diff --git a/LICENSE b/LICENSE
deleted file mode 100644
index 1b26028..0000000
--- a/LICENSE
+++ /dev/null
@@ -1,29 +0,0 @@
-BSD 3-Clause License
-
-Copyright (c) 2021, _xeroxz
-All rights reserved.
-
-Redistribution and use in source and binary forms, with or without
-modification, are permitted provided that the following conditions are met:
-
-* Redistributions of source code must retain the above copyright notice, this
- list of conditions and the following disclaimer.
-
-* Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
-
-* Neither the name of the copyright holder nor the names of its
- contributors may be used to endorse or promote products derived from
- this software without specific prior written permission.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
-AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
-FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
-DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
-SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
-CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
-OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
diff --git a/README.md b/README.md
index 1e89a6b..05b65ad 100644
--- a/README.md
+++ b/README.md
@@ -1,776 +1 @@
-
-
-
-
-
-
-
-
-# Theodosius - Jit linker, Mapper, Mutator, and Obfuscator
-
-Theodosius (Theo for short) is a jit linker created entirely for obfuscation and mutation of both code, and code flow. The project is extremely modular in design and supports
-both kernel and usermode projects. Since Theo inherits HMDM (highly modular driver mapper), any vulnerable driver that exposes arbitrary MSR writes, or physical memory read/write can be used with this framework to map unsigned code into the kernel. This is possible since HMDM inherits VDM (vulnerable driver manipulation), and MSREXEC (elevation of arbitrary MSR writes to kernel execution).
-
-Theo can be used for many projects. The modularity of the code allows for a programmer to use this framework however they please. A few example usages of Theo would be, streaming code and data from a .lib over a network directly into memory, resolving unexported symbols via PDB, allocating each instruction of a function inside of code caves, and much more.
-
-### Table Of Contents
-
-* [Theodosius - Jit linker, Mapper, Mutator, and Obfuscator](https://githacks.org/_xeroxz/theodosius#theodosius-jit-linker-mapper-mutator-and-obfuscator)
- * [Credit And Dependencies](https://githacks.org/_xeroxz/theodosius#credit-and-dependencies)
- * [Linking - Dynamic And Static](https://githacks.org/_xeroxz/theodosius#linking-dynamic-and-static)
- * [What Is A Linker](https://githacks.org/_xeroxz/theodosius#what-is-a-linker)
- * [Object Files](https://githacks.org/_xeroxz/theodosius#object-files)
- * [Static Linking](https://githacks.org/_xeroxz/theodosius#static-linking)
- * [Dynamic Linking](https://githacks.org/_xeroxz/theodosius#dynamic-linking)
- * [Usage - Using Theodosius](https://githacks.org/_xeroxz/theodosius#usage-using-theodosius)
- * [Integrating Clang](https://githacks.org/_xeroxz/theodosius#integrating-clang)
- * [Requirements](https://githacks.org/_xeroxz/theodosius#requirements)
- * [Lambdas For Explicit Constructor](https://githacks.org/_xeroxz/theodosius#lambdas-for-explicit-constructor)
- * [`theo::memcpy_t` - copy memory lambda](https://githacks.org/_xeroxz/theodosius#theomemcpy_t-copy-memory-lambda)
- * [`theo::malloc_t` - allocate executable memory](https://githacks.org/_xeroxz/theodosius#theomalloc_t-allocate-executable-memory)
- * [`theo::resolve_symbol_t` - resolve external symbol](https://githacks.org/_xeroxz/theodosius#theoresolve_symbol_t-resolve-external-symbol)
- * [Creating Instance](https://githacks.org/_xeroxz/theodosius#creating-instance)
- * [Calling Entry](https://githacks.org/_xeroxz/theodosius#calling-entry)
- * [MSREXEC - Call Entry Example](https://githacks.org/_xeroxz/theodosius#msrexec-call-entry-example)
- * [VDM - Call Entry Example](https://githacks.org/_xeroxz/theodosius#vdm-call-entry-example)
- * [WinAPI - Call Entry Example](https://githacks.org/_xeroxz/theodosius#winapi-call-entry-example)
-* [RIP Relative Addressing](https://githacks.org/_xeroxz/theodosius#rip-relative-addressing)
- * [JCC - RIP Relative](https://githacks.org/_xeroxz/theodosius#jcc-rip-relative)
-* [Obfuscation](https://githacks.org/_xeroxz/theodosius#obfuscation)
- * [Obfuscate - Base Class](https://githacks.org/_xeroxz/theodosius#obfuscate-base-class)
- * [Mutation - Inherts Obfuscation](https://githacks.org/_xeroxz/theodosius#mutation-inherts-obfuscation)
-* [Examples](https://githacks.org/_xeroxz/theodosius#examples)
- * [Kernel Example](https://githacks.org/_xeroxz/theodosius#kernel-example)
- * [Usermode Example](https://githacks.org/_xeroxz/theodosius#usermode-example)
-* [License - BSD 3-Clause](https://githacks.org/_xeroxz/theodosius#license-bsd-3-clause)
-
-### Credit And Dependencies
-
-* [BTBD](https://github.com/btbd) - Huge thanks for providing suggestions and bouncing ideas back and forth.
- * [SMAP](https://github.com/btbd/smap) - scatter mapper, this project is heavily influenced by SMAP.
-* [Zydis](https://github.com/zyantific/zydis) - used to decompile obfuscated routines and find JCC's.
-* [asmjit](https://github.com/asmjit/asmjit) - used to generate link-time code (mutated routines).
-* [LLVM-Obfuscator](https://github.com/obfuscator-llvm/obfuscator/wiki) - Here are the following devs:
- * [Pascal Junod](https://crypto.junod.info/)
- * Julien Rinaldini
- * [Johan Wehrli](https://twitter.com/jowehrli)
- * Julie Michielin
- * Stéphane Ongagna
- * Grégory Ruch
- * Sébastien Bischof
-
-## Linking - Dynamic And Static
-
-#### What Is A Linker
-
-A linker is a program which takes object files produces by a compiler and generates a final executable native to the operating system. A linker interfaces with not only object files but also static libraries, "lib" files. What is a "lib" file? Well a lib file is just an archive of obj's. You can invision it as a zip/rar without any compression, just concatination of said object files.
-
-Theo is a jit linker, which means it will link objs together and map them into memory all at once. For usability however, instead of handling object files, Theo can parse entire lib files and extract the objects out of the lib.
-
-#### Object Files
-
-If you define a c++ file called "main.cpp" the compiler will generate an object file by the name of "main.obj". When you refer to data or code defined in another c/c++ file, the linker uses a symbol table to resolve the address of said code/data. In this situation I am the linker and I resolve all of your symbols :).
-
-#### Static Linking
-
-Static linking is when the linker links entire routines not created by you, into your code. Say `memcpy` (if its not inlined), will be staticlly linked with the CRT. Static linking also allows for your code to be more independant as all the code you need you bring with you. However, with Theo, you cannot link static libraries which are not compiled with `mcmodel=large`. Theo supports actual static linking, in other words, using multiple static libraries at the same time.
-
-#### Dynamic Linking
-
-Dynamic linking is when external symbols are resolved at runtime. This is done by imports and exports in DLL's (dynamiclly linked libraries). Theo supports "dynamic linking", or in better terms, linking against exported routines. You can see examples of this inside of both usermode and kernelmode examples.
-
-# Usage - Using Theodosius
-
-## Integrating Clang
-
-For integration with visual studios please open install [llvm2019](https://marketplace.visualstudio.com/items?itemName=MarekAniola.mangh-llvm2019) extension, or [llvm2017](https://marketplace.visualstudio.com/items?itemName=LLVMExtensions.llvm-toolchain) extension. Once installed, create or open a visual studio project which you want to use with LLVM-Obfuscator and Theo. Open ***Properties*** --> ***Configuration Properties*** ---> ***General***, then set ***Platform Toolset*** to ***LLVM***.
-
-Once LLVM is selected, under the ***LLVM*** tab change the clang-cl location to the place where you extracted [clang-cl.rar](https://githacks.org/_xeroxz/theodosius/-/blob/cc9496ccceba3d1f0916859ddb2583be9362c908/resources/clang-cl.rar). Finally under ***Additional Compiler Options*** (same LLVM tab), set the following: `-Xclang -std=c++1z -Xclang -mcode-model -Xclang large -Xclang -fno-jump-tables -mllvm -split -mllvm -split_num=4 -mllvm -sub_loop=4`.
-
-Please refer to the [LLVM-Obfuscator Wiki](https://github.com/obfuscator-llvm/obfuscator/wiki) for more information on commandline arguments.
-
-#### Requirements
-
-* No SEH support, do not add `__try/__except` in your code.
-* No CFG (control flow guard) support. Please disable this in C/C++ ---> Code Generation ---> Control Flow Guard
-* No Stack Security Check Support. Please disablel this in C/C++ ---> Code Generation ---> Security Check (/GS-)
-* Your project must be set to produce a .lib file.
-* Your project must not link with other static libraries which are not compiled with `-Xclang -mcmodel-large`.
-* Project must be compiled with the following flags
- * `-Xclang -mcmodel=large`, removes RIP relative addressing besides JCC's.
- * `-Xclang -fno-jump-tables`, removes jump tables created by switch cases.
- * `/Zc:threadSafeInit-`, static will not use TLS (thread local storage).
-
-## Lambdas For Explicit Constructor
-
-Theodosius uses the same class structure as HMDM does. Its a highly modular format which allows for extreme usage, supporting almost every idea one might have. In order to use Theo, you must first define three lambdas, `theo::memcpy_t` a method of copying memory, `theo::malloc_t` a method to allocate executable memory, and lastely `theo::resolve_symbol_t` a lamdba to resolve external symbols.
-
-### `theo::memcpy_t` - copy memory lambda
-
-This is used to write memory, it is never used to read memory. An example of this lambda using VDM could be:
-
-```cpp
-theo::memcpy_t _kmemcpy =
-[&](void* dest, const void* src, std::size_t size) -> void*
-{
- static const auto kmemcpy =
- reinterpret_cast(
- utils::kmodule::get_export(
- "ntoskrnl.exe", "memcpy"));
-
- return vdm.syscall(kmemcpy, dest, src, size);
-};
-```
-
-This uses VDM to syscall into memcpy exported by ntoskrnl... If you want to do something in usermode you can proxy memcpy to `WriteProcessMemory` or any other method of writing memory.
-
-```cpp
-theo::memcpy_t _memcpy =
-[&](void* dest, const void* src, std::size_t size) -> void*
-{
- SIZE_T bytes_handled;
- if (!WriteProcessMemory(phandle, dest, src, size, &bytes_handled))
- {
- std::printf("[!] failed to write process memory...\n");
- exit(-1);
- }
- return dest;
-};
-```
-
-### `theo::malloc_t` - allocate executable memory
-
-This lambda is used to allocate executable memory. Any method will do as long as the memcpy lambda can write to the allocated memory. An MSREXEC example for this lambda is defined below.
-
-```cpp
-theo::malloc_t _kalloc = [&](std::size_t size) -> void*
-{
- void* alloc_base;
- msrexec.exec
- (
- [&](void* krnl_base, get_system_routine_t get_kroutine) -> void
- {
- using ex_alloc_pool_t =
- void* (*)(std::uint32_t, std::size_t);
-
- const auto ex_alloc_pool =
- reinterpret_cast(
- get_kroutine(krnl_base, "ExAllocatePool"));
-
- alloc_base = ex_alloc_pool(NULL, size);
- }
- );
- return alloc_base;
-};
-```
-
-This lambda uses MSREXEC to allocate kernel memory via ExAllocatePool. However this is completely open ended on how you want to do it, you can allocate your memory into discarded
-sections, you can allocate your memory in another address space, etc... Its extremely modular.
-
-
-Another, yet simple, usermode example for this lambda is defined below.
-
-```cpp
-theo::malloc_t _alloc = [&](std::size_t size) -> void*
-{
- return VirtualAllocEx
- (
- phandle,
- nullptr,
- size,
- MEM_COMMIT | MEM_RESERVE,
- PAGE_EXECUTE_READWRITE
- );
-};
-```
-
-### `theo::resolve_symbol_t` - resolve external symbol
-
-This lambda will try and resolve external symbols. Symbols which are not defined inside of any object files. For example `PiddbCacheTable`, an unexported ntoskrnl symbol, which normally people sig scan for, can now be jit linked. This is possible by parsing a MAP file, however you can recode this to support PDB's, etc. Again its completely opened ended on how you want to resolve symbols.
-
-```cpp
-theo::resolve_symbol_t resolve_symbol =
-[&, &extern_symbols = extern_symbols](const char* symbol_name) -> std::uintptr_t
-{
- std::uintptr_t result = 0u;
- for (auto& [drv_name, drv_symbols] : extern_symbols)
- {
- // each kernel module... find a driver with a matching map file name...
- // I.E ntoskrnl.exe.map == ntoskrnl.exe...
- utils::kmodule::each_module
- (
- [&, &drv_name = drv_name, &drv_symbols = drv_symbols]
- (PRTL_PROCESS_MODULE_INFORMATION drv_info, const char* drv_path) -> bool
- {
- const auto _drv_name =
- reinterpret_cast(
- drv_info->OffsetToFileName + drv_info->FullPathName);
-
- // if this is the driver, load it, loop over its sections
- // calc the absolute virtual address of the symbol...
- if (!strcmp(_drv_name, drv_name.c_str()))
- {
- const auto drv_load_addr =
- reinterpret_cast(
- LoadLibraryExA(drv_path, NULL, DONT_RESOLVE_DLL_REFERENCES));
-
- std::uint32_t section_count = 1u;
- utils::pe::each_section
- (
- [&, &drv_symbols = drv_symbols]
- (PIMAGE_SECTION_HEADER section_header, std::uintptr_t img_base) -> bool
- {
- if (section_count == drv_symbols[symbol_name].first)
- {
- result = reinterpret_cast(drv_info->ImageBase) +
- section_header->VirtualAddress + drv_symbols[symbol_name].second;
-
- // we found the symbol...
- return false;
- }
-
- ++section_count;
- // keep going over sections...
- return true;
- }, drv_load_addr
- );
- }
-
- // keep looping over modules until we resolve the symbol...
- return !result;
- }
- );
- }
-
- // if the symbol was not resolved in any of the map files then try
- // to see if its an export from any other drivers...
- if (!result)
- {
- utils::kmodule::each_module
- (
- [&](PRTL_PROCESS_MODULE_INFORMATION drv_info, const char* drv_path) -> bool
- {
- const auto drv_name =
- reinterpret_cast(
- drv_info->OffsetToFileName + drv_info->FullPathName);
-
- // false if we found the symbol...
- return (!(result = utils::kmodule::get_export(drv_name, symbol_name)));
- }
- );
- }
-
- return result;
-};
-```
-
-Another example of this lambda can be viewed in the usermode examples. This routine simply loops over every single module mapped into the specific process you want to map/link with.
-
-```cpp
-theo::resolve_symbol_t _resolver =
- [&, &extern_symbols = extern_symbols](const char* symbol_name) -> std::uintptr_t
-{
- auto loaded_modules = std::make_unique(64);
- std::uintptr_t result = 0u, loaded_module_sz = 0u;
-
- if (!EnumProcessModules(phandle,
- loaded_modules.get(), 512, (PDWORD)&loaded_module_sz))
- return {};
-
- for (auto i = 0u; i < loaded_module_sz / 8u; i++)
- {
- wchar_t file_name[MAX_PATH] = L"";
- if (!GetModuleFileNameExW(phandle,
- loaded_modules.get()[i], file_name, _countof(file_name)))
- continue;
-
- if ((result = reinterpret_cast(
- GetProcAddress(LoadLibrary(file_name), symbol_name))))
- break;
- }
-
- return result;
-};
-```
-
-### Creating Instance
-
-Once all three lambdas are defined, you can then create a `theo::hmm_ctx` (highly modular mapper context). This class is like the one from HMDM however it requires an extra lambda to resolve external symbols.
-
-```cpp
-theo::hmm_ctx drv_mapper({ _alloc, _memcpy, _resolver });
-
-const auto drv_entry =
- reinterpret_cast(
- drv_mapper.map_objs(image_objs));
-```
-
-### Calling Entry
-
-#### MSREXEC - Call Entry Example
-
-The entry point of the mapped code is not invoked by `hmm_ctx`, but rather its left up to you to call. An example of calling the entry point can be seen below.
-
-```cpp
-int result;
-msrexec.exec([&result, drv_entry = drv_entry]
- (void* krnl_base, get_system_routine_t get_kroutine) -> void
-{
- using drv_entry_t = int(*)();
- result = reinterpret_cast(drv_entry)();
-});
-```
-
-#### VDM - Call Entry Example
-
-Another example, this one using VDM, can be seen below.
