11339 SetNextItemWidth(GetFontSize() * 12);
11340 cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
11341 if (cfg->ShowWindowsRects && g.NavWindow != NULL)
11342 {
11343 BulletText("'%s':", g.NavWindow->Name);
11344 Indent();
11345 for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
11346 {
11347 ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
11348 Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
11349 }
11350 Unindent();
11351 }
11352
11353 Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
11354 SameLine();
11355 SetNextItemWidth(GetFontSize() * 12);
11356 cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
11357 if (cfg->ShowTablesRects && g.NavWindow != NULL)
11358 {
11359 for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
11360 {
11361 ImGuiTable* table = g.Tables.TryGetMapData(table_n);
11362 if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
11363 continue;
11364
11365 BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
11366 if (IsItemHovered())
11367 GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
11368 Indent();
11369 char buf[128];
11370 for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
11371 {
11372 if (rect_n >= TRT_ColumnsRect)
11373 {
11374 if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
11375 continue;
11376 for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
11377 {
11378 ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
11379 ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
11380 Selectable(buf);
11381 if (IsItemHovered())
11382 GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
11383 }
11384 }
11385 else
11386 {
11387 ImRect r = Funcs::GetTableRect(table, rect_n, -1);
11388 ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
11389 Selectable(buf);
11390 if (IsItemHovered())
11391 GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
11392 }
11393 }
11394 Unindent();
11395 }
11396 }
11397
11398 // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
11399 if (Button("Item Picker.."))
11400 DebugStartItemPicker();
11401 SameLine();
11402 MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
11403
11404 TreePop();
11405 }
11406
11407 // Windows
11408 DebugNodeWindowsList(&g.Windows, "Windows");
11409 //DebugNodeWindowsList(&g.WindowsFocusOrder, "WindowsFocusOrder");
11410
11411 // DrawLists
11412 int drawlist_count = 0;
11413 for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
11414 drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
11415 if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
11416 {
11417 Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
11418 Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
11419 for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
11420 {
11421 ImGuiViewportP* viewport = g.Viewports[viewport_i];
11422 for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
11423 for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
11424 DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
11425 }
11426 TreePop();
11427 }
11428
11429 // Viewports
11430 if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
11431 {
11432 Indent(GetTreeNodeToLabelSpacing());
11433 RenderViewportsThumbnails();
11434 Unindent(GetTreeNodeToLabelSpacing());
11435 for (int i = 0; i < g.Viewports.Size; i++)
11436 DebugNodeViewport(g.Viewports[i]);
11437 TreePop();
11438 }
11439
11440 // Details for Popups
11441 if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
11442 {
11443 for (int i = 0; i < g.OpenPopupStack.Size; i++)
11444 {
11445 ImGuiWindow* window = g.OpenPopupStack[i].Window;
11446 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" : "");
11447 }
11448 TreePop();
11449 }
11450
11451 // Details for TabBars
11452 if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
11453 {
11454 for (int n = 0; n < g.TabBars.GetMapSize(); n++)
11455 if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
11456 {
11457 PushID(tab_bar);
11458 DebugNodeTabBar(tab_bar, "TabBar");
11459 PopID();
11460 }
11461 TreePop();
11462 }
11463
11464 // Details for Tables
11465 if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
11466 {
11467 for (int n = 0; n < g.Tables.GetMapSize(); n++)
11468 if (ImGuiTable* table = g.Tables.TryGetMapData(n))
11469 DebugNodeTable(table);
11470 TreePop();
11471 }
11472
11473 // Details for Fonts
11474 #ifndef IMGUI_DISABLE_DEMO_WINDOWS
11475 ImFontAtlas* atlas = g.IO.Fonts;
11476 if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
11477 {
11478 ShowFontAtlas(atlas);
11479 TreePop();
11480 }
11481 #endif
11482
11483 // Details for Docking
11484 #ifdef IMGUI_HAS_DOCK
11485 if (TreeNode("Docking"))
11486 {
11487 TreePop();
11488 }
11489 #endif // #ifdef IMGUI_HAS_DOCK
11490
11491 // Settings
11492 if (TreeNode("Settings"))
11493 {
11494 if (SmallButton("Clear"))
11495 ClearIniSettings();
11496 SameLine();
11497 if (SmallButton("Save to memory"))
11498 SaveIniSettingsToMemory();
11499 SameLine();
11500 if (SmallButton("Save to disk"))
11501 SaveIniSettingsToDisk(g.IO.IniFilename);
11502 SameLine();
11503 if (g.IO.IniFilename)
11504 Text("\"%s\"", g.IO.IniFilename);
11505 else
11506 TextUnformatted("<NULL>");
11507 Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