-
-```cpp
-const auto entry_result =
- vdm.syscall(
- reinterpret_cast(drv_entry));
-```
-
-#### WinAPI - Call Entry Example
-
-Another example, this one using WinAPI's, can be seen below.
-
-```cpp
-std::uint32_t tid = 0u;
-CreateRemoteThread
-(
- phandle, NULL,
- NULL, drv_entry,
- NULL, NULL,
- (LPDWORD)&tid
-);
-```
-
-## RIP Relative Addressing
-
-In order to allow for a routine to be scattered throughout a 64bit address space, RIP relative addressing must not be used. In order to facilitate this, a very special version
-of clang-cl is used which can use `mcmodel=large`. This will generate instructions which do not use RIP relative addressing when referencing symbols outside of the routine in which the
-instruction itself resides. The only exception to this is JCC instructions, (besides call) also known as branching instructions. Take this c++ code for an example:
-
-```cpp
-ObfuscateRoutine
-extern "C" int ModuleEntry()
-{
- MessageBoxA(0, "Demo", "Hello From Obfuscated Routine!", 0);
- UsermodeMutateDemo();
- UsermodeNoObfuscation();
-}
-```
-
-This c++ function, compiled by clang-cl with `mcmodel=large`, will generate a routine with the following instructions:
-
-```
-0x00: ; void UsermodeNoObfuscation(void)
-0x00: public ?UsermodeNoObfuscation@@YAXXZ
-0x00: ?UsermodeNoObfuscation@@YAXXZ proc near ; CODE XREF: ModuleEntry+42↓p
-0x00: var_4 = dword ptr -4
-0x00: 48 83 EC 28 sub rsp, 28h
-0x04: C7 44 24 24 00 00 00 00 mov [rsp+28h+var_4], 0
-0x0C: loc_C:
-0x0C: 83 7C 24 24 05 cmp [rsp+28h+var_4], 5
-0x11: 0F 83 38 00 00 00 jnb loc_4F
-0x17: 31 C0 xor eax, eax
-0x19: 48 BA 28 01 00 00 00 00 00 00 mov rdx, offset ??_C@_04DKDMNOEB@Demo?$AA@ ; "Demo"
-0x23: 49 B8 00 01 00 00 00 00 00 00 mov r8, offset ??_C@_0CD@JEJKPGNA@Hello?5... ; "Hello From Non-Obfuscated Routine!"
-0x2D: 48 B8 A0 01 00 00 00 00 00 00 mov rax, offset MessageBoxA
-0x37: 45 31 C9 xor r9d, r9d ; uType
-0x3A: 44 89 C9 mov ecx, r9d ; hWnd
-0x3D: FF D0 call rax ; MessageBoxA
-0x3F: 8B 44 24 24 mov eax, [rsp+28h+var_4]
-0x43: 83 C0 01 add eax, 1
-0x46: 89 44 24 24 mov [rsp+28h+var_4], eax
-0x4A: E9 BD FF FF FF jmp loc_C
-0x4F: loc_4F:
-0x4F: 48 83 C4 28 add rsp, 28h
-0x53: C3 retn
-0x53: ?UsermodeNoObfuscation@@YAXXZ endp
-```
-
-As you can see from the code above, (sorry for the terrible syntax highlighting), references to strings and calls to functions are done by first loading the address of the symbol into a register and then interfacing with the symbol.
-
-```
-0x2D: 48 B8 A0 01 00 00 00 00 00 00 mov rax, offset MessageBoxA
-; ...
-0x3D: FF D0 call rax ; MessageBoxA
-```
-
-Each of these instructions can be anywhere in virtual memory and it would not effect code execution one bit. However this is not the case with routines which have conditional branches. Take the following c++ code for example.
-
-## JCC - RIP Relative
-
-```cpp
-ObfuscateRoutine
-void LoopDemo()
-{
- for (auto idx = 0u; idx < 10; ++idx)
- DbgPrint("> Loop Demo: %d\n", idx);
-}
-```
-
-This c++ function, compiled by clang-cl with `mcmodel=large`, will generate a routine with the following instructions:
-
-```
-0x58 ; void LoopDemo(void)
-0x58 public ?LoopDemo@@YAXXZ
-0x58 ?LoopDemo@@YAXXZ proc near
-0x58 var_4 = dword ptr -4
-0x58
-0x58 48 83 EC 28 sub rsp, 28h
-0x5C C7 44 24 24 00 00 00 00 mov [rsp+28h+var_4], 0
-0x64 loc_64:
-0x64 83 7C 24 24 0A cmp [rsp+28h+var_4], 0Ah
-0x69 0F 83 2A 00 00 00 jnb loc_99
-0x6F 8B 54 24 24 mov edx, [rsp+28h+var_4]
-0x73 48 B9 60 01 00 00 00 00 00 00 mov rcx, offset ??_C@_0BB@HGKDPLMC@?$.... ; "> Loop Demo: %d\n"
-0x7D 48 B8 38 02 00 00 00 00 00 00 mov rax, offset DbgPrint
-0x87 FF D0 call rax ; DbgPrint
-0x89 8B 44 24 24 mov eax, [rsp+28h+var_4]
-0x8D 83 C0 01 add eax, 1
-0x90 89 44 24 24 mov [rsp+28h+var_4], eax
-0x94 E9 CB FF FF FF jmp loc_64
-0x99 loc_99:
-0x99 48 83 C4 28 add rsp, 28h
-0x9D C3 retn
-0x9D ?LoopDemo@@YAXXZ endp
-```
-
-Uh oh, `jnb loc_99`?, thats RIP relative! In order to handle branching operations, a "jump table" is generated by `obfuscation::obfuscate` explicit default constructor. Instead of branching to the RIP relative code, it will instead branch to an inline jump (`JMP [RIP+0x0]`). As demonstrated below, the branching operation is altered to branch to an asbolute jump.
-
-```
-ffff998b`c5369e60 0f830e000000 jnb ffff998b`c5369e74
-ffff998b`c5369e66 ff2500000000 jmp qword ptr [ffff998b`c5369e6c]
-...
-ffff998b`c5369e74 ff2500000000 jmp qword ptr [ffff998b`c5369e7a]
-```
-
-The linker is able to get the address of the branching code by taking the rip relative virtual address of the branching operation, which is a signed number, and adding it to the current byte offset into the current routine, plus the size of the branching instruction. For example `LoopDemo@17` + size of the branching instruction, which is six bytes, then adding the signed relative virtual address (0x2A). The result of this simple calculation gives us `LoopDemo@65`, which is correct, the branch goes to `add rsp, 28h` in the above example.
-
-## Obfuscation
-
-The usage of the word obfuscation in this project is use to define any changes made to code, this includes code flow. `obfuscation::obfuscate`, a base class, which is inherited and expanded upon by `obfuscation::mutation`, obfuscates code flow by inserting `JMP [RIP+0x0]` instructions after every single instruction. This allows for a routine to be broken up into unique allocations of memory and thus provides more canvas room for creative ideas.
-
-### Obfuscate - Base Class
-
-The base class, as described in the above section, contains a handful of util routines and a single explicit constructor which is the corner stone of the class. The constructor fixes JCC relative virtual addresses so that if the condition is met, instead of jumping instruction pointer relativitly, it will jump to an addition jmp (`JMP [RIP+0x0]`).
-
-
-LEA's, nor CALL's are rip relative, even for symbols defined inside of the routine in which the instruction is compiled into. In other words JCC instructions are the only instruction pointer relative instructions that are generated.
-
-
-```
-instruction
-jmp next instruction
-
-
-instruction
-jmp next instruction
-
-
-instruction
-jmp next instruction
-```
-
-### Mutation - Inherts Obfuscation
-
-This class inherits from `obfuscate` and adds additional code, or "mutation". This class is a small example of how to use inheritance with `obfuscate` base class. It generates a stack push/pop palindrome. The state of the stack is restored before the routines actual instruction is executed. The assembly will now look like this in memory:
-
-```
-push gp
-push gp
-push gp
-...
-pop gp
-pop gp
-pop gp
-exec routine instruction
-jmp next instruction
-
-push gp
-push gp
-push gp
-push gp
-push gp
-...
-pop gp
-pop gp
-pop gp
-pop gp
-pop gp
-exec routine instruction
-jmp next instruction
-
-push gp
-push gp
-push gp
-...
-pop gp
-pop gp
-pop gp
-exec routine instruction
-jmp next instruction
-```
-
-Again this is just a demo/POC on how you can inherit `obfuscate`. This also shows an example of how to use `asmjit`.
-
-# Examples
-
-### Kernel Example
-
-
-
-This example uses MSREXEC and Theodosius to map unsigned code into the kernel. This example is inside of the "Examples" folder. I would also like to note that in this demo external unexported ntoskrnl symbols are resolved by using a MAP file. This map file looks like this:
-
-```
- 00000001:0000000000000F10 KiOpTwoByteTable
- 00000001:0000000000001168 SeSubsystemName
- 00000001:0000000000001180 PlugPlayHandlerTable
- 00000001:00000000000013E0 PiDmAggregatedBooleanDefs
- 00000001:0000000000001490 PiDmCachedDeviceKeys
- 00000001:0000000000001580 PiDmCachedDeviceInterfaceKeys
- 00000001:00000000000015F0 AllowedCachedObjectNames
- 00000001:0000000000001640 EmptyUnicodeString
-```
-
-Mind the space at the beginning of each line. If you want to generate a file like this, put ntoskrnl.exe into IDA Pro and then click File ---> Produce File ---> Create MAP File, dont select "Segment Information", but do select "Demangled Names". After the MAP file is generate, please delete all of the garbage at the beginning of the file. I.E delete all spaces and "Address, Public By Value" stuff.
-
-```
-
-
- Address Publics by Value
-
- 00000001:0000000000000000 VrpRegistryString
- ....
-```
-
-Once you have generated a map file for ntoskrnl.exe, or any other binary you want to link with, you can then use it to resolve external symbols. In the `DemoDrv` project, I reference two external symbols. One being `PiddbCacheTable`, and the other being a win32kfull.sys export.
-
-```cpp
-// this is a demo of resolving non-exported symbols...
-// win32kfull.sys export example...
-extern "C" void NtUserRegisterShellPTPListener();
-extern "C" void* PiDDBCacheTable;
-
-```
-
-These two symbols are simply printed out via DbgPrint.
-
-```cpp
-MutateRoutine extern "C" void DrvEntry()
-{
- DbgPrint("> Hello World!\n");
-
- // non-exported symbols being resolved by jit linker...
- DbgPrint("> PiDDBCacheTable = 0x%p\n", &PiDDBCacheTable);
- DbgPrint("> win32kfull!NtUserRegisterShellPTPListener = 0x%p\n", &NtUserRegisterShellPTPListener);
-
- // example of referencing itself...
- DbgPrint("> DrvEntry = 0x%p\n", &DrvEntry);
-
- // example of calling other obfuscated/non obfuscated routines...
- PrintCR3();
- LoopDemo();
-}
-```
-
-Once compiled the assembly will look like this. Note that each reference to symbols is done via a relocation to an absolute address. This means strings can (and will) be mapped into their own allocation of memory.
-
-```
-0X0A8: public DrvEntry
-0X0A8: DrvEntry proc near
-0X0A8: 48 83 EC 28 sub rsp, 28h
-0X0AC: 48 B9 78 01 00 00 00 00 00 00 mov rcx, offset ??_C@_0BA@LBLNBFIC@?$D...; "> Hello World!\n"
-0X0B6: 48 B8 38 02 00 00 00 00 00 00 mov rax, offset DbgPrint
-0X0C0: FF D0 call rax ; DbgPrint
-0X0C2: 48 B9 88 01 00 00 00 00 00 00 mov rcx, offset ??_C@_0BK@PLIIADON...; "> PiDDBCacheTable = 0x%p\n"
-0X0CC: 48 BA 40 02 00 00 00 00 00 00 mov rdx, offset PiDDBCacheTable
-0X0D6: 48 B8 38 02 00 00 00 00 00 00 mov rax, offset DbgPrint
-0X0E0: FF D0 call rax ; DbgPrint
-0X0E2: 48 B9 A8 01 00 00 00 00 00 00 mov rcx, offset ??_C@_0DE@FLODGMCP...; "> win32kfull!NtUserRegisterShellPTPList"...
-0X0EC: 48 BA 48 02 00 00 00 00 00 00 mov rdx, offset NtUserRegisterShellPTPListener
-0X0F6: 48 B8 38 02 00 00 00 00 00 00 mov rax, offset DbgPrint
-0X100: FF D0 call rax ; DbgPrint
-0X102: 48 B9 E0 01 00 00 00 00 00 00 mov rcx, offset ??_C@_0BD@JGN... ; "> DrvEntry = 0x%p\n"
-0X10C: 48 BA A8 00 00 00 00 00 00 00 mov rdx, offset DrvEntry
-0X116: 48 B8 38 02 00 00 00 00 00 00 mov rax, offset DbgPrint
-0X120: FF D0 call rax ; DbgPrint
-0X122: 48 B8 00 00 00 00 00 00 00 00 mov rax, offset ?PrintCR3@@YAXXZ ; PrintCR3(void)
-0X12C: FF D0 call rax ; PrintCR3(void) ; PrintCR3(void)
-0X12E: 48 B8 58 00 00 00 00 00 00 00 mov rax, offset ?LoopDemo@@YAXXZ ; LoopDemo(void)
-0X138: FF D0 call rax ; LoopDemo(void) ; LoopDemo(void)
-0X13A: 90 nop
-0X13B: 48 83 C4 28 add rsp, 28h
-0X13F: C3 retn
-0X13F: DrvEntry endp
-```
-
-Theo calculates the size of each symbol by subtracting the address of the next symbol (in the same section), from the address of the symbol itself. If the symbol is the last one in a section, the distance between the start of the symbol and the end of the section is used. Now lets take a look at what happens when we link/map this routine. Theo starts by allocating space for all non-obfuscated symbols.
-
-```
-[+] allocating space for symbols...
- > ??_C@_0BG@GFEIGDHO@?$DO?5Current?5CR3?5?$DN?50x?$CFp?6?$AA@ allocated at = 0xFFFF998BC5361FB0, size = 22
- > ??_C@_0BB@HGKDPLMC@?$DO?5Loop?5Demo?3?5?$CFd?6?$AA@ allocated at = 0xFFFF998BC5364FA0, size = 17
- > ??_C@_0BA@LBLNBFIC@?$DO?5Hello?5World?$CB?6?$AA@ allocated at = 0xFFFF998BC5365FA0, size = 16
- > ??_C@_0BK@PLIIADON@?$DO?5PiDDBCacheTable?5?$DN?50x?$CFp?6?$AA@ allocated at = 0xFFFF998BC5366EA0, size = 26
- > ??_C@_0DE@FLODGMCP@?$DO?5win32kfull?$CBNtUserRegisterShell@ allocated at = 0xFFFF998BC5366EE0, size = 52
- > ??_C@_0BD@JGNLDBEI@?$DO?5DrvEntry?5?$DN?50x?$CFp?6?$AA@ allocated at = 0xFFFF998BC5366F40, size = 19
- > ?PrintCR3@@YAXXZ allocated at = 0xFFFF998BC5366F80, size = 58
-```
-
-As you can see, each string gets its own pool, each global variable does too, and every non-obfuscated routine is mapped into its own pool. The memory however, has not been copied yet since there are relocations that need to happen before they are copied into memory (in PrintCr3).
-
-The next thing Theo does is allocate space for obfuscated routines. In the `DemoDrv`, there is a demo for each type of obfuscation (just mutation and control flow obfuscation for now).
-
-```
-[+] allocating space for obfuscated symbols...
- > ?LoopDemo@@YAXXZ allocated = 0xFFFF998BC5369DA0, size = 18
- > ?LoopDemo@@YAXXZ@4 allocated = 0xFFFF998BC5369DE0, size = 22
- > ?LoopDemo@@YAXXZ@12 allocated = 0xFFFF998BC5369E20, size = 19
- > fixing JCC rva...
- > new rva = 0xe
- > old rva = 0x2a
- > ?LoopDemo@@YAXXZ@17 allocated = 0xFFFF998BC5369E60, size = 34
- > ?LoopDemo@@YAXXZ@23 allocated = 0xFFFF998BC5369EB0, size = 18
- > ?LoopDemo@@YAXXZ@27 allocated = 0xFFFF998BC5369EF0, size = 24
- > ?LoopDemo@@YAXXZ@37 allocated = 0xFFFF998BC5369F30, size = 24
- > ?LoopDemo@@YAXXZ@47 allocated = 0xFFFF998BC5369F70, size = 16
- > ?LoopDemo@@YAXXZ@49 allocated = 0xFFFF998BC5369FA0, size = 18
- > ?LoopDemo@@YAXXZ@53 allocated = 0xFFFF998BC5368BA0, size = 17
- > ?LoopDemo@@YAXXZ@56 allocated = 0xFFFF998BC5368BE0, size = 18
- > ?LoopDemo@@YAXXZ@60 allocated = 0xFFFF998BC5368C20, size = 14
- > ?LoopDemo@@YAXXZ@65 allocated = 0xFFFF998BC5368C50, size = 18
- > ?LoopDemo@@YAXXZ@69 allocated = 0xFFFF998BC5368C90, size = 15
-```
-
-As you can see, Theo uses Zydis to go over all routines marked for obfuscation and generates new symbols for each instruction inside of the routine. The symbol goes by `[RoutineName]@[Instruction Offset]`. Note that JCC's are indeed rip relative, these need to be fixed.