11508 if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
11509 {
11510 for (int n = 0; n < g.SettingsHandlers.Size; n++)
11511 BulletText("%s", g.SettingsHandlers[n].TypeName);
11512 TreePop();
11513 }
11514 if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
11515 {
11516 for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
11517 DebugNodeWindowSettings(settings);
11518 TreePop();
11519 }
11520
11521 if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
11522 {
11523 for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
11524 DebugNodeTableSettings(settings);
11525 TreePop();
11526 }
11527
11528 #ifdef IMGUI_HAS_DOCK
11529 #endif // #ifdef IMGUI_HAS_DOCK
11530
11531 if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
11532 {
11533 InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
11534 TreePop();
11535 }
11536 TreePop();
11537 }
11538
11539 // Misc Details
11540 if (TreeNode("Internal state"))
11541 {
11542 const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
11543
11544 Text("WINDOWING");
11545 Indent();
11546 Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
11547 Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL");
11548 Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
11549 Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
11550 Unindent();
11551
11552 Text("ITEMS");
11553 Indent();
11554 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]);
11555 Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
11556 Text("ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %llX", g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, g.ActiveIdUsingKeyInputMask);
11557 Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
11558 Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
11559 Unindent();
11560
11561 Text("NAV,FOCUS");
11562 Indent();
11563 Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
11564 Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
11565 Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
11566 Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
11567 Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId);
11568 Text("NavActivateFlags: %04X", g.NavActivateFlags);
11569 Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
11570 Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
11571 Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
11572 Unindent();
11573
11574 TreePop();
11575 }
11576
11577 // Overlay: Display windows Rectangles and Begin Order
11578 if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
11579 {
11580 for (int n = 0; n < g.Windows.Size; n++)
11581 {
11582 ImGuiWindow* window = g.Windows[n];
11583 if (!window->WasActive)
11584 continue;
11585 ImDrawList* draw_list = GetForegroundDrawList(window);
11586 if (cfg->ShowWindowsRects)
11587 {
11588 ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
11589 draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
11590 }
11591 if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
11592 {
11593 char buf[32];
11594 ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
11595 float font_size = GetFontSize();
11596 draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
11597 draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
11598 }
11599 }
11600 }
11601
11602 // Overlay: Display Tables Rectangles
11603 if (cfg->ShowTablesRects)
11604 {
11605 for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
11606 {
11607 ImGuiTable* table = g.Tables.TryGetMapData(table_n);
11608 if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
11609 continue;
11610 ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
11611 if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
11612 {
11613 for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
11614 {
11615 ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
11616 ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
11617 float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
11618 draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
11619 }
11620 }
11621 else
11622 {
11623 ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
11624 draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
11625 }
11626 }
11627 }
11628
11629 #ifdef IMGUI_HAS_DOCK
11630 // Overlay: Display Docking info
11631 if (show_docking_nodes && g.IO.KeyCtrl)
11632 {
11633 }
11634 #endif // #ifdef IMGUI_HAS_DOCK
11635
11636 End();
11637 }
11638
11639 // [DEBUG] List fonts in a font atlas and display its texture
ShowFontAtlas(ImFontAtlas * atlas)11640 void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
11641 {
11642 for (int i = 0; i < atlas->Fonts.Size; i++)
11643 {
11644 ImFont* font = atlas->Fonts[i];
11645 PushID(font);
11646 DebugNodeFont(font);
11647 PopID();
11648 }
11649 if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
11650 {
11651 ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
11652 ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);
11653 Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
11654 TreePop();
11655 }
11656 }
11657
11658 // [DEBUG] Display contents of Columns
DebugNodeColumns(ImGuiOldColumns * columns)11659 void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
11660 {
11661 if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
11662 return;
11663 BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
11664 for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
11665 BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
11666 TreePop();
11667 }
11668
11669 // [DEBUG] Display contents of ImDrawList
DebugNodeDrawList(ImGuiWindow * window,const ImDrawList * draw_list,const char * label)11670 void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label)
11671 {
11672 ImGuiContext& g = *GImGui;
11673 ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
11674 int cmd_count = draw_list->CmdBuffer.Size;
11675 if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
11676 cmd_count--;
11677 bool node_open = 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, cmd_count);
11678 if (draw_list == GetWindowDrawList())
11679 {
11680 SameLine();
11681 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)
11682 if (node_open)
11683 TreePop();
11684 return;
11685 }
11686
11687 ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
11688 if (window && IsItemHovered())
11689 fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
11690 if (!node_open)
11691 return;
11692
11693 if (window && !window->WasActive)
11694 TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
11695
11696 for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
11697 {
11698 if (pcmd->UserCallback)
11699 {
11700 BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
11701 continue;
11702 }
11703
11704 char buf[300];
11705 ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
11706 pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
11707 pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
11708 bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
11709 if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
11710 DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
11711 if (!pcmd_node_open)
11712 continue;
11713
11714 // Calculate approximate coverage area (touched pixel count)
11715 // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
11716 const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
11717 const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
11718 float total_area = 0.0f;
11719 for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
11720 {
11721 ImVec2 triangle[3];
11722 for (int n = 0; n < 3; n++, idx_n++)
11723 triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
11724 total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
11725 }
11726
11727 // Display vertex information summary. Hover to get all triangles drawn in wire-frame
11728 ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
11729 Selectable(buf);
11730 if (IsItemHovered() && fg_draw_list)
11731 DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
11732
11733 // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
11734 ImGuiListClipper clipper;
11735 clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
11736 while (clipper.Step())
11737 for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
11738 {
11739 char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
11740 ImVec2 triangle[3];
11741 for (int n = 0; n < 3; n++, idx_i++)
11742 {
11743 const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
11744 triangle[n] = v.pos;
11745 buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
11746 (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
11747 }
11748
11749 Selectable(buf, false);
11750 if (fg_draw_list && IsItemHovered())
11751 {
11752 ImDrawListFlags backup_flags = fg_draw_list->Flags;
11753 fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
11754 fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
11755 fg_draw_list->Flags = backup_flags;
11756 }
11757 }
11758 TreePop();
11759 }
11760 TreePop();
11761 }
11762
11763 // [DEBUG] Display mesh/aabb of a ImDrawCmd
DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList * out_draw_list,const ImDrawList * draw_list,const ImDrawCmd * draw_cmd,bool show_mesh,bool show_aabb)11764 void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
11765 {
11766 IM_ASSERT(show_mesh || show_aabb);
11767
11768 // Draw wire-frame version of all triangles
11769 ImRect clip_rect = draw_cmd->ClipRect;
11770 ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
11771 ImDrawListFlags backup_flags = out_draw_list->Flags;
11772 out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
11773 for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
11774 {
11775 ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
11776 ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
11777
11778 ImVec2 triangle[3];
11779 for (int n = 0; n < 3; n++, idx_n++)
11780 vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
11781 if (show_mesh)
11782 out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
11783 }
11784 // Draw bounding boxes
11785 if (show_aabb)
11786 {
11787 out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
11788 out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
11789 }
11790 out_draw_list->Flags = backup_flags;
11791 }
11792
11793 // [DEBUG] Display details for a single font, called by ShowStyleEditor().