-
-```
-> fixing JCC rva...
- > new rva = 0xe
- > old rva = 0x2a
-> ?LoopDemo@@YAXXZ@17 allocated = 0xFFFF998BC5369E60, size = 34
-```
-
-Note that in DemoDrv there is a function called "LoopDemo" which is obfuscated. Instead of the JCC instruction branching to the conditional code, it instead branches to an inline jmp. If it doesnt branch, then it simply jumps to the next instruction like normal.
-
-```
-ffff998b`c5369e60 0f830e000000 jae ffff998b`c5369e74
-ffff998b`c5369e66 ff2500000000 jmp qword ptr [ffff998b`c5369e6c]
-ffff998b`c5369e74 ff2500000000 jmp qword ptr [ffff998b`c5369e7a]
-```
-
-As you can see above, this is what Theo generates for JCC's. Also note that this clang compiler does not generate RIP relative LEA's or CALL's. The only RIP relative stuff Theo deals with are JCC's.
-
-#### Memory View Of Obfuscation
-
-The instructions for `LoopDemo` now look like this in memory:
-
-```
-ffff998b`c5369da0 4883ec28 sub rsp,28h
-ffff998b`c5369da4 ff2500000000 jmp qword ptr [ffff998b`c5369daa]
-
-...
-
-ffff998b`c5369de0 c74424...... mov dword ptr [rsp+24h],0
-ffff998b`c5369de8 ff2500000000 jmp qword ptr [ffff998b`c5369dee]
-
-...
-
-ffff998b`c5369e20 837c24240a cmp dword ptr [rsp+24h],0Ah
-ffff998b`c5369e25 ff2500000000 jmp qword ptr [ffff998b`c5369e2b]
-
-...
-
-ffff998b`c5369e60 0f830e000000 jae ffff998b`c5369e74
-ffff998b`c5369e66 ff2500000000 jmp qword ptr [ffff998b`c5369e6c]
-ffff998b`c5369e74 ff2500000000 jmp qword ptr [ffff998b`c5369e7a]
-
-...
-
-ffff998b`c5369eb0 8b542424 mov edx,dword ptr [rsp+24h]
-ffff998b`c5369eb4 ff2500000000 jmp qword ptr [ffff998b`c5369eba]
-
-...
-
-ffff998b`c5369ef0 48b9........ mov rcx,0FFFF998BC5364FA0h ; "> Loop Demo: %d\n"
-ffff998b`c5369efa ff2500000000 jmp qword ptr [ffff998b`c5369f00]
-
-...
-
-ffff998b`c5369f30 48b8........ mov rax,offset nt!DbgPrint (fffff803`6a750f60)
-ffff998b`c5369f3a ff2500000000 jmp qword ptr [ffff998b`c5369f40]
-
-...
-
-ffff998b`c5369f70 ffd0 call rax
-ffff998b`c5369f72 ff2500000000 jmp qword ptr [ffff998b`c5369f78]
-
-...
-
-ffff998b`c5369fa0 8b442424 mov eax,dword ptr [rsp+24h]
-ffff998b`c5369fa4 ff2500000000 jmp qword ptr [ffff998b`c5369faa]
-
-...
-
-
-ffff998b`c5368ba0 83c001 add eax,1
-ffff998b`c5368ba3 ff2500000000 jmp qword ptr [ffff998b`c5368ba9]
-
-...
-
-ffff998b`c5368be0 89442424 mov dword ptr [rsp+24h],eax
-ffff998b`c5368be4 ff2500000000 jmp qword ptr [ffff998b`c5368bea]
-
-...
-
-ffff998b`c5368c20 ff2500000000 jmp qword ptr [ffff998b`c5368c26]
-
-...
-
-ffff998b`c5368c50 4883c428 add rsp,28h
-ffff998b`c5368c54 ff2500000000 jmp qword ptr [ffff998b`c5368c5a]
-
-...
-
-ffff998b`c5368c90 c3 ret
-```
-
-### Usermode Example
-
-
-
-This example uses WinAPI's to allocate virtual memory in another process and also to copy virtual memory. Only exported routines from loaded DLL's in the target process can be resolved.
-
-# License - BSD 3-Clause
-
-Copyright (c) 2021, _xeroxz
-All rights reserved.
-
-Redistribution and use in source and binary forms, with or without
-modification, are permitted provided that the following conditions are met:
-
-* Redistributions of source code must retain the above copyright notice, this
- list of conditions and the following disclaimer.
-
-* Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
-
-* Neither the name of the copyright holder nor the names of its
- contributors may be used to endorse or promote products derived from
- this software without specific prior written permission.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
-AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
-FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
-DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
-SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
-CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
-OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
\ No newline at end of file
+# Theodosius v2.0
\ No newline at end of file
diff --git a/demos/DemoDll/AnotherObj.cpp b/demos/DemoDll/AnotherObj.cpp
deleted file mode 100644
index 8b1fda1..0000000
--- a/demos/DemoDll/AnotherObj.cpp
+++ /dev/null
@@ -1,13 +0,0 @@
-#include "Theodosius.h"
-#include
-
-void UsermodeNoObfuscation()
-{
- MessageBoxA(0, "Demo", "Hello From Non-Obfuscated Routine!", 0);
-}
-
-THEO_MUTATE(LLVM_BCF LLVM_SUB void UsermodeMutateDemo()
-{
- for (auto idx = 0u; idx < 5; ++idx)
- MessageBoxA(0, "Demo", "Hello From Mutated Routine!", 0);
-})
\ No newline at end of file
diff --git a/demos/DemoDll/ClassDemo.cpp b/demos/DemoDll/ClassDemo.cpp
deleted file mode 100644
index 1c051cc..0000000
--- a/demos/DemoDll/ClassDemo.cpp
+++ /dev/null
@@ -1,46 +0,0 @@
-#include "ClassDemo.hpp"
-
-VirtualFuncDemo::VirtualFuncDemo()
-{
- MessageBoxA(0, "VirtualFuncDemo (Base Class)", "Virtual Func Demo!", 0);
-}
-
-VirtualFuncDemo::~VirtualFuncDemo()
-{
- MessageBoxA(0, "VirtualFuncDemo (Base Class)", "Virtual Destructor Demo!", 0);
-}
-
-void VirtualFuncDemo::PrintTest()
-{
- MessageBoxA(0, "VirtualFuncDemo (Base Class)", "Virtual Func Demo!", 0);
-}
-
-Demo::Demo()
-{
- MessageBoxA(0, "Demo", "Virtual Func Demo!", 0);
-}
-
-Demo::~Demo()
-{
- MessageBoxA(0, "Demo", "Virtual Destructor Demo!", 0);
-}
-
-void Demo::PrintTest()
-{
- MessageBoxA(0, "PrintTest", "Hello World!", 0);
-}
-
-Demo2::Demo2()
-{
- MessageBoxA(0, "Demo2", "Virtual Func Demo!", 0);
-}
-
-Demo2::~Demo2()
-{
- MessageBoxA(0, "Demo2", "Virtual Destructor Demo!", 0);
-}
-
-void Demo2::PrintTest()
-{
- MessageBoxA(0, "PrintTest2", "Hello World!", 0);
-}
\ No newline at end of file
diff --git a/demos/DemoDll/ClassDemo.hpp b/demos/DemoDll/ClassDemo.hpp
deleted file mode 100644
index 7a7ded8..0000000
--- a/demos/DemoDll/ClassDemo.hpp
+++ /dev/null
@@ -1,31 +0,0 @@
-#pragma once
-#include "Theodosius.h"
-#include
-#include
-
-void UsermodeMutateDemo();
-void UsermodeNoObfuscation();
-
-class VirtualFuncDemo
-{
-public:
- explicit VirtualFuncDemo();
- virtual ~VirtualFuncDemo();
- virtual void PrintTest();
-};
-
-class Demo : public VirtualFuncDemo
-{
-public:
- explicit Demo();
- ~Demo() override;
- void PrintTest() override;
-};
-
-class Demo2 : public VirtualFuncDemo
-{
-public:
- explicit Demo2();
- ~Demo2() override;
- void PrintTest() override;
-};
\ No newline at end of file
diff --git a/demos/DemoDll/DemoDll.vcxproj b/demos/DemoDll/DemoDll.vcxproj
deleted file mode 100644
index 0a910fc..0000000
--- a/demos/DemoDll/DemoDll.vcxproj
+++ /dev/null
@@ -1,122 +0,0 @@
-
-
-
-
- Debug
- x64
-
-
- Release
- x64
-
-
-
- {19B2E75C-385A-40BF-8FAE-2F5E1E24E2EC}
- {1bc93793-694f-48fe-9372-81e2b05556fd}
- v4.5
- 12.0
- Debug
- Win32
- DemoDrv
- 10.0
-
-
-
- Windows10
- true
- ClangCL
- StaticLibrary
- KMDF
- Universal
- false
-
-
- Windows10
- false
- llvm
- StaticLibrary
- KMDF
- Universal
- false
-
-
-
-
-
-
-
-
-
-
- DbgengKernelDebugger
- false
- $(IncludePath);$(KMDF_INC_PATH)$(KMDF_VER_PATH)
- $(LLVMInstallDir)\bin;$(ExecutablePath);
-
-
- DbgengKernelDebugger
- false
- $(SolutionDir)$(Platform)\$(Configuration)\
- $(IncludePath);$(KMDF_INC_PATH)$(KMDF_VER_PATH)
- $(LLVMInstallDir)\bin;$(ExecutablePath);
-
-
- $(ProjectDir)..\..\clang-cl.exe
- true
- -Xclang -std=c++1z -Xclang -mcode-model -Xclang large -Xclang -fno-jump-tables -mllvm -split -mllvm -split_num=4 -mllvm -sub_loop=4
-
-
- false
-
-
-
- stdcpp17
- false
- false
- false
- -Xclang -mcmodel=large -Xclang -fno-jump-tables /Zc:threadSafeInit- %(AdditionalOptions)
- false
-
-
- DriverEntry
-
-
-
-
- stdcpp17
- false
- Disabled
- false
- false
- false
- false
- false
- Default
- Default
-
- /Zc:threadSafeInit- %(AdditionalOptions)
- _CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)
-
-
- main
-
-
- $(IntDir)ignore\$(MSBuildProjectName).log
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
\ No newline at end of file
diff --git a/demos/DemoDll/DemoDll.vcxproj.filters b/demos/DemoDll/DemoDll.vcxproj.filters
deleted file mode 100644
index daf9b25..0000000
--- a/demos/DemoDll/DemoDll.vcxproj.filters
+++ /dev/null
@@ -1,31 +0,0 @@
-
-
-
-
- {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
- cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
-
-
- {92e25b44-aaeb-40a2-b8c9-7eab6c210e8d}
-
-
-
-
- Header Files
-
-
- Header Files
-
-
-
-
- Source Files
-
-
- Source Files
-
-
- Source Files
-
-
-
\ No newline at end of file
diff --git a/demos/DemoDll/DemoDll.vcxproj.user b/demos/DemoDll/DemoDll.vcxproj.user
deleted file mode 100644
index 88a5509..0000000
--- a/demos/DemoDll/DemoDll.vcxproj.user
+++ /dev/null
@@ -1,4 +0,0 @@
-
-
-
-
\ No newline at end of file
diff --git a/demos/DemoDll/Theodosius.h b/demos/DemoDll/Theodosius.h
deleted file mode 100644
index 9697813..0000000
--- a/demos/DemoDll/Theodosius.h
+++ /dev/null
@@ -1,19 +0,0 @@
-#pragma once
-#define WINUSERAPI
-#define _KERNEL32_
-#define _ACRTIMP
-#define NTKERNELAPI
-
-#define THEO_OBFUSCATE(...) \
- _Pragma("code_seg(\".theo\")") \
- __VA_ARGS__ \
- _Pragma("code_seg()")
-
-#define THEO_MUTATE(...) \
- _Pragma("code_seg(\".theo1\")") \
- __VA_ARGS__ \
- _Pragma("code_seg()")
-
-#define LLVM_BCF __attribute((__annotate__(("bcf"))))
-#define LLVM_SUB __attribute((__annotate__(("sub"))))
-#define LLVM_FLA __attribute((__annotate__(("fla"))))
\ No newline at end of file
diff --git a/demos/DemoDll/main.cpp b/demos/DemoDll/main.cpp
deleted file mode 100644
index d44a75b..0000000
--- a/demos/DemoDll/main.cpp
+++ /dev/null
@@ -1,22 +0,0 @@
-#include "ClassDemo.hpp"
-
-// ignore this warning... its VS...
-THEO_OBFUSCATE(extern "C" int main()
-{
- AllocConsole();
- freopen("conin$", "r", stdin);
- freopen("conout$", "w", stdout);
- freopen("conout$", "w", stderr);
- printf("hello world\n");
- getchar();
-
- MessageBoxA(0, "Demo", "Hello From main!", 0);
- UsermodeMutateDemo();
- UsermodeNoObfuscation();
-
- VirtualFuncDemo DemoInstance = Demo();
- DemoInstance.PrintTest();
-
- VirtualFuncDemo Demo2Instance = Demo2();
- Demo2Instance.PrintTest();
-})
\ No newline at end of file
diff --git a/demos/DemoDrv/DemoDrv.vcxproj b/demos/DemoDrv/DemoDrv.vcxproj
deleted file mode 100644
index 0488a2d..0000000
--- a/demos/DemoDrv/DemoDrv.vcxproj
+++ /dev/null
@@ -1,116 +0,0 @@
-
-
-
-
- Debug
- x64
-
-
- Release
- x64
-
-
-
- {A9959D7F-E405-4380-A1B4-4CE8DD929397}
- {1bc93793-694f-48fe-9372-81e2b05556fd}
- v4.5
- 12.0
- Debug
- Win32
- DemoDrv
- 10.0
-
-
-
- Windows10
- true
- ClangCL
- StaticLibrary
- KMDF
- Universal
- false
-
-
- Windows10
- false
- llvm
- StaticLibrary
- KMDF
- Universal
- false
-
-
-
-
-
-
-
-
-
-
- DbgengKernelDebugger
- false
- $(IncludePath);$(KMDF_INC_PATH)$(KMDF_VER_PATH)
- $(LLVMInstallDir)\bin;$(ExecutablePath);
-
-
- DbgengKernelDebugger
- false
- $(SolutionDir)$(Platform)\$(Configuration)\
- $(IncludePath)
- $(LLVMInstallDir)\bin;$(ExecutablePath);
- $(ReferencePath)
-
-
- $(ProjectDir)..\..\clang-cl.exe
- false
- -Xclang -std=c++1z -Xclang -mcode-model -Xclang large -Xclang -fno-jump-tables -mllvm -split -mllvm -split_num=4 -mllvm -sub_loop=4
-
-
-
- stdcpp17
- false
- false
- false
- false
- -Xclang -mcmodel=large -Xclang -fno-jump-tables /Zc:threadSafeInit-
-
-
- DriverEntry
-
-
-
-
- stdcpp17
- false
- Disabled
- false
- false
- Async
- true
- false
- Default
- Default
- /Zc:threadSafeInit-
-
-
-
- DriverEntry
-
-
- $(IntDir)ignore\$(MSBuildProjectName).log
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
\ No newline at end of file
diff --git a/demos/DemoDrv/DemoDrv.vcxproj.filters b/demos/DemoDrv/DemoDrv.vcxproj.filters
deleted file mode 100644
index ef70a15..0000000
--- a/demos/DemoDrv/DemoDrv.vcxproj.filters
+++ /dev/null
@@ -1,22 +0,0 @@
-
-
-
-
- {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
- cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
-
-
- {92e25b44-aaeb-40a2-b8c9-7eab6c210e8d}
-
-
-
-
- Source Files
-
-
-
-
- Header Files
-
-
-
\ No newline at end of file
diff --git a/demos/DemoDrv/DemoDrv.vcxproj.user b/demos/DemoDrv/DemoDrv.vcxproj.user
deleted file mode 100644
index 88a5509..0000000
--- a/demos/DemoDrv/DemoDrv.vcxproj.user
+++ /dev/null
@@ -1,4 +0,0 @@
-
-
-
-
\ No newline at end of file
diff --git a/demos/DemoDrv/DriverEntry.cpp b/demos/DemoDrv/DriverEntry.cpp
deleted file mode 100644
index 3f9b6b8..0000000
--- a/demos/DemoDrv/DriverEntry.cpp
+++ /dev/null
@@ -1,36 +0,0 @@
-#include "Theodosius.h"
-inline int a = 10; // c++17 tests (c++1z...)
-
-// this routine is not obfuscated...
-THEO_OBFUSCATE(void PrintCR3()
-{
- ULONG_PTR Cr3Value =
- *reinterpret_cast(
- IoGetCurrentProcess() + CR3_OFFSET);
-
- DbgPrint("> Current CR3 = 0x%p\n", Cr3Value);
-
- // non-exported symbols being resolved by jit linker...
- DbgPrint("> PiDDBCacheTable = 0x%p\n", &PiDDBCacheTable);
- DbgPrint("> win32kfull!NtUserRegisterShellPTPListener = 0x%p\n", &NtUserRegisterShellPTPListener);
-
- // example of referencing itself...
- DbgPrint("> PrintCR3 = 0x%p\n", &PrintCR3);
-})
-
-THEO_OBFUSCATE(LLVM_BCF void LoopDemo(unsigned* result)
-{
- // JCC's work! :)
- for (auto idx = 0u; idx < 10; ++idx)
- // addresses to variables on the stack work! :)
- *result = idx;
-})
-
-THEO_MUTATE(LLVM_BCF LLVM_SUB extern "C" void DrvEntry()
-{
- // example of calling other obfuscated/non obfuscated routines...
- PrintCR3();
-
- unsigned result = 0u;
- LoopDemo(&result);
-})
\ No newline at end of file
diff --git a/demos/DemoDrv/Theodosius.h b/demos/DemoDrv/Theodosius.h
deleted file mode 100644
index 86dc639..0000000
--- a/demos/DemoDrv/Theodosius.h
+++ /dev/null
@@ -1,43 +0,0 @@
-#pragma once
-#define WINUSERAPI
-#define _KERNEL32_
-#define _ACRTIMP
-#define NTKERNELAPI
-
-#define THEO_OBFUSCATE(...) \
- _Pragma("code_seg(\".theo\")") \
- __VA_ARGS__ \
- _Pragma("code_seg()")
-
-#define THEO_MUTATE(...) \
- _Pragma("code_seg(\".theo1\")") \
- __VA_ARGS__ \
- _Pragma("code_seg()")
-
-#define LLVM_BCF __attribute((__annotate__(("bcf"))))
-#define LLVM_SUB __attribute((__annotate__(("sub"))))
-#define LLVM_FLA __attribute((__annotate__(("fla"))))
-
-#define CR3_OFFSET 0x28
-#define NT_SUCCESS(x) ((x) >= 0)
-#define STATUS_INFO_LENGTH_MISMATCH 0xc0000004
-
-using NTSTATUS = unsigned long;
-using PVOID = void*;
-
-using HANDLE = unsigned long;
-using UCHAR = unsigned char;
-using USHORT = unsigned short;
-using ULONG = unsigned long;
-using PULONG = unsigned long*;
-typedef unsigned long long ULONG_PTR;
-
-// this is a demo of resolving non-exported symbols...
-// win32kfull.sys export example...
-extern "C" void NtUserRegisterShellPTPListener();
-extern "C" void* PiDDBCacheTable;
-
-extern "C" unsigned char* IoGetCurrentProcess();
-extern "C" unsigned long DbgPrint(const char* format, ...);
-extern "C" PVOID ExAllocatePool(ULONG, ULONG);
-extern "C" void ExFreePool(PVOID);
\ No newline at end of file
diff --git a/demos/DemoImGui/backends/imgui_impl_dx11.cpp b/demos/DemoImGui/backends/imgui_impl_dx11.cpp
deleted file mode 100644
index fb81de5..0000000
--- a/demos/DemoImGui/backends/imgui_impl_dx11.cpp
+++ /dev/null
@@ -1,560 +0,0 @@
-// dear imgui: Renderer Backend for DirectX11
-// This needs to be used along with a Platform Backend (e.g. Win32)
-
-// Implemented features:
-// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
-// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
-// Read online: https://github.com/ocornut/imgui/tree/master/docs
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
-// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
-// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
-// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
-// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
-// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
-// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
-// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
-// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
-// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
-// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
-// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
-// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
-// 2016-05-07: DirectX11: Disabling depth-write.
-
-#include "imgui.h"
-#include "imgui_impl_dx11.h"
-
-// DirectX
-#include
-#include
-#include
-#ifdef _MSC_VER
-#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
-#endif
-
-// DirectX data
-static ID3D11Device* g_pd3dDevice = NULL;
-static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
-static IDXGIFactory* g_pFactory = NULL;
-static ID3D11Buffer* g_pVB = NULL;
-static ID3D11Buffer* g_pIB = NULL;
-static ID3D11VertexShader* g_pVertexShader = NULL;
-static ID3D11InputLayout* g_pInputLayout = NULL;
-static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
-static ID3D11PixelShader* g_pPixelShader = NULL;
-static ID3D11SamplerState* g_pFontSampler = NULL;
-static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
-static ID3D11RasterizerState* g_pRasterizerState = NULL;
-static ID3D11BlendState* g_pBlendState = NULL;
-static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
-static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
-
-struct VERTEX_CONSTANT_BUFFER
-{
- float mvp[4][4];
-};
-
-static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
-{
- // Setup viewport
- D3D11_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D11_VIEWPORT));
- vp.Width = draw_data->DisplaySize.x;
- vp.Height = draw_data->DisplaySize.y;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- vp.TopLeftX = vp.TopLeftY = 0;
- ctx->RSSetViewports(1, &vp);
-
- // Setup shader and vertex buffers
- unsigned int stride = sizeof(ImDrawVert);
- unsigned int offset = 0;
- ctx->IASetInputLayout(g_pInputLayout);
- ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
- ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
- ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->VSSetShader(g_pVertexShader, NULL, 0);
- ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
- ctx->PSSetShader(g_pPixelShader, NULL, 0);
- ctx->PSSetSamplers(0, 1, &g_pFontSampler);
- ctx->GSSetShader(NULL, NULL, 0);
- ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
- ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
- ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
-
- // Setup blend state
- const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
- ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
- ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
- ctx->RSSetState(g_pRasterizerState);
-}
-
-// Render function
-void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
-{
- // Avoid rendering when minimized
- if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
- return;
-
- ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
-
- // Create and grow vertex/index buffers if needed
- if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
- {
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D11_BUFFER_DESC desc;
- memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
- desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- desc.MiscFlags = 0;
- if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
- return;
- }
- if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
- {
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D11_BUFFER_DESC desc;
- memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
- desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
- return;
- }
-
- // Upload vertex/index data into a single contiguous GPU buffer
- D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
- if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
- return;
- if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
- return;
- ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
- ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
- vtx_dst += cmd_list->VtxBuffer.Size;
- idx_dst += cmd_list->IdxBuffer.Size;
- }
- ctx->Unmap(g_pVB, 0);
- ctx->Unmap(g_pIB, 0);
-
- // Setup orthographic projection matrix into our constant buffer
- // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
- {
- D3D11_MAPPED_SUBRESOURCE mapped_resource;
- if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
- return;
- VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
- float L = draw_data->DisplayPos.x;
- float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
- float T = draw_data->DisplayPos.y;
- float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
- float mvp[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.5f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
- };
- memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
- ctx->Unmap(g_pVertexConstantBuffer, 0);
- }
-
- // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
- struct BACKUP_DX11_STATE
- {
- UINT ScissorRectsCount, ViewportsCount;
- D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
- D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
- ID3D11RasterizerState* RS;
- ID3D11BlendState* BlendState;
- FLOAT BlendFactor[4];
- UINT SampleMask;
- UINT StencilRef;
- ID3D11DepthStencilState* DepthStencilState;
- ID3D11ShaderResourceView* PSShaderResource;
- ID3D11SamplerState* PSSampler;
- ID3D11PixelShader* PS;
- ID3D11VertexShader* VS;
- ID3D11GeometryShader* GS;
- UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
- ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
- D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
- ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
- UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
- DXGI_FORMAT IndexBufferFormat;
- ID3D11InputLayout* InputLayout;
- };
- BACKUP_DX11_STATE old;
- old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
- ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
- ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
- ctx->RSGetState(&old.RS);
- ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
- ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
- ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
- ctx->PSGetSamplers(0, 1, &old.PSSampler);
- old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
- ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
- ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
- ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
- ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
-
- ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
- ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
- ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
- ctx->IAGetInputLayout(&old.InputLayout);
-
- // Setup desired DX state
- ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
-
- // Render command lists
- // (Because we merged all buffers into a single one, we maintain our own offset into them)
- int global_idx_offset = 0;
- int global_vtx_offset = 0;
- ImVec2 clip_off = draw_data->DisplayPos;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback != NULL)
- {
- // User callback, registered via ImDrawList::AddCallback()
- // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
- if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
- ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
- else
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- // Apply scissor/clipping rectangle
- const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
- ctx->RSSetScissorRects(1, &r);
-
- // Bind texture, Draw
- ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
- ctx->PSSetShaderResources(0, 1, &texture_srv);
- ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
- }
- }
- global_idx_offset += cmd_list->IdxBuffer.Size;
- global_vtx_offset += cmd_list->VtxBuffer.Size;
- }
-
- // Restore modified DX state
- ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
- ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
- ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
- ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
- ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
- ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
- ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
- ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
- for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
- ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
- ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
- ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
- for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
- ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
- ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
- ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
- ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
-}
-
-static void ImGui_ImplDX11_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-
- // Upload texture to graphics system
- {
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = width;
- desc.Height = height;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- desc.CPUAccessFlags = 0;
-
- ID3D11Texture2D* pTexture = NULL;
- D3D11_SUBRESOURCE_DATA subResource;
- subResource.pSysMem = pixels;
- subResource.SysMemPitch = desc.Width * 4;
- subResource.SysMemSlicePitch = 0;
- g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
-
- // Create texture view
- D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- ZeroMemory(&srvDesc, sizeof(srvDesc));
- srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MipLevels = desc.MipLevels;
- srvDesc.Texture2D.MostDetailedMip = 0;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
- pTexture->Release();
- }
-
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)g_pFontTextureView);
-
- // Create texture sampler
- {
- D3D11_SAMPLER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.MipLODBias = 0.f;
- desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
- desc.MinLOD = 0.f;
- desc.MaxLOD = 0.f;
- g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
- }
-}
-
-bool ImGui_ImplDX11_CreateDeviceObjects()
-{
- if (!g_pd3dDevice)
- return false;
- if (g_pFontSampler)
- ImGui_ImplDX11_InvalidateDeviceObjects();
-
- // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
- // If you would like to use this DX11 sample code but remove this dependency you can:
- // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
- // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
- // See https://github.com/ocornut/imgui/pull/638 for sources and details.
-
- // Create the vertex shader
- {
- static const char* vertexShader =
- "cbuffer vertexBuffer : register(b0) \
- {\
- float4x4 ProjectionMatrix; \
- };\
- struct VS_INPUT\
- {\
- float2 pos : POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- PS_INPUT main(VS_INPUT input)\
- {\
- PS_INPUT output;\
- output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
- output.col = input.col;\
- output.uv = input.uv;\
- return output;\
- }";
-
- const auto pD3DCompile =
- reinterpret_cast(
- GetProcAddress(LoadLibraryA("D3DCompiler_47.dll"), "D3DCompile"));
-
- ID3DBlob* vertexShaderBlob;
- if (FAILED(pD3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
- return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
- {
- vertexShaderBlob->Release();
- return false;
- }
-
- // Create the input layout
- D3D11_INPUT_ELEMENT_DESC local_layout[] =
- {
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- };
-
- if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
- {
- vertexShaderBlob->Release();
- return false;
- }
- vertexShaderBlob->Release();
-
- // Create the constant buffer
- {
- D3D11_BUFFER_DESC desc;
- desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- desc.MiscFlags = 0;
- g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
- }
- }
-
- // Create the pixel shader
- {
- static const char* pixelShader =
- "struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- sampler sampler0;\
- Texture2D texture0;\
- \
- float4 main(PS_INPUT input) : SV_Target\
- {\
- float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
- return out_col; \
- }";
-
- const auto pD3DCompile =
- reinterpret_cast(
- GetProcAddress(LoadLibraryA("D3DCompiler_47.dll"), "D3DCompile"));
-
- ID3DBlob* pixelShaderBlob;
- if (FAILED(pD3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
- return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
- {
- pixelShaderBlob->Release();
- return false;
- }
- pixelShaderBlob->Release();
- }
-
- // Create the blending setup
- {
- D3D11_BLEND_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.AlphaToCoverageEnable = false;
- desc.RenderTarget[0].BlendEnable = true;
- desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
- desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
- }
-
- // Create the rasterizer state
- {
- D3D11_RASTERIZER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.FillMode = D3D11_FILL_SOLID;
- desc.CullMode = D3D11_CULL_NONE;
- desc.ScissorEnable = true;
- desc.DepthClipEnable = true;
- g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
- }
-
- // Create depth-stencil State
- {
- D3D11_DEPTH_STENCIL_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.DepthEnable = false;
- desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
- desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
- desc.StencilEnable = false;
- desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
- desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
- desc.BackFace = desc.FrontFace;
- g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
- }
-
- ImGui_ImplDX11_CreateFontsTexture();
-
- return true;
-}
-
-void ImGui_ImplDX11_InvalidateDeviceObjects()
-{
- if (!g_pd3dDevice)
- return;
-
- if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
- if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
-
- if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
- if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
- if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
- if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
- if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
- if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
- if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
-}
-
-bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
-{
- // Setup backend capabilities flags
- ImGuiIO& io = ImGui::GetIO();
- io.BackendRendererName = "imgui_impl_dx11";
- io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
-
- // Get factory from device
- IDXGIDevice* pDXGIDevice = NULL;
- IDXGIAdapter* pDXGIAdapter = NULL;
- IDXGIFactory* pFactory = NULL;
-
- if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
- if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
- if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
- {
- g_pd3dDevice = device;
- g_pd3dDeviceContext = device_context;
- g_pFactory = pFactory;
- }
- if (pDXGIDevice) pDXGIDevice->Release();
- if (pDXGIAdapter) pDXGIAdapter->Release();
- g_pd3dDevice->AddRef();
- g_pd3dDeviceContext->AddRef();
-
- return true;
-}
-
-void ImGui_ImplDX11_Shutdown()
-{
- ImGui_ImplDX11_InvalidateDeviceObjects();
- if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
- if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
- if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
-}
-
-void ImGui_ImplDX11_NewFrame()
-{
- if (!g_pFontSampler)
- ImGui_ImplDX11_CreateDeviceObjects();
-}
diff --git a/demos/DemoImGui/backends/imgui_impl_dx11.h b/demos/DemoImGui/backends/imgui_impl_dx11.h
deleted file mode 100644
index a86e279..0000000
--- a/demos/DemoImGui/backends/imgui_impl_dx11.h
+++ /dev/null
@@ -1,31 +0,0 @@
-// dear imgui: Renderer Backend for DirectX11
-// This needs to be used along with a Platform Backend (e.g. Win32)
-
-// Implemented features:
-// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
-// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
-// Read online: https://github.com/ocornut/imgui/tree/master/docs
-
-#pragma once
-#define WINUSERAPI
-#define _KERNEL32_
-#define _ACRTIMP
-#define _NTSYSTEM_
-#define _GDI32_
-
-#include "imgui.h" // IMGUI_IMPL_API
-
-struct ID3D11Device;
-struct ID3D11DeviceContext;
-
-IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
-IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
-IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
-IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
-
-// Use if you want to reset your rendering device without losing Dear ImGui state.
-IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
-IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
diff --git a/demos/DemoImGui/backends/imgui_impl_win32.cpp b/demos/DemoImGui/backends/imgui_impl_win32.cpp
deleted file mode 100644
index caf700d..0000000
--- a/demos/DemoImGui/backends/imgui_impl_win32.cpp
+++ /dev/null
@@ -1,504 +0,0 @@
-// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
-// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
-
-// Implemented features:
-// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
-// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
-// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
-// Read online: https://github.com/ocornut/imgui/tree/master/docs
-
-#include "imgui.h"
-#include "imgui_impl_win32.h"
-#ifndef WIN32_LEAN_AND_MEAN
-#define WIN32_LEAN_AND_MEAN
-#endif
-#include
-#include
-#include
-
-// Configuration flags to add in your imconfig.h file:
-//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support (this used to be meaningful before <1.81) but we know load XInput dynamically so the option is less relevant now.