DebugNodeFont(ImFont * font)11794 void ImGui::DebugNodeFont(ImFont* font)
11795 {
11796 bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
11797 font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
11798 SameLine();
11799 if (SmallButton("Set as default"))
11800 GetIO().FontDefault = font;
11801 if (!opened)
11802 return;
11803
11804 // Display preview text
11805 PushFont(font);
11806 Text("The quick brown fox jumps over the lazy dog");
11807 PopFont();
11808
11809 // Display details
11810 SetNextItemWidth(GetFontSize() * 8);
11811 DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
11812 SameLine(); MetricsHelpMarker(
11813 "Note than the default embedded font is NOT meant to be scaled.\n\n"
11814 "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
11815 "You may oversample them to get some flexibility with scaling. "
11816 "You can also render at multiple sizes and select which one to use at runtime.\n\n"
11817 "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
11818 Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
11819 char c_str[5];
11820 Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
11821 Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
11822 const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
11823 Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
11824 for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
11825 if (font->ConfigData)
11826 if (const ImFontConfig* cfg = &font->ConfigData[config_i])
11827 BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
11828 config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
11829
11830 // Display all glyphs of the fonts in separate pages of 256 characters
11831 if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
11832 {
11833 ImDrawList* draw_list = GetWindowDrawList();
11834 const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
11835 const float cell_size = font->FontSize * 1;
11836 const float cell_spacing = GetStyle().ItemSpacing.y;
11837 for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
11838 {
11839 // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
11840 // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
11841 // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
11842 if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
11843 {
11844 base += 4096 - 256;
11845 continue;
11846 }
11847
11848 int count = 0;
11849 for (unsigned int n = 0; n < 256; n++)
11850 if (font->FindGlyphNoFallback((ImWchar)(base + n)))
11851 count++;
11852 if (count <= 0)
11853 continue;
11854 if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
11855 continue;
11856
11857 // Draw a 16x16 grid of glyphs
11858 ImVec2 base_pos = GetCursorScreenPos();
11859 for (unsigned int n = 0; n < 256; n++)
11860 {
11861 // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
11862 // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
11863 ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
11864 ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
11865 const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
11866 draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
11867 if (glyph)
11868 font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
11869 if (glyph && IsMouseHoveringRect(cell_p1, cell_p2))
11870 {
11871 BeginTooltip();
11872 Text("Codepoint: U+%04X", base + n);
11873 Separator();
11874 Text("Visible: %d", glyph->Visible);
11875 Text("AdvanceX: %.1f", glyph->AdvanceX);
11876 Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
11877 Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
11878 EndTooltip();
11879 }
11880 }
11881 Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
11882 TreePop();
11883 }
11884 TreePop();
11885 }
11886 TreePop();
11887 }
11888
11889 // [DEBUG] Display contents of ImGuiStorage
DebugNodeStorage(ImGuiStorage * storage,const char * label)11890 void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
11891 {
11892 if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
11893 return;
11894 for (int n = 0; n < storage->Data.Size; n++)
11895 {
11896 const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];
11897 BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
11898 }
11899 TreePop();
11900 }
11901
11902 // [DEBUG] Display contents of ImGuiTabBar
DebugNodeTabBar(ImGuiTabBar * tab_bar,const char * label)11903 void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
11904 {
11905 // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
11906 char buf[256];
11907 char* p = buf;
11908 const char* buf_end = buf + IM_ARRAYSIZE(buf);
11909 const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
11910 p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