-
-// Using XInput for gamepad (will load DLL dynamically)
-#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
-#include
-typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
-typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
-#endif
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
-// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
-// 2021-01-25: Inputs: Dynamically loading XInput DLL.
-// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
-// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
-// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
-// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
-// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
-// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
-// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
-// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
-// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
-// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
-// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
-// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
-// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
-// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
-// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
-// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
-// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
-// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
-// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
-// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
-// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
-// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
-// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
-// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
-
-// Win32 Data
-static HWND g_hWnd = NULL;
-static INT64 g_Time = 0;
-static INT64 g_TicksPerSecond = 0;
-static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
-static bool g_HasGamepad = false;
-static bool g_WantUpdateHasGamepad = true;
-
-// XInput DLL and functions
-#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
-static HMODULE g_XInputDLL = NULL;
-static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL;
-static PFN_XInputGetState g_XInputGetState = NULL;
-#endif
-
-// Functions
-bool ImGui_ImplWin32_Init(void* hwnd)
-{
- if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
- return false;
- if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
- return false;
-
- // Setup backend capabilities flags
- g_hWnd = (HWND)hwnd;
- ImGuiIO& io = ImGui::GetIO();
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
- io.BackendPlatformName = "imgui_impl_win32";
- io.ImeWindowHandle = hwnd;
-
- // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_Tab] = VK_TAB;
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Space] = VK_SPACE;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
-
- // Dynamically load XInput library
-#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- const char* xinput_dll_names[] =
- {
- "xinput1_4.dll", // Windows 8+
- "xinput1_3.dll", // DirectX SDK
- "xinput9_1_0.dll", // Windows Vista, Windows 7
- "xinput1_2.dll", // DirectX SDK
- "xinput1_1.dll" // DirectX SDK
- };
- for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
- if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
- {
- g_XInputDLL = dll;
- g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
- g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
- break;
- }
-#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
-
- return true;
-}
-
-void ImGui_ImplWin32_Shutdown()
-{
- // Unload XInput library
-#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- if (g_XInputDLL)
- ::FreeLibrary(g_XInputDLL);
- g_XInputDLL = NULL;
- g_XInputGetCapabilities = NULL;
- g_XInputGetState = NULL;
-#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
-
- g_hWnd = NULL;
- g_Time = 0;
- g_TicksPerSecond = 0;
- g_LastMouseCursor = ImGuiMouseCursor_COUNT;
- g_HasGamepad = false;
- g_WantUpdateHasGamepad = true;
-}
-
-static bool ImGui_ImplWin32_UpdateMouseCursor()
-{
- ImGuiIO& io = ImGui::GetIO();
- if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
- return false;
-
- ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
- if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- ::SetCursor(NULL);
- }
- else
- {
- // Show OS mouse cursor
- LPTSTR win32_cursor = IDC_ARROW;
- switch (imgui_cursor)
- {
- case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
- case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
- case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
- case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
- case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
- case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
- case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
- case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
- case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
- }
- ::SetCursor(::LoadCursor(NULL, win32_cursor));
- }
- return true;
-}
-
-static void ImGui_ImplWin32_UpdateMousePos()
-{
- ImGuiIO& io = ImGui::GetIO();
-
- // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
- if (io.WantSetMousePos)
- {
- POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
- if (::ClientToScreen(g_hWnd, &pos))
- ::SetCursorPos(pos.x, pos.y);
- }
-
- // Set mouse position
- io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
- POINT pos;
- if (HWND active_window = ::GetForegroundWindow())
- if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
- if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
- io.MousePos = ImVec2((float)pos.x, (float)pos.y);
-}
-
-// Gamepad navigation mapping
-static void ImGui_ImplWin32_UpdateGamepads()
-{
-#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- ImGuiIO& io = ImGui::GetIO();
- memset(io.NavInputs, 0, sizeof(io.NavInputs));
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
- return;
-
- // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
- // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
- if (g_WantUpdateHasGamepad)
- {
- XINPUT_CAPABILITIES caps;
- g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
- g_WantUpdateHasGamepad = false;
- }
-
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
- XINPUT_STATE xinput_state;
- if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
- {
- const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
-
- #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
- #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
- MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
- MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
- MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
- MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
- MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
- MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
- MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
- MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
- MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
- MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
- MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
- MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
- MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
- MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
- #undef MAP_BUTTON
- #undef MAP_ANALOG
- }
-#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
-}
-
-void ImGui_ImplWin32_NewFrame()
-{
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
-
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect = { 0, 0, 0, 0 };
- ::GetClientRect(g_hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
-
- // Setup time step
- INT64 current_time = 0;
- ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
-
- // Read keyboard modifiers inputs
- io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
- io.KeySuper = false;
- // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
-
- // Update OS mouse position
- ImGui_ImplWin32_UpdateMousePos();
-
- // Update OS mouse cursor with the cursor requested by imgui
- ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (g_LastMouseCursor != mouse_cursor)
- {
- g_LastMouseCursor = mouse_cursor;
- ImGui_ImplWin32_UpdateMouseCursor();
- }
-
- // Update game controllers (if enabled and available)
- ImGui_ImplWin32_UpdateGamepads();
-}
-
-// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
-#ifndef WM_MOUSEHWHEEL
-#define WM_MOUSEHWHEEL 0x020E
-#endif
-#ifndef DBT_DEVNODES_CHANGED
-#define DBT_DEVNODES_CHANGED 0x0007
-#endif
-
-// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
-// Call from your application's message handler.
-// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
-// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
-// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
-// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
-// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
-// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
-#if 0
-// Copy this line into your .cpp file to forward declare the function.
-extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-#endif
-IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
-{
- if (ImGui::GetCurrentContext() == NULL)
- return 0;
-
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
- case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
- case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
- case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
- {
- int button = 0;
- if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
- if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
- if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
- if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
- ::SetCapture(hwnd);
- io.MouseDown[button] = true;
- return 0;
- }
- case WM_LBUTTONUP:
- case WM_RBUTTONUP:
- case WM_MBUTTONUP:
- case WM_XBUTTONUP:
- {
- int button = 0;
- if (msg == WM_LBUTTONUP) { button = 0; }
- if (msg == WM_RBUTTONUP) { button = 1; }
- if (msg == WM_MBUTTONUP) { button = 2; }
- if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
- io.MouseDown[button] = false;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
- ::ReleaseCapture();
- return 0;
- }
- case WM_MOUSEWHEEL:
- io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
- return 0;
- case WM_MOUSEHWHEEL:
- io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
- return 0;
- case WM_KEYDOWN:
- case WM_SYSKEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return 0;
- case WM_KEYUP:
- case WM_SYSKEYUP:
- if (wParam < 256)
- io.KeysDown[wParam] = 0;
- return 0;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacterUTF16((unsigned short)wParam);
- return 0;
- case WM_SETCURSOR:
- if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
- return 1;
- return 0;
- case WM_DEVICECHANGE:
- if ((UINT)wParam == DBT_DEVNODES_CHANGED)
- g_WantUpdateHasGamepad = true;
- return 0;
- }
- return 0;
-}
-
-
-//--------------------------------------------------------------------------------------------------------
-// DPI-related helpers (optional)
-//--------------------------------------------------------------------------------------------------------
-// - Use to enable DPI awareness without having to create an application manifest.
-// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
-// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
-// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
-// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
-//---------------------------------------------------------------------------------------------------------
-// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
-// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
-// If you are trying to implement your own backend for your own engine, you may ignore that noise.
-//---------------------------------------------------------------------------------------------------------
-
-// Implement some of the functions and types normally declared in recent Windows SDK.
-#if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
-static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
-{
- OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
- DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
- ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
- cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
- cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
- return ::VerifyVersionInfoW(&osvi, mask, cond);
-}
-#define IsWindowsVistaOrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
-#define IsWindows8OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
-#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
-#endif
-
-#ifndef DPI_ENUMS_DECLARED
-typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
-typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
-#endif
-#ifndef _DPI_AWARENESS_CONTEXTS_
-DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
-#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
-#endif
-#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
-#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
-#endif
-typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
-typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
-typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
-
-// Helper function to enable DPI awareness without setting up a manifest
-void ImGui_ImplWin32_EnableDpiAwareness()
-{
- // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
- {
- static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
- if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
- {
- SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
- return;
- }
- }
- if (IsWindows8Point1OrGreater())
- {
- static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
- if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
- {
- SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
- return;
- }
- }
-#if _WIN32_WINNT >= 0x0600
- ::SetProcessDPIAware();
-#endif
-}
-
-#if defined(_MSC_VER) && !defined(NOGDI)
-#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
-#endif
-
-float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
-{
- UINT xdpi = 96, ydpi = 96;
- static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
- if (bIsWindows8Point1OrGreater)
- {
- static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
- if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
- GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
- }
-#ifndef NOGDI
- else
- {
- const HDC dc = ::GetDC(NULL);
- xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
- ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
- ::ReleaseDC(NULL, dc);
- }
-#endif
- IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
- return xdpi / 96.0f;
-}
-
-float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
-{
- HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
- return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
-}
-
-//---------------------------------------------------------------------------------------------------------
-// Transparency related helpers (optional)
-//--------------------------------------------------------------------------------------------------------
-
-#if defined(_MSC_VER)
-#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
-#endif
-//---------------------------------------------------------------------------------------------------------
diff --git a/demos/DemoImGui/backends/imgui_impl_win32.h b/demos/DemoImGui/backends/imgui_impl_win32.h
deleted file mode 100644
index 7a882ae..0000000
--- a/demos/DemoImGui/backends/imgui_impl_win32.h
+++ /dev/null
@@ -1,42 +0,0 @@
-// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
-// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
-
-// Implemented features:
-// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
-// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
-// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
-// Read online: https://github.com/ocornut/imgui/tree/master/docs
-
-#pragma once
-#define WINUSERAPI
-#define _KERNEL32_
-#define _ACRTIMP
-#define _NTSYSTEM_
-#define _GDI32_
-
-#include "imgui.h" // IMGUI_IMPL_API
-
-IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
-IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
-IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
-
-// Win32 message handler your application need to call.
-// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper.
-// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
-#if 0
-extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-#endif
-
-// DPI-related helpers (optional)
-// - Use to enable DPI awareness without having to create an application manifest.
-// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
-// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
-// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
-// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
-IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
-IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
-IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
diff --git a/demos/DemoImGui/examples/example_win32_directx11/Theodosius.h b/demos/DemoImGui/examples/example_win32_directx11/Theodosius.h
deleted file mode 100644
index 9697813..0000000
--- a/demos/DemoImGui/examples/example_win32_directx11/Theodosius.h
+++ /dev/null
@@ -1,19 +0,0 @@
-#pragma once
-#define WINUSERAPI
-#define _KERNEL32_
-#define _ACRTIMP
-#define NTKERNELAPI
-
-#define THEO_OBFUSCATE(...) \
- _Pragma("code_seg(\".theo\")") \
- __VA_ARGS__ \
- _Pragma("code_seg()")
-
-#define THEO_MUTATE(...) \
- _Pragma("code_seg(\".theo1\")") \
- __VA_ARGS__ \
- _Pragma("code_seg()")
-
-#define LLVM_BCF __attribute((__annotate__(("bcf"))))
-#define LLVM_SUB __attribute((__annotate__(("sub"))))
-#define LLVM_FLA __attribute((__annotate__(("fla"))))
\ No newline at end of file
diff --git a/demos/DemoImGui/examples/example_win32_directx11/example_win32_directx11.vcxproj b/demos/DemoImGui/examples/example_win32_directx11/example_win32_directx11.vcxproj
deleted file mode 100644
index f202e4d..0000000
--- a/demos/DemoImGui/examples/example_win32_directx11/example_win32_directx11.vcxproj
+++ /dev/null
@@ -1,92 +0,0 @@
-
-
-
-
- Release
- x64
-
-
-
- {9F316E83-5AE5-4939-A723-305A94F48005}
- example_win32_directx11
- 10.0
- DemoImGui
-
-
-
- StaticLibrary
- false
- true
- Unicode
- llvm
-
-
-
-
-
-
-
-
-
- $(ProjectDir)$(Configuration)\
- $(ProjectDir)$(Configuration)\
-
-
- false
- $(ProjectDir)..\..\..\..\clang-cl.exe
- -Xclang -std=c++1z -Xclang -mcode-model -Xclang large -Xclang -fno-jump-tables -mllvm -split -mllvm -split_num=4 -mllvm -sub_loop=4
-
-
-
- Level4
- Disabled
- false
- true
- ..\..;..\..\backends;%(AdditionalIncludeDirectories);
- false
- MultiThreadedDLL
- false
- false
- /Zc:threadSafeInit- %(AdditionalOptions)
- stdcpp17
- Disabled
- NotSet
-
-
-
- true
- true
- true
- d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)
- $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)
- Console
-
-
- false
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
\ No newline at end of file
diff --git a/demos/DemoImGui/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters b/demos/DemoImGui/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters
deleted file mode 100644
index 72b4511..0000000
--- a/demos/DemoImGui/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters
+++ /dev/null
@@ -1,62 +0,0 @@
-
-
-
-
- {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
-
-
- {08e36723-ce4f-4cff-9662-c40801cf1acf}
-
-
-
-
- imgui
-
-
- imgui
-
-
- imgui
-
-
- sources
-
-
- sources
-
-
- imgui
-
-
-
-
- imgui
-
-
- sources
-
-
- imgui
-
-
- imgui
-
-
- imgui
-
-
- sources
-
-
- sources
-
-
- imgui
-
-
-
-
- sources
-
-
-
\ No newline at end of file
diff --git a/demos/DemoImGui/examples/example_win32_directx11/example_win32_directx11.vcxproj.user b/demos/DemoImGui/examples/example_win32_directx11/example_win32_directx11.vcxproj.user
deleted file mode 100644
index 88a5509..0000000
--- a/demos/DemoImGui/examples/example_win32_directx11/example_win32_directx11.vcxproj.user
+++ /dev/null
@@ -1,4 +0,0 @@
-
-
-
-
\ No newline at end of file
diff --git a/demos/DemoImGui/examples/example_win32_directx11/main.cpp b/demos/DemoImGui/examples/example_win32_directx11/main.cpp
deleted file mode 100644
index b561bcf..0000000
--- a/demos/DemoImGui/examples/example_win32_directx11/main.cpp
+++ /dev/null
@@ -1,249 +0,0 @@
-// Dear ImGui: standalone example application for DirectX 11
-// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
-// Read online: https://github.com/ocornut/imgui/tree/master/docs
-#include "Theodosius.h"
-#include "imgui.h"
-#include "imgui_impl_win32.h"
-#include "imgui_impl_dx11.h"
-#include
-#include
-
-// Data
-static ID3D11Device* g_pd3dDevice = NULL;
-static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
-static IDXGISwapChain* g_pSwapChain = NULL;
-static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
-
-// Forward declarations of helper functions
-bool CreateDeviceD3D(HWND hWnd);
-void CleanupDeviceD3D();
-void CreateRenderTarget();
-void CleanupRenderTarget();
-LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-
-THEO_OBFUSCATE(LLVM_BCF LLVM_SUB extern "C" int main(int, char**)
-{
- // Create application window
- //ImGui_ImplWin32_EnableDpiAwareness();
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
- ::RegisterClassEx(&wc);
- HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
-
- // Initialize Direct3D
- if (!CreateDeviceD3D(hwnd))
- {
- CleanupDeviceD3D();
- ::UnregisterClass(wc.lpszClassName, wc.hInstance);
- return 1;
- }
-
- // Show the window
- ::ShowWindow(hwnd, SW_SHOWDEFAULT);
- ::UpdateWindow(hwnd);
-
- // Setup Dear ImGui context
- IMGUI_CHECKVERSION();
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO(); (void)io;
- //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
- //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
-
- // Setup Dear ImGui style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
-
- // Setup Platform/Renderer backends
- ImGui_ImplWin32_Init(hwnd);
- ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
-
- // Load Fonts
- // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
- // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
- // - Read 'docs/FONTS.md' for more instructions and details.
- // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
- //io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
- //IM_ASSERT(font != NULL);
-
- // Our state
- bool show_demo_window = true;
- bool show_another_window = false;
- ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
-
- // Main loop
- MSG msg;
- ZeroMemory(&msg, sizeof(msg));
- while (msg.message != WM_QUIT)
- {
- // Poll and handle messages (inputs, window resize, etc.)
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
- {
- ::TranslateMessage(&msg);
- ::DispatchMessage(&msg);
- continue;
- }
-
- // Start the Dear ImGui frame
- ImGui_ImplDX11_NewFrame();
- ImGui_ImplWin32_NewFrame();
- ImGui::NewFrame();
-
- // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
- if (show_demo_window)
- ImGui::ShowDemoWindow(&show_demo_window);
-
- // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
- {
- static float f = 0.0f;
- static int counter = 0;
-
- ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
-
- ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
- ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
- ImGui::Checkbox("Another Window", &show_another_window);
-
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
-
- if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
-
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
- ImGui::End();
- }
-
- // 3. Show another simple window.
- if (show_another_window)
- {
- ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
- ImGui::Text("Hello from another window!");
- if (ImGui::Button("Close Me"))
- show_another_window = false;
- ImGui::End();
- }
-
- // Rendering
- ImGui::Render();
- const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
- g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
- g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
- ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
-
- g_pSwapChain->Present(1, 0); // Present with vsync
- //g_pSwapChain->Present(0, 0); // Present without vsync
- }
-
- // Cleanup
- ImGui_ImplDX11_Shutdown();
- ImGui_ImplWin32_Shutdown();
- ImGui::DestroyContext();
-
- CleanupDeviceD3D();
- ::DestroyWindow(hwnd);
- ::UnregisterClass(wc.lpszClassName, wc.hInstance);
-
- return 0;
-})
-
-// Helper functions
-
-bool CreateDeviceD3D(HWND hWnd)
-{
- // Setup swap chain
- DXGI_SWAP_CHAIN_DESC sd;
- ZeroMemory(&sd, sizeof(sd));
- sd.BufferCount = 2;
- sd.BufferDesc.Width = 0;
- sd.BufferDesc.Height = 0;
- sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- sd.BufferDesc.RefreshRate.Numerator = 60;
- sd.BufferDesc.RefreshRate.Denominator = 1;
- sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
- sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- sd.OutputWindow = hWnd;
- sd.SampleDesc.Count = 1;
- sd.SampleDesc.Quality = 0;
- sd.Windowed = TRUE;
- sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
-
- UINT createDeviceFlags = 0;
- //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
- D3D_FEATURE_LEVEL featureLevel;
- const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
-
- const auto pD3D11CreateDeviceAndSwapChain =
- reinterpret_cast(
- GetProcAddress(LoadLibraryA("d3d11.dll"), "D3D11CreateDeviceAndSwapChain"));
-
- if (pD3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL,
- createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd,
- &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
- return false;
-
- CreateRenderTarget();
- return true;
-}
-
-void CleanupDeviceD3D()
-{
- CleanupRenderTarget();
- if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
- if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
- if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
-}
-
-void CreateRenderTarget()
-{
- ID3D11Texture2D* pBackBuffer;
- g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
- g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
- pBackBuffer->Release();
-}
-
-void CleanupRenderTarget()
-{
- if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
-}
-
-// Forward declare message handler from imgui_impl_win32.cpp
-extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-
-// Win32 message handler
-LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
-{
- if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
- return true;
-
- switch (msg)
- {
- case WM_SIZE:
- if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
- {
- CleanupRenderTarget();
- g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
- CreateRenderTarget();
- }
- return 0;
- case WM_SYSCOMMAND:
- if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
- return 0;
- break;
- case WM_DESTROY:
- ::PostQuitMessage(0);
- return 0;
- }
- return ::DefWindowProc(hWnd, msg, wParam, lParam);
-}
diff --git a/demos/DemoImGui/imconfig.h b/demos/DemoImGui/imconfig.h
deleted file mode 100644
index 85fa159..0000000
--- a/demos/DemoImGui/imconfig.h
+++ /dev/null
@@ -1,125 +0,0 @@
-//-----------------------------------------------------------------------------
-// COMPILE-TIME OPTIONS FOR DEAR IMGUI
-// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
-// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
-//-----------------------------------------------------------------------------
-// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
-// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
-//-----------------------------------------------------------------------------
-// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
-// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
-// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
-// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
-//-----------------------------------------------------------------------------
-
-#pragma once
-#define WINUSERAPI
-#define _KERNEL32_
-#define _ACRTIMP
-#define _NTSYSTEM_
-#define _GDI32_
-
-//---- Define assertion handler. Defaults to calling assert().
-// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
-//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
-//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
-
-//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
-// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
-// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
-// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
-//#define IMGUI_API __declspec( dllexport )
-//#define IMGUI_API __declspec( dllimport )
-
-//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
-//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-
-//---- Disable all of Dear ImGui or don't implement standard windows.
-// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
-//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
-//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
-//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger window: ShowMetricsWindow() will be empty.
-
-//---- Don't implement some functions to reduce linkage requirements.
-//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
-//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. (imm32.lib/.a)
-//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
-//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
-//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
-//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
-//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
-//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
-
-//---- Include imgui_user.h at the end of imgui.h as a convenience
-//#define IMGUI_INCLUDE_IMGUI_USER_H
-
-//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
-//#define IMGUI_USE_BGRA_PACKED_COLOR
-
-//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
-//#define IMGUI_USE_WCHAR32
-
-//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
-// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
-//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
-//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
-//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
-//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
-
-//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
-// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf.
-// #define IMGUI_USE_STB_SPRINTF
-
-//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
-// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
-// On Windows you may use vcpkg with 'vcpkg install freetype' + 'vcpkg integrate install'.
-//#define IMGUI_ENABLE_FREETYPE
-
-//---- Use stb_truetype to build and rasterize the font atlas (default)
-// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
-//#define IMGUI_ENABLE_STB_TRUETYPE
-
-//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
-// This will be inlined as part of ImVec2 and ImVec4 class declarations.
-/*
-#define IM_VEC2_CLASS_EXTRA \
- ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
- operator MyVec2() const { return MyVec2(x,y); }
-
-#define IM_VEC4_CLASS_EXTRA \
- ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
- operator MyVec4() const { return MyVec4(x,y,z,w); }
-*/
-
-//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
-// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
-// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
-// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
-//#define ImDrawIdx unsigned int
-
-//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
-//struct ImDrawList;
-//struct ImDrawCmd;
-//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
-//#define ImDrawCallback MyImDrawCallback
-
-//---- Debug Tools: Macro to break in Debugger
-// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
-//#define IM_DEBUG_BREAK IM_ASSERT(0)
-//#define IM_DEBUG_BREAK __debugbreak()
-
-//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),
-// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.)
-// This adds a small runtime cost which is why it is not enabled by default.
-//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
-
-//---- Debug Tools: Enable slower asserts
-//#define IMGUI_DEBUG_PARANOID
-
-//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
-/*
-namespace ImGui
-{
- void MyFunction(const char* name, const MyMatrix44& v);
-}
-*/
diff --git a/demos/DemoImGui/imgui.cpp b/demos/DemoImGui/imgui.cpp
deleted file mode 100644
index dd3940e..0000000
--- a/demos/DemoImGui/imgui.cpp
+++ /dev/null
@@ -1,11452 +0,0 @@
-// dear imgui, v1.82 WIP
-// (main code and documentation)
-
-// Help:
-// - Read FAQ at http://dearimgui.org/faq
-// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
-// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
-// Read imgui.cpp for details, links and comments.
-
-// Resources:
-// - FAQ http://dearimgui.org/faq
-// - Homepage & latest https://github.com/ocornut/imgui
-// - Releases & changelog https://github.com/ocornut/imgui/releases
-// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!)
-// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
-// - Wiki https://github.com/ocornut/imgui/wiki
-// - Issues & support https://github.com/ocornut/imgui/issues
-// - Discussions https://github.com/ocornut/imgui/discussions
-
-// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
-// See LICENSE.txt for copyright and licensing details (standard MIT License).
-// This library is free but needs your support to sustain development and maintenance.
-// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.org".
-// Individuals: you can support continued development via donations. See docs/README or web page.
-
-// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
-// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
-// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
-// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
-// to a better solution or official support for them.
-
-/*
-
-Index of this file:
-
-DOCUMENTATION
-
-- MISSION STATEMENT
-- END-USER GUIDE
-- PROGRAMMER GUIDE
- - READ FIRST
- - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
- - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
- - HOW A SIMPLE APPLICATION MAY LOOK LIKE
- - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
- - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
-- API BREAKING CHANGES (read me when you update!)
-- FREQUENTLY ASKED QUESTIONS (FAQ)
- - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
-
-CODE
-(search for "[SECTION]" in the code to find them)
-
-// [SECTION] INCLUDES
-// [SECTION] FORWARD DECLARATIONS
-// [SECTION] CONTEXT AND MEMORY ALLOCATORS
-// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
-// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
-// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
-// [SECTION] MISC HELPERS/UTILITIES (File functions)
-// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
-// [SECTION] MISC HELPERS/UTILITIES (Color functions)
-// [SECTION] ImGuiStorage
-// [SECTION] ImGuiTextFilter
-// [SECTION] ImGuiTextBuffer
-// [SECTION] ImGuiListClipper
-// [SECTION] STYLING
-// [SECTION] RENDER HELPERS
-// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
-// [SECTION] ERROR CHECKING
-// [SECTION] LAYOUT
-// [SECTION] SCROLLING
-// [SECTION] TOOLTIPS
-// [SECTION] POPUPS
-// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
-// [SECTION] DRAG AND DROP
-// [SECTION] LOGGING/CAPTURING
-// [SECTION] SETTINGS
-// [SECTION] VIEWPORTS
-// [SECTION] PLATFORM DEPENDENT HELPERS
-// [SECTION] METRICS/DEBUGGER WINDOW
-
-*/
-
-//-----------------------------------------------------------------------------
-// DOCUMENTATION
-//-----------------------------------------------------------------------------
-
-/*
-
- MISSION STATEMENT
- =================
-
- - Easy to use to create code-driven and data-driven tools.
- - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
- - Easy to hack and improve.
- - Minimize setup and maintenance.
- - Minimize state storage on user side.
- - Portable, minimize dependencies, run on target (consoles, phones, etc.).
- - Efficient runtime and memory consumption.
-
- Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:
-
- - Doesn't look fancy, doesn't animate.
- - Limited layout features, intricate layouts are typically crafted in code.
-
-
- END-USER GUIDE
- ==============
-
- - Double-click on title bar to collapse window.
- - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin().
- - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents).
- - Click and drag on any empty space to move window.
- - TAB/SHIFT+TAB to cycle through keyboard editable fields.
- - CTRL+Click on a slider or drag box to input value as text.
- - Use mouse wheel to scroll.
- - Text editor:
- - Hold SHIFT or use mouse to select text.
- - CTRL+Left/Right to word jump.
- - CTRL+Shift+Left/Right to select words.
- - CTRL+A our Double-Click to select all.
- - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/
- - CTRL+Z,CTRL+Y to undo/redo.
- - ESCAPE to revert text to its original value.
- - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
- - Controls are automatically adjusted for OSX to match standard OSX text editing operations.
- - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.
- - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets
-
-
- PROGRAMMER GUIDE
- ================
-
- READ FIRST
- ----------
- - Remember to read the FAQ (https://www.dearimgui.org/faq)
- - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction
- or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs.
- - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
- - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
- - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
- You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in the FAQ.
- - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
- For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI,
- where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
- - Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
- - This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
- - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
- If you get an assert, read the messages and comments around the assert.
- - 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.
- - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
- See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
- However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
- - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
-
-
- HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
- ----------------------------------------------
- - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
- - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over master.
- - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
- - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
- If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
- from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
- likely be a comment about it. Please report any issue to the GitHub page!
- - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
- - Try to keep your copy of Dear ImGui reasonably up to date.
-
-
- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
- ---------------------------------------------------------------
- - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
- - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
- - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
- It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL).
- - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
- - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
- - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
- Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
- phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render().
- - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
- - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
-
-
- HOW A SIMPLE APPLICATION MAY LOOK LIKE
- --------------------------------------
- EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
- The sub-folders in examples/ contains examples applications following this structure.
-
- // Application init: create a dear imgui context, setup some options, load fonts
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO();
- // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
- // TODO: Fill optional fields of the io structure later.
- // TODO: Load TTF/OTF fonts if you don't want to use the default font.
-
- // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
- ImGui_ImplWin32_Init(hwnd);
- ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
-
- // Application main loop
- while (true)
- {
- // Feed inputs to dear imgui, start new frame
- ImGui_ImplDX11_NewFrame();
- ImGui_ImplWin32_NewFrame();
- ImGui::NewFrame();
-
- // Any application code here
- ImGui::Text("Hello, world!");
-
- // Render dear imgui into screen
- ImGui::Render();
- ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
- g_pSwapChain->Present(1, 0);
- }
-
- // Shutdown
- ImGui_ImplDX11_Shutdown();
- ImGui_ImplWin32_Shutdown();
- ImGui::DestroyContext();
-
- EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
-
- // Application init: create a dear imgui context, setup some options, load fonts
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO();
- // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
- // TODO: Fill optional fields of the io structure later.
- // TODO: Load TTF/OTF fonts if you don't want to use the default font.
-
- // Build and load the texture atlas into a texture
- // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
- int width, height;
- unsigned char* pixels = NULL;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-
- // At this point you've got the texture data and you need to upload that your your graphic system:
- // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
- // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
- MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
- io.Fonts->SetTexID((void*)texture);
-
- // Application main loop
- while (true)
- {
- // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
- // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
- io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds)
- io.DisplaySize.x = 1920.0f; // set the current display width
- io.DisplaySize.y = 1280.0f; // set the current display height here
- io.MousePos = my_mouse_pos; // set the mouse position
- io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states
- io.MouseDown[1] = my_mouse_buttons[1];
-
- // Call NewFrame(), after this point you can use ImGui::* functions anytime
- // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use Dear ImGui everywhere)
- ImGui::NewFrame();
-
- // Most of your application code here
- ImGui::Text("Hello, world!");
- MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
- MyGameRender(); // may use any Dear ImGui functions as well!
-
- // Render dear imgui, swap buffers
- // (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)
- ImGui::EndFrame();
- ImGui::Render();
- ImDrawData* draw_data = ImGui::GetDrawData();
- MyImGuiRenderFunction(draw_data);
- SwapBuffers();
- }
-
- // Shutdown
- ImGui::DestroyContext();
-
- To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest your application,
- you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
- Please read the FAQ and example applications for details about this!
-
-
- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
- ---------------------------------------------
- The backends in impl_impl_XXX.cpp files contains many working implementations of a rendering function.
-
- void void MyImGuiRenderFunction(ImDrawData* draw_data)
- {
- // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
- // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
- // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui
- const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- // The texture for the draw call is specified by pcmd->TextureId.
- // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
- MyEngineBindTexture((MyTexture*)pcmd->TextureId);
-
- // We are using scissoring to clip some objects. All low-level graphics API should supports it.
- // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
- // (some elements visible outside their bounds) but you can fix that once everything else works!
- // - Clipping coordinates are provided in imgui coordinates space:
- // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
- // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
- // - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
- // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
- // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
- ImVec2 pos = draw_data->DisplayPos;
- MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y));
-
- // Render 'pcmd->ElemCount/3' indexed triangles.
- // 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.
- MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer);
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
- }
-
-
- USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
- ------------------------------------------
- - The gamepad/keyboard navigation is fairly functional and keeps being improved.
- - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse!
- - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787
- - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
- - Keyboard:
- - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
- NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
- - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
- will be set. For more advanced uses, you may want to read from:
- - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
- - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
- - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions.
- Please reach out if you think the game vs navigation input sharing could be improved.
- - Gamepad:
- - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
- - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame().
- Note that io.NavInputs[] is cleared by EndFrame().
- - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
- 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
- - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
- Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
- - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets
- - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo
- to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
- - Mouse:
- - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
- - 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.
- - 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.
- Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.
- When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
- When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
- (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!)
- (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
- to set a boolean to ignore your other external mouse positions until the external source is moved again.)
-
-
- API BREAKING CHANGES
- ====================
-
- Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
- Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
- When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
- You can read releases logs https://github.com/ocornut/imgui/releases for more details.
-
- - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
- - 2021/02/22 (1.82) - win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
- - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
- - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
- - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
- - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
- - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
- - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
- - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
- - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
- - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
- - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg
- - ImGuiInputTextCallback -> use ImGuiTextEditCallback
- - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData
- - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
- - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
- - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
- - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
- - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
- - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
- - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend
- - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
- - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
- - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT
- - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT
- - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
- - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
- - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
- - 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).
- - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
- - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
- - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
- - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
- - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
- - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
- replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
- worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
- - if you omitted the 'power' parameter (likely!), you are not affected.
- - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
- - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
- see https://github.com/ocornut/imgui/issues/3361 for all details.
- kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version were removed directly as they were most unlikely ever used.
- for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
- - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
- - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
- - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
- - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
- - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
- - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
- - 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.
- - 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.
- - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
- - ShowTestWindow() -> use ShowDemoWindow()
- - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
- - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
- - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
- - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing()
- - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg
- - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding
- - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
- - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS
- - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was the vaguely documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API.
- - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
- - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
- - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
- - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
- - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
- - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
- - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
- - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding()
- - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
- - ImFont::Glyph -> use ImFontGlyph
- - 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.
- 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.
- 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).
- If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
- - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
- - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
- - 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.
- - 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
- 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.
- 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.
- Please reach out if you are affected.
- - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
- - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
- - 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.
- - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
- - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
- - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
- - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrary small value!
- - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
- - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
- - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
- - 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.
- - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
- - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
- - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
- - 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.
- If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
- - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
- - 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.
- NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
- Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
- - 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).
- - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
- - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
- - 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.
- - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
- - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
- - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
- - 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.).
- old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
- when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
- in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
- - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
- - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
- - 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.
- If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
- 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.
- 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.
- - 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",
- consistent with other functions. Kept redirection functions (will obsolete).
- - 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.
- - 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).
- - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
- - 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.
- - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
- - 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.
- - 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.
- - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
- - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
- - removed Shutdown() function, as DestroyContext() serve this purpose.
- - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
- - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
- - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
- - 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.
- - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
- - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
- - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
- - 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.
- - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
- - 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
- - 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.
- - 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.
- - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
- - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
- - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
- - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
- - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
- - 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.
- - 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.
- 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.
- - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
- - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
- - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
- - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
- - 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.
- - 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.
- - 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.
- removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
- IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
- IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
- IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
- - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
- - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
- - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
- - 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).
- - 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)".
- - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
- - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
- - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
- - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
- - 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.
- - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
- - 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.
- - 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).
- - 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).
- - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
- - 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.
- - 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.
- - 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))'
- - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
- - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
- - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
- - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild().
- - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
- - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
- - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
- - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
- If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
- This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
- ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
- If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
- - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
- - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
- - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
- - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
- - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337).
- - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
- - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
- - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
- - 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.
- - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
- - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
- - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
- 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.
- 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!
- - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
- - 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.
- - 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
- - 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.
- you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
- - 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.
- this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
- - 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.
- - the signature of the io.RenderDrawListsFn handler has changed!
- old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
- new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
- parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
- ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
- ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
- - 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.
- - 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!
- - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
- - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
- - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
- - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
- - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
- - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry!
- - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
- - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
- - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
- - 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.
- - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
- - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
- - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
- - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
- - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
- - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
- - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
- - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
- - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
- - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
- - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
- - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
- - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
- - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
- - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
- - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
- - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
- - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
- - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
- - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
- you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
- - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
- - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
- - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
- - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
- - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
- - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
- - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
- - 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)
- - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
- - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
- - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
- - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
- - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
- - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
-
-
- FREQUENTLY ASKED QUESTIONS (FAQ)
- ================================
-
- Read all answers online:
- https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
- Read all answers locally (with a text editor or ideally a Markdown viewer):
- docs/FAQ.md
- Some answers are copied down here to facilitate searching in code.
-
- Q&A: Basics
- ===========
-
- Q: Where is the documentation?
- A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
- - Run the examples/ and explore them.
- - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
- - The demo covers most features of Dear ImGui, so you can read the code and see its output.
- - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
- - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the
- examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
- - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
- - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
- - Your programming IDE is your friend, find the type or function declaration to find comments
- associated to it.
-
- Q: What is this library called?
- Q: Which version should I get?
- >> This library is called "Dear ImGui", please don't call it "ImGui" :)
- >> See https://www.dearimgui.org/faq for details.
-
- Q&A: Integration
- ================
-
- Q: How to get started?
- A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
-
- Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?
- A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
- >> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this.
-
- Q. How can I enable keyboard controls?
- Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
- Q: I integrated Dear ImGui in my engine and little squares are showing instead of text..
- Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
- Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..
- >> See https://www.dearimgui.org/faq
-
- Q&A: Usage
- ----------
-
- Q: Why is my widget not reacting when I click on it?
- Q: How can I have widgets with an empty label?
- Q: How can I have multiple widgets with the same label?
- Q: How can I display an image? What is ImTextureID, how does it works?
- Q: How can I use my own math types instead of ImVec2/ImVec4?
- Q: How can I interact with standard C++ types (such as std::string and std::vector)?
- Q: How can I display custom shapes? (using low-level ImDrawList API)
- >> See https://www.dearimgui.org/faq
-
- Q&A: Fonts, Text
- ================
-
- Q: How should I handle DPI in my application?
- Q: How can I load a different font than the default?
- Q: How can I easily use icons in my application?
- Q: How can I load multiple fonts?
- Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
- >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
-
- Q&A: Concerns
- =============
-
- Q: Who uses Dear ImGui?
- Q: Can you create elaborate/serious tools with Dear ImGui?
- Q: Can you reskin the look of Dear ImGui?
- Q: Why using C++ (as opposed to C)?
- >> See https://www.dearimgui.org/faq
-
- Q&A: Community
- ==============
-
- Q: How can I help?
- A: - Businesses: please reach out to "contact AT dearimgui.org" if you work in a place using Dear ImGui!
- We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
- This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
- - Individuals: you can support continued development via PayPal donations. See README.
- - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt
- and see how you want to help and can help!
- - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
- You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers.
- But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
- - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately).
-
-*/
-
-//-------------------------------------------------------------------------
-// [SECTION] INCLUDES
-//-------------------------------------------------------------------------
-
-#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
-#define _CRT_SECURE_NO_WARNINGS
-#endif
-
-#include "imgui.h"
-#ifndef IMGUI_DISABLE
-
-#ifndef IMGUI_DEFINE_MATH_OPERATORS
-#define IMGUI_DEFINE_MATH_OPERATORS
-#endif
-#include "imgui_internal.h"
-
-// System includes
-#include // toupper
-#include // vsnprintf, sscanf, printf
-#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
-#include // intptr_t
-#else
-#include // intptr_t
-#endif
-
-// [Windows] OS specific includes (optional)
-#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
-#define IMGUI_DISABLE_WIN32_FUNCTIONS
-#endif
-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
-#ifndef WIN32_LEAN_AND_MEAN
-#define WIN32_LEAN_AND_MEAN
-#endif
-#ifndef NOMINMAX
-#define NOMINMAX
-#endif
-#ifndef __MINGW32__
-#include // _wfopen, OpenClipboard
-#else
-#include
-#endif
-#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
-#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
-#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
-#endif
-#endif
-
-// [Apple] OS specific includes
-#if defined(__APPLE__)
-#include
-#endif
-
-// Visual Studio warnings
-#ifdef _MSC_VER
-#pragma warning (disable: 4127) // condition expression is constant
-#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
-#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
-#endif
-#endif
-
-// Clang/GCC warnings with -Weverything
-#if defined(__clang__)
-#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!
-#endif
-#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
-#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
-#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.
-#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.
-#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.
-#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
-#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
-#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.
-#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int'
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
-#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.
-#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
-#elif defined(__GNUC__)
-// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association.
-#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
-#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
-#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
-#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
-#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
-#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
-#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
-#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
-#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
-#endif
-
-// Debug options
-#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
-#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
-#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)
-
-// 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.
-static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
-static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
-
-// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
-static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow().
-static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
-static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
-
-//-------------------------------------------------------------------------
-// [SECTION] FORWARD DECLARATIONS
-//-------------------------------------------------------------------------
-
-static void SetCurrentWindow(ImGuiWindow* window);
-static void FindHoveredWindow();
-static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags);
-static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
-
-static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list);
-static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window);
-
-// Settings
-static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
-static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
-static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
-static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
-static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
-
-// Platform Dependents default implementation for IO functions
-static const char* GetClipboardTextFn_DefaultImpl(void* user_data);
-static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);
-static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
-
-namespace ImGui
-{
-// Navigation
-static void NavUpdate();
-static void NavUpdateWindowing();
-static void NavUpdateWindowingOverlay();
-static void NavUpdateMoveResult();
-static void NavUpdateInitResult();
-static float NavUpdatePageUpPageDown();
-static inline void NavUpdateAnyRequestFlag();
-static void NavEndFrame();
-static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand);
-static void NavApplyItemToResult(ImGuiNavMoveResult* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel);
-static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id);
-static ImVec2 NavCalcPreferredRefPos();
-static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
-static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
-static void NavRestoreLayer(ImGuiNavLayer layer);
-static int FindWindowFocusIndex(ImGuiWindow* window);
-
-// Error Checking
-static void ErrorCheckNewFrameSanityChecks();
-static void ErrorCheckEndFrameSanityChecks();
-
-// Misc
-static void UpdateSettings();
-static void UpdateMouseInputs();
-static void UpdateMouseWheel();
-static void UpdateTabFocus();
-static void UpdateDebugToolItemPicker();
-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);
-static void RenderWindowOuterBorders(ImGuiWindow* window);
-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);
-static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
-
-// Viewports
-static void UpdateViewportsNewFrame();
-
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] CONTEXT AND MEMORY ALLOCATORS
-//-----------------------------------------------------------------------------
-
-// DLL users:
-// - Heaps and globals are not shared across DLL boundaries!
-// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
-// - Same apply for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanism works without DLL).
-// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
-// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
-
-// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
-// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
-// Change to a different context by calling ImGui::SetCurrentContext().
-// - Important: Dear ImGui functions are not thread-safe because of this pointer.
-// If you want thread-safety to allow N threads to access N different contexts:
-// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
-// struct ImGuiContext;
-// extern thread_local ImGuiContext* MyImGuiTLS;
-// #define GImGui MyImGuiTLS
-// And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
-// - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
-// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace.
-// - DLL users: read comments above.
-#ifndef GImGui
-ImGuiContext* GImGui = NULL;
-#endif
-
-// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
-// - You probably don't want to modify those mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
-// - DLL users: read comments above.
-#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
-static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); }
-static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); }
-#else
-static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
-static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
-#endif
-static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper;
-static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper;
-static void* GImAllocatorUserData = NULL;
-
-//-----------------------------------------------------------------------------
-// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
-//-----------------------------------------------------------------------------
-
-ImGuiStyle::ImGuiStyle()
-{
- Alpha = 1.0f; // Global alpha applies to everything in ImGui
- WindowPadding = ImVec2(8,8); // Padding within a window
- 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.
- WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
- WindowMinSize = ImVec2(32,32); // Minimum window size
- WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text
- WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
- ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
- ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
- PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
- PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
- FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
- FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
- FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
- ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines
- ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
- CellPadding = ImVec2(4,2); // Padding within a table cell
- 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!
- IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
- ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
- ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar
- ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar
- GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar
- GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
- LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
- TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
- TabBorderSize = 0.0f; // Thickness of border around tabs.
- 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.
- ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
- ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
- 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.
- 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.
- 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.
- MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
- AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
- AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering.
- AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
- CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
- CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
-
- // Default theme
- ImGui::StyleColorsDark(this);
-}
-
-// 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.
-// 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.
-void ImGuiStyle::ScaleAllSizes(float scale_factor)
-{
- WindowPadding = ImFloor(WindowPadding * scale_factor);
- WindowRounding = ImFloor(WindowRounding * scale_factor);
- WindowMinSize = ImFloor(WindowMinSize * scale_factor);
- ChildRounding = ImFloor(ChildRounding * scale_factor);
- PopupRounding = ImFloor(PopupRounding * scale_factor);
- FramePadding = ImFloor(FramePadding * scale_factor);
- FrameRounding = ImFloor(FrameRounding * scale_factor);
- ItemSpacing = ImFloor(ItemSpacing * scale_factor);
- ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
- CellPadding = ImFloor(CellPadding * scale_factor);
- TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
- IndentSpacing = ImFloor(IndentSpacing * scale_factor);
- ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
- ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
- ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
- GrabMinSize = ImFloor(GrabMinSize * scale_factor);
- GrabRounding = ImFloor(GrabRounding * scale_factor);
- LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);
- TabRounding = ImFloor(TabRounding * scale_factor);
- TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
- DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
- DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
- MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
-}
-
-ImGuiIO::ImGuiIO()
-{
- // Most fields are initialized with zero
- memset(this, 0, sizeof(*this));
- 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.
-
- // Settings
- ConfigFlags = ImGuiConfigFlags_None;
- BackendFlags = ImGuiBackendFlags_None;
- DisplaySize = ImVec2(-1.0f, -1.0f);
- DeltaTime = 1.0f / 60.0f;
- IniSavingRate = 5.0f;
- IniFilename = "imgui.ini";
- LogFilename = "imgui_log.txt";
- MouseDoubleClickTime = 0.30f;
- MouseDoubleClickMaxDist = 6.0f;
- for (int i = 0; i < ImGuiKey_COUNT; i++)
- KeyMap[i] = -1;
- KeyRepeatDelay = 0.275f;
- KeyRepeatRate = 0.050f;
- UserData = NULL;
-
- Fonts = NULL;
- FontGlobalScale = 1.0f;
- FontDefault = NULL;
- FontAllowUserScaling = false;
- DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
-
- // Miscellaneous options
- MouseDrawCursor = false;
-#ifdef __APPLE__
- ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag
-#else
- ConfigMacOSXBehaviors = false;
-#endif
- ConfigInputTextCursorBlink = true;
- ConfigWindowsResizeFromEdges = true;
- ConfigWindowsMoveFromTitleBarOnly = false;
- ConfigMemoryCompactTimer = 60.0f;
-
- // Platform Functions
- BackendPlatformName = BackendRendererName = NULL;
- BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
- GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
- SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
- ClipboardUserData = NULL;
- ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
- ImeWindowHandle = NULL;
-
- // Input (NB: we already have memset zero the entire structure!)
- MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
- MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
- MouseDragThreshold = 6.0f;
- for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
- for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;
- for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;
-}
-
-// Pass in translated ASCII characters for text input.
-// - with glfw you can get those from the callback set in glfwSetCharCallback()
-// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
-void ImGuiIO::AddInputCharacter(unsigned int c)
-{
- if (c != 0)
- InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
-}
-
-// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
-// we should save the high surrogate.
-void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
-{
- if (c == 0 && InputQueueSurrogate == 0)
- return;
-
- if ((c & 0xFC00) == 0xD800) // High surrogate, must save
- {
- if (InputQueueSurrogate != 0)
- InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID);
- InputQueueSurrogate = c;
- return;
- }
-
- ImWchar cp = c;
- if (InputQueueSurrogate != 0)
- {
- if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
- InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID);
- else if (IM_UNICODE_CODEPOINT_MAX == (0xFFFF)) // Codepoint will not fit in ImWchar (extra parenthesis around 0xFFFF somehow fixes -Wunreachable-code with Clang)
- cp = IM_UNICODE_CODEPOINT_INVALID;
- else
- cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
- InputQueueSurrogate = 0;
- }
- InputQueueCharacters.push_back(cp);
-}
-
-void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
-{
- while (*utf8_chars != 0)
- {
- unsigned int c = 0;
- utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
- if (c != 0)
- InputQueueCharacters.push_back((ImWchar)c);
- }
-}
-
-void ImGuiIO::ClearInputCharacters()
-{
- InputQueueCharacters.resize(0);
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
-//-----------------------------------------------------------------------------
-
-ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
-{
- IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
- ImVec2 p_last = p1;
- ImVec2 p_closest;
- float p_closest_dist2 = FLT_MAX;
- float t_step = 1.0f / (float)num_segments;
- for (int i_step = 1; i_step <= num_segments; i_step++)
- {
- ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
- ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
- float dist2 = ImLengthSqr(p - p_line);
- if (dist2 < p_closest_dist2)
- {
- p_closest = p_line;
- p_closest_dist2 = dist2;
- }
- p_last = p_current;
- }
- return p_closest;
-}
-
-// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
-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)
-{
- float dx = x4 - x1;
- float dy = y4 - y1;
- float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
- float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
- d2 = (d2 >= 0) ? d2 : -d2;
- d3 = (d3 >= 0) ? d3 : -d3;
- if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
- {
- ImVec2 p_current(x4, y4);
- ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
- float dist2 = ImLengthSqr(p - p_line);
- if (dist2 < p_closest_dist2)
- {
- p_closest = p_line;
- p_closest_dist2 = dist2;
- }
- p_last = p_current;
- }
- else if (level < 10)
- {
- float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f;
- float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f;
- float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f;
- float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f;
- float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f;
- float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
- ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
- ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
- }
-}
-
-// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
-// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
-ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
-{
- IM_ASSERT(tess_tol > 0.0f);
- ImVec2 p_last = p1;
- ImVec2 p_closest;
- float p_closest_dist2 = FLT_MAX;
- 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);
- return p_closest;
-}
-
-ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
-{
- ImVec2 ap = p - a;
- ImVec2 ab_dir = b - a;
- float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
- if (dot < 0.0f)
- return a;
- float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
- if (dot > ab_len_sqr)
- return b;
- return a + ab_dir * dot / ab_len_sqr;
-}
-
-bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
-{
- bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
- bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
- bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
- return ((b1 == b2) && (b2 == b3));
-}
-
-void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
-{
- ImVec2 v0 = b - a;
- ImVec2 v1 = c - a;
- ImVec2 v2 = p - a;
- const float denom = v0.x * v1.y - v1.x * v0.y;
- out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
- out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
- out_u = 1.0f - out_v - out_w;
-}
-
-ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
-{
- ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
- ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
- ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
- float dist2_ab = ImLengthSqr(p - proj_ab);
- float dist2_bc = ImLengthSqr(p - proj_bc);
- float dist2_ca = ImLengthSqr(p - proj_ca);
- float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
- if (m == dist2_ab)
- return proj_ab;
- if (m == dist2_bc)
- return proj_bc;
- return proj_ca;
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
-//-----------------------------------------------------------------------------
-
-// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
-int ImStricmp(const char* str1, const char* str2)
-{
- int d;
- while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }
- return d;
-}
-
-int ImStrnicmp(const char* str1, const char* str2, size_t count)
-{
- int d = 0;
- while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
- return d;
-}
-
-void ImStrncpy(char* dst, const char* src, size_t count)
-{
- if (count < 1)
- return;
- if (count > 1)
- strncpy(dst, src, count - 1);
- dst[count - 1] = 0;
-}
-
-char* ImStrdup(const char* str)
-{
- size_t len = strlen(str);
- void* buf = IM_ALLOC(len + 1);
- return (char*)memcpy(buf, (const void*)str, len + 1);
-}
-
-char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
-{
- size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
- size_t src_size = strlen(src) + 1;
- if (dst_buf_size < src_size)
- {
- IM_FREE(dst);
- dst = (char*)IM_ALLOC(src_size);
- if (p_dst_size)
- *p_dst_size = src_size;
- }
- return (char*)memcpy(dst, (const void*)src, src_size);
-}
-
-const char* ImStrchrRange(const char* str, const char* str_end, char c)
-{
- const char* p = (const char*)memchr(str, (int)c, str_end - str);
- return p;
-}
-
-int ImStrlenW(const ImWchar* str)
-{
- //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit
- int n = 0;
- while (*str++) n++;
- return n;
-}
-
-// Find end-of-line. Return pointer will point to either first \n, either str_end.