11911 p += ImFormatString(p, buf_end - p, " { ");
11912 for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
11913 {
11914 ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
11915 p += ImFormatString(p, buf_end - p, "%s'%s'",
11916 tab_n > 0 ? ", " : "", (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???");
11917 }
11918 p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
11919 if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
11920 bool open = TreeNode(label, "%s", buf);
11921 if (!is_active) { PopStyleColor(); }
11922 if (is_active && IsItemHovered())
11923 {
11924 ImDrawList* draw_list = GetForegroundDrawList();
11925 draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
11926 draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
11927 draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
11928 }
11929 if (open)
11930 {
11931 for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
11932 {
11933 const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
11934 PushID(tab);
11935 if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
11936 if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
11937 Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f",
11938 tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth);
11939 PopID();
11940 }
11941 TreePop();
11942 }
11943 }
11944
DebugNodeViewport(ImGuiViewportP * viewport)11945 void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
11946 {
11947 SetNextItemOpen(true, ImGuiCond_Once);
11948 if (TreeNode("viewport0", "Viewport #%d", 0))
11949 {
11950 ImGuiWindowFlags flags = viewport->Flags;
11951 BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f",
11952 viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
11953 viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y);
11954 BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags,
11955 (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "",
11956 (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
11957 (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "");
11958 for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
11959 for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
11960 DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
11961 TreePop();
11962 }
11963 }
11964
DebugNodeWindow(ImGuiWindow * window,const char * label)11965 void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
11966 {
11967 if (window == NULL)
11968 {
11969 BulletText("%s: NULL", label);
11970 return;
11971 }
11972
11973 ImGuiContext& g = *GImGui;
11974 const bool is_active = window->WasActive;
11975 ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
11976 if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
11977 const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
11978 if (!is_active) { PopStyleColor(); }
11979 if (IsItemHovered() && is_active)
11980 GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
11981 if (!open)
11982 return;
11983
11984 if (window->MemoryCompacted)
11985 TextDisabled("Note: some memory buffers have been compacted/freed.");
11986
11987 ImGuiWindowFlags flags = window->Flags;
11988 DebugNodeDrawList(window, window->DrawList, "DrawList");
11989 BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
11990 BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
11991 (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
11992 (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
11993 (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
11994 BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
11995 BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
11996 BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
11997 for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
11998 {
11999 ImRect r = window->NavRectRel[layer];
12000 if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
12001 {
12002 BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
12003 continue;
12004 }
12005 BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
12006 if (IsItemHovered())
12007 GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255));
12008 }
12009 BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
12010 if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); }
12011 if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
12012 if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
12013 if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
12014 {
12015 for (int n = 0; n < window->ColumnsStorage.Size; n++)
12016 DebugNodeColumns(&window->ColumnsStorage[n]);
12017 TreePop();
12018 }
12019 DebugNodeStorage(&window->StateStorage, "Storage");
12020 TreePop();
12021 }
12022
DebugNodeWindowSettings(ImGuiWindowSettings * settings)12023 void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
12024 {
12025 Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
12026 settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
12027 }
12028
DebugNodeWindowsList(ImVector<ImGuiWindow * > * windows,const char * label)12029 void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
12030 {
12031 if (!TreeNode(label, "%s (%d)", label, windows->Size))
12032 return;
12033 Text("(In front-to-back order:)");
12034 for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
12035 {
12036 PushID((*windows)[i]);
12037 DebugNodeWindow((*windows)[i], "Window");
12038 PopID();
12039 }
12040 TreePop();
12041 }
12042
12043 //-----------------------------------------------------------------------------
12044 // [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
12045 //-----------------------------------------------------------------------------
12046
12047 // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
UpdateDebugToolItemPicker()12048 void ImGui::UpdateDebugToolItemPicker()
12049 {
12050 ImGuiContext& g = *GImGui;
12051 g.DebugItemPickerBreakId = 0;
12052 if (!g.DebugItemPickerActive)
12053 return;
12054
12055 const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
12056 SetMouseCursor(ImGuiMouseCursor_Hand);
12057 if (IsKeyPressedMap(ImGuiKey_Escape))
12058 g.DebugItemPickerActive = false;
12059 if (IsMouseClicked(0) && hovered_id)
12060 {
12061 g.DebugItemPickerBreakId = hovered_id;
12062 g.DebugItemPickerActive = false;
12063 }
12064 SetNextWindowBgAlpha(0.60f);
12065 BeginTooltip();
12066 Text("HoveredId: 0x%08X", hovered_id);
12067 Text("Press ESC to abort picking.");
12068 TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!");
12069 EndTooltip();
12070 }
12071
12072 // [DEBUG] Stack Tool: update queries. Called by NewFrame()
UpdateDebugToolStackQueries()12073 void ImGui::UpdateDebugToolStackQueries()
12074 {
12075 ImGuiContext& g = *GImGui;
12076 ImGuiStackTool* tool = &g.DebugStackTool;
12077
12078 // Clear hook when stack tool is not visible
12079 g.DebugHookIdInfo = 0;
12080 if (g.FrameCount != tool->LastActiveFrame + 1)
12081 return;
12082
12083 // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
12084 // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
12085 const ImGuiID query_id = g.ActiveId ? g.ActiveId : g.HoveredIdPreviousFrame;
12086 if (tool->QueryId != query_id)
12087 {
12088 tool->QueryId = query_id;
12089 tool->StackLevel = -1;
12090 tool->Results.resize(0);
12091 }
12092 if (query_id == 0)
12093 return;
12094
12095 // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
12096 int stack_level = tool->StackLevel;
12097 if (stack_level >= 0 && stack_level < tool->Results.Size)
12098 if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
12099 tool->StackLevel++;
12100
12101 // Update hook
12102 stack_level = tool->StackLevel;
12103 if (stack_level == -1)
12104 g.DebugHookIdInfo = query_id;
12105 if (stack_level >= 0 && stack_level < tool->Results.Size)
12106 {
12107 g.DebugHookIdInfo = tool->Results[stack_level].ID;
12108 tool->Results[stack_level].QueryFrameCount++;
12109 }
12110 }
12111
12112 // [DEBUG] Stack tool: hooks called by GetID() family functions
DebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void * data_id,const void * data_id_end)12113 void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
12114 {
12115 ImGuiContext& g = *GImGui;
12116 ImGuiWindow* window = g.CurrentWindow;
12117 ImGuiStackTool* tool = &g.DebugStackTool;
12118
12119 // Step 0: stack query
12120 // This assume that the ID was computed with the current ID stack, which tends to be the case for our widget.
12121 if (tool->StackLevel == -1)
12122 {
12123 tool->StackLevel++;
12124 tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
12125 for (int n = 0; n < window->IDStack.Size + 1; n++)
12126 tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
12127 return;
12128 }
12129
12130 // Step 1+: query for individual level
12131 IM_ASSERT(tool->StackLevel >= 0);
12132 if (tool->StackLevel != window->IDStack.Size)
12133 return;
12134 ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
12135 IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
12136
12137 int data_len;
12138 switch (data_type)
12139 {
12140 case ImGuiDataType_S32:
12141 ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
12142 break;
12143 case ImGuiDataType_String:
12144 data_len = data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id);
12145 ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "\"%.*s\"", data_len, (const char*)data_id);
12146 break;
12147 case ImGuiDataType_Pointer:
12148 ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
12149 break;
12150 case ImGuiDataType_ID:
12151 if (info->Desc[0] == 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
12152 ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
12153 break;
12154 default:
12155 IM_ASSERT(0);
12156 }
12157 info->QuerySuccess = true;
12158 }
12159
12160 // Stack Tool: Display UI
ShowStackToolWindow(bool * p_open)12161 void ImGui::ShowStackToolWindow(bool* p_open)
12162 {
12163 if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
12164 {
12165 End();
12166 return;
12167 }
12168
12169 // Display hovered/active status
12170 ImGuiContext& g = *GImGui;
12171 const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
12172 const ImGuiID active_id = g.ActiveId;
12173 #ifdef IMGUI_ENABLE_TEST_ENGINE
12174 Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
12175 #else
12176 Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id);
12177 #endif
12178 SameLine();
12179 MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
12180
12181 // Display decorated stack
12182 ImGuiStackTool* tool = &g.DebugStackTool;
12183 tool->LastActiveFrame = g.FrameCount;
12184 if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
12185 {
12186 const float id_width = CalcTextSize("0xDDDDDDDD").x;
12187 TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
12188 TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
12189 TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
12190 TableHeadersRow();
12191 for (int n = 0; n < tool->Results.Size; n++)
12192 {
12193 ImGuiStackLevelInfo* info = &tool->Results[n];
12194 TableNextColumn();
12195 Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
12196
12197 TableNextColumn();
12198 ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? FindWindowByID(info->ID) : NULL;
12199 if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
12200 Text("\"%s\" [window]", window->Name);
12201 else if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
12202 TextUnformatted(info->Desc);
12203 else if (tool->StackLevel >= tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
12204 {
12205 #ifdef IMGUI_ENABLE_TEST_ENGINE
12206 if (const char* label = ImGuiTestEngine_FindItemDebugLabel(&g, info->ID)) // Source: ImGuiTestEngine's ItemInfo()
12207 Text("??? \"%s\"", label);
12208 else
12209 #endif
12210 TextUnformatted("???");
12211 }
12212
12213 TableNextColumn();
12214 Text("0x%08X", info->ID);
12215 if (n == tool->Results.Size - 1)
12216 TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
12217 }
12218 EndTable();
12219 }
12220 End();
12221 }
12222
12223 #else
12224
ShowMetricsWindow(bool *)12225 void ImGui::ShowMetricsWindow(bool*) {}
ShowFontAtlas(ImFontAtlas *)12226 void ImGui::ShowFontAtlas(ImFontAtlas*) {}
DebugNodeColumns(ImGuiOldColumns *)12227 void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
DebugNodeDrawList(ImGuiWindow *,const ImDrawList *,const char *)12228 void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {}
DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList *,const ImDrawList *,const ImDrawCmd *,bool,bool)12229 void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
DebugNodeFont(ImFont *)12230 void ImGui::DebugNodeFont(ImFont*) {}
DebugNodeStorage(ImGuiStorage *,const char *)12231 void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
DebugNodeTabBar(ImGuiTabBar *,const char *)12232 void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
DebugNodeWindow(ImGuiWindow *,const char *)12233 void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
DebugNodeWindowSettings(ImGuiWindowSettings *)12234 void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
DebugNodeWindowsList(ImVector<ImGuiWindow * > *,const char *)12235 void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
DebugNodeViewport(ImGuiViewportP *)12236 void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
12237
ShowStackToolWindow(bool *)12238 void ImGui::ShowStackToolWindow(bool*) {}
DebugHookIdInfo(ImGuiID,ImGuiDataType,const void *,const void *)12239 void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
UpdateDebugToolItemPicker()12240 void ImGui::UpdateDebugToolItemPicker() {}
UpdateDebugToolStackQueries()12241 void ImGui::UpdateDebugToolStackQueries() {}
12242
12243 #endif // #ifndef IMGUI_DISABLE_METRICS_WINDOW
12244
12245 //-----------------------------------------------------------------------------
12246
12247 // Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
12248 // 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.
12249 #ifdef IMGUI_INCLUDE_IMGUI_USER_INL
12250 #include "imgui_user.inl"
12251 #endif
12252
12253 //-----------------------------------------------------------------------------
12254
12255 #endif // #ifndef IMGUI_DISABLE
12256