-const char* ImStreolRange(const char* str, const char* str_end)
-{
- const char* p = (const char*)memchr(str, '\n', str_end - str);
- return p ? p : str_end;
-}
-
-const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
-{
- while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
- buf_mid_line--;
- return buf_mid_line;
-}
-
-const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
-{
- if (!needle_end)
- needle_end = needle + strlen(needle);
-
- const char un0 = (char)toupper(*needle);
- while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
- {
- if (toupper(*haystack) == un0)
- {
- const char* b = needle + 1;
- for (const char* a = haystack + 1; b < needle_end; a++, b++)
- if (toupper(*a) != toupper(*b))
- break;
- if (b == needle_end)
- return haystack;
- }
- haystack++;
- }
- return NULL;
-}
-
-// 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.
-void ImStrTrimBlanks(char* buf)
-{
- char* p = buf;
- while (p[0] == ' ' || p[0] == '\t') // Leading blanks
- p++;
- char* p_start = p;
- while (*p != 0) // Find end of string
- p++;
- while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks
- p--;
- if (p_start != buf) // Copy memory if we had leading blanks
- memmove(buf, p_start, p - p_start);
- buf[p - p_start] = 0; // Zero terminate
-}
-
-const char* ImStrSkipBlank(const char* str)
-{
- while (str[0] == ' ' || str[0] == '\t')
- str++;
- return str;
-}
-
-// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
-// 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.
-// B) When buf==NULL vsnprintf() will return the output size.
-#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
-
-// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
-// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
-// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
-// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
-#ifdef IMGUI_USE_STB_SPRINTF
-#define STB_SPRINTF_IMPLEMENTATION
-#include "stb_sprintf.h"
-#endif
-
-#if defined(_MSC_VER) && !defined(vsnprintf)
-#define vsnprintf _vsnprintf
-#endif
-
-int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
-{
- va_list args;
- va_start(args, fmt);
-#ifdef IMGUI_USE_STB_SPRINTF
- int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
-#else
- int w = vsnprintf(buf, buf_size, fmt, args);
-#endif
- va_end(args);
- if (buf == NULL)
- return w;
- if (w == -1 || w >= (int)buf_size)
- w = (int)buf_size - 1;
- buf[w] = 0;
- return w;
-}
-
-int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
-{
-#ifdef IMGUI_USE_STB_SPRINTF
- int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
-#else
- int w = vsnprintf(buf, buf_size, fmt, args);
-#endif
- if (buf == NULL)
- return w;
- if (w == -1 || w >= (int)buf_size)
- w = (int)buf_size - 1;
- buf[w] = 0;
- return w;
-}
-#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
-
-// CRC32 needs a 1KB lookup table (not cache friendly)
-// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
-// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
-static const ImU32 GCrc32LookupTable[256] =
-{
- 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
- 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
- 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
- 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
- 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
- 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
- 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
- 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
- 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
- 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
- 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
- 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
- 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
- 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
- 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
- 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
-};
-
-// Known size hash
-// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
-// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
-ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed)
-{
- ImU32 crc = ~seed;
- const unsigned char* data = (const unsigned char*)data_p;
- const ImU32* crc32_lut = GCrc32LookupTable;
- while (data_size-- != 0)
- crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
- return ~crc;
-}
-
-// Zero-terminated string hash, with support for ### to reset back to seed value
-// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
-// Because this syntax is rarely used we are optimizing for the common case.
-// - If we reach ### in the string we discard the hash so far and reset to the seed.
-// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
-// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
-ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
-{
- seed = ~seed;
- ImU32 crc = seed;
- const unsigned char* data = (const unsigned char*)data_p;
- const ImU32* crc32_lut = GCrc32LookupTable;
- if (data_size != 0)
- {
- while (data_size-- != 0)
- {
- unsigned char c = *data++;
- if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
- crc = seed;
- crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
- }
- }
- else
- {
- while (unsigned char c = *data++)
- {
- if (c == '#' && data[0] == '#' && data[1] == '#')
- crc = seed;
- crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
- }
- }
- return ~crc;
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] MISC HELPERS/UTILITIES (File functions)
-//-----------------------------------------------------------------------------
-
-// Default file functions
-#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
-
-ImFileHandle ImFileOpen(const char* filename, const char* mode)
-{
-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
- // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
- // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
- const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
- const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
- ImVector buf;
- buf.resize(filename_wsize + mode_wsize);
- ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
- ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
- return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
-#else
- return fopen(filename, mode);
-#endif
-}
-
-// 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.
-bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; }
-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; }
-ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); }
-ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); }
-#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
-
-// Helper: Load file content into memory
-// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
-// This can't really be used with "rt" because fseek size won't match read size.
-void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
-{
- IM_ASSERT(filename && mode);
- if (out_file_size)
- *out_file_size = 0;
-
- ImFileHandle f;
- if ((f = ImFileOpen(filename, mode)) == NULL)
- return NULL;
-
- size_t file_size = (size_t)ImFileGetSize(f);
- if (file_size == (size_t)-1)
- {
- ImFileClose(f);
- return NULL;
- }
-
- void* file_data = IM_ALLOC(file_size + padding_bytes);
- if (file_data == NULL)
- {
- ImFileClose(f);
- return NULL;
- }
- if (ImFileRead(file_data, 1, file_size, f) != file_size)
- {
- ImFileClose(f);
- IM_FREE(file_data);
- return NULL;
- }
- if (padding_bytes > 0)
- memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
-
- ImFileClose(f);
- if (out_file_size)
- *out_file_size = file_size;
-
- return file_data;
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
-//-----------------------------------------------------------------------------
-
-// Convert UTF-8 to 32-bit character, process single character input.
-// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
-// We handle UTF-8 decoding error by skipping forward.
-int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
-{
- 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 };
- static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
- static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
- static const int shiftc[] = { 0, 18, 12, 6, 0 };
- static const int shifte[] = { 0, 6, 4, 2, 0 };
- int len = lengths[*(const unsigned char*)in_text >> 3];
- int wanted = len + !len;
-
- if (in_text_end == NULL)
- in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
-
- // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
- // so it is fast even with excessive branching.
- unsigned char s[4];
- s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
- s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
- s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
- s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
-
- // Assume a four-byte character and load four bytes. Unused bits are shifted out.
- *out_char = (uint32_t)(s[0] & masks[len]) << 18;
- *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
- *out_char |= (uint32_t)(s[2] & 0x3f) << 6;
- *out_char |= (uint32_t)(s[3] & 0x3f) << 0;
- *out_char >>= shiftc[len];
-
- // Accumulate the various error conditions.
- int e = 0;
- e = (*out_char < mins[len]) << 6; // non-canonical encoding
- e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half?
- e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range?
- e |= (s[1] & 0xc0) >> 2;
- e |= (s[2] & 0xc0) >> 4;
- e |= (s[3] ) >> 6;
- e ^= 0x2a; // top two bits of each tail byte correct?
- e >>= shifte[len];
-
- if (e)
- {
- // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
- // One byte is consumed in case of invalid first byte of in_text.
- // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
- // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
- wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
- *out_char = IM_UNICODE_CODEPOINT_INVALID;
- }
-
- return wanted;
-}
-
-int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
-{
- ImWchar* buf_out = buf;
- ImWchar* buf_end = buf + buf_size;
- while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
- {
- unsigned int c;
- in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
- if (c == 0)
- break;
- *buf_out++ = (ImWchar)c;
- }
- *buf_out = 0;
- if (in_text_remaining)
- *in_text_remaining = in_text;
- return (int)(buf_out - buf);
-}
-
-int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
-{
- int char_count = 0;
- while ((!in_text_end || in_text < in_text_end) && *in_text)
- {
- unsigned int c;
- in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
- if (c == 0)
- break;
- char_count++;
- }
- return char_count;
-}
-
-// Based on stb_to_utf8() from github.com/nothings/stb/
-static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c)
-{
- if (c < 0x80)
- {
- buf[0] = (char)c;
- return 1;
- }
- if (c < 0x800)
- {
- if (buf_size < 2) return 0;
- buf[0] = (char)(0xc0 + (c >> 6));
- buf[1] = (char)(0x80 + (c & 0x3f));
- return 2;
- }
- if (c < 0x10000)
- {
- if (buf_size < 3) return 0;
- buf[0] = (char)(0xe0 + (c >> 12));
- buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
- buf[2] = (char)(0x80 + ((c ) & 0x3f));
- return 3;
- }
- if (c <= 0x10FFFF)
- {
- if (buf_size < 4) return 0;
- buf[0] = (char)(0xf0 + (c >> 18));
- buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
- buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
- buf[3] = (char)(0x80 + ((c ) & 0x3f));
- return 4;
- }
- // Invalid code point, the max unicode is 0x10FFFF
- return 0;
-}
-
-// Not optimal but we very rarely use this function.
-int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
-{
- unsigned int unused = 0;
- return ImTextCharFromUtf8(&unused, in_text, in_text_end);
-}
-
-static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
-{
- if (c < 0x80) return 1;
- if (c < 0x800) return 2;
- if (c < 0x10000) return 3;
- if (c <= 0x10FFFF) return 4;
- return 3;
-}
-
-int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
-{
- char* buf_out = buf;
- const char* buf_end = buf + buf_size;
- while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
- {
- unsigned int c = (unsigned int)(*in_text++);
- if (c < 0x80)
- *buf_out++ = (char)c;
- else
- buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end - buf_out - 1), c);
- }
- *buf_out = 0;
- return (int)(buf_out - buf);
-}
-
-int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
-{
- int bytes_count = 0;
- while ((!in_text_end || in_text < in_text_end) && *in_text)
- {
- unsigned int c = (unsigned int)(*in_text++);
- if (c < 0x80)
- bytes_count++;
- else
- bytes_count += ImTextCountUtf8BytesFromChar(c);
- }
- return bytes_count;
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] MISC HELPERS/UTILITIES (Color functions)
-// Note: The Convert functions are early design which are not consistent with other API.
-//-----------------------------------------------------------------------------
-
-IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
-{
- float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
- int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
- int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
- int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
- return IM_COL32(r, g, b, 0xFF);
-}
-
-ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
-{
- float s = 1.0f / 255.0f;
- return ImVec4(
- ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
- ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
- ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
- ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
-}
-
-ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
-{
- ImU32 out;
- out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
- out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
- out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
- out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
- return out;
-}
-
-// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
-// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
-void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
-{
- float K = 0.f;
- if (g < b)
- {
- ImSwap(g, b);
- K = -1.f;
- }
- if (r < g)
- {
- ImSwap(r, g);
- K = -2.f / 6.f - K;
- }
-
- const float chroma = r - (g < b ? g : b);
- out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
- out_s = chroma / (r + 1e-20f);
- out_v = r;
-}
-
-// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
-// also http://en.wikipedia.org/wiki/HSL_and_HSV
-void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
-{
- if (s == 0.0f)
- {
- // gray
- out_r = out_g = out_b = v;
- return;
- }
-
- h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
- int i = (int)h;
- float f = h - (float)i;
- float p = v * (1.0f - s);
- float q = v * (1.0f - s * f);
- float t = v * (1.0f - s * (1.0f - f));
-
- switch (i)
- {
- case 0: out_r = v; out_g = t; out_b = p; break;
- case 1: out_r = q; out_g = v; out_b = p; break;
- case 2: out_r = p; out_g = v; out_b = t; break;
- case 3: out_r = p; out_g = q; out_b = v; break;
- case 4: out_r = t; out_g = p; out_b = v; break;
- case 5: default: out_r = v; out_g = p; out_b = q; break;
- }
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImGuiStorage
-// Helper: Key->value storage
-//-----------------------------------------------------------------------------
-
-// std::lower_bound but without the bullshit
-static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key)
-{
- ImGuiStorage::ImGuiStoragePair* first = data.Data;
- ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
- size_t count = (size_t)(last - first);
- while (count > 0)
- {
- size_t count2 = count >> 1;
- ImGuiStorage::ImGuiStoragePair* mid = first + count2;
- if (mid->key < key)
- {
- first = ++mid;
- count -= count2 + 1;
- }
- else
- {
- count = count2;
- }
- }
- return first;
-}
-
-// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
-void ImGuiStorage::BuildSortByKey()
-{
- struct StaticFunc
- {
- static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs)
- {
- // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
- if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
- if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
- return 0;
- }
- };
- if (Data.Size > 1)
- ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID);
-}
-
-int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
-{
- ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key);
- if (it == Data.end() || it->key != key)
- return default_val;
- return it->val_i;
-}
-
-bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
-{
- return GetInt(key, default_val ? 1 : 0) != 0;
-}
-
-float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
-{
- ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key);
- if (it == Data.end() || it->key != key)
- return default_val;
- return it->val_f;
-}
-
-void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
-{
- ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key);
- if (it == Data.end() || it->key != key)
- return NULL;
- return it->val_p;
-}
-
-// 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.
-int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
-{
- ImGuiStoragePair* it = LowerBound(Data, key);
- if (it == Data.end() || it->key != key)
- it = Data.insert(it, ImGuiStoragePair(key, default_val));
- return &it->val_i;
-}
-
-bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
-{
- return (bool*)GetIntRef(key, default_val ? 1 : 0);
-}
-
-float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
-{
- ImGuiStoragePair* it = LowerBound(Data, key);
- if (it == Data.end() || it->key != key)
- it = Data.insert(it, ImGuiStoragePair(key, default_val));
- return &it->val_f;
-}
-
-void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
-{
- ImGuiStoragePair* it = LowerBound(Data, key);
- if (it == Data.end() || it->key != key)
- it = Data.insert(it, ImGuiStoragePair(key, default_val));
- return &it->val_p;
-}
-
-// 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)
-void ImGuiStorage::SetInt(ImGuiID key, int val)
-{
- ImGuiStoragePair* it = LowerBound(Data, key);
- if (it == Data.end() || it->key != key)
- {
- Data.insert(it, ImGuiStoragePair(key, val));
- return;
- }
- it->val_i = val;
-}
-
-void ImGuiStorage::SetBool(ImGuiID key, bool val)
-{
- SetInt(key, val ? 1 : 0);
-}
-
-void ImGuiStorage::SetFloat(ImGuiID key, float val)
-{
- ImGuiStoragePair* it = LowerBound(Data, key);
- if (it == Data.end() || it->key != key)
- {
- Data.insert(it, ImGuiStoragePair(key, val));
- return;
- }
- it->val_f = val;
-}
-
-void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
-{
- ImGuiStoragePair* it = LowerBound(Data, key);
- if (it == Data.end() || it->key != key)
- {
- Data.insert(it, ImGuiStoragePair(key, val));
- return;
- }
- it->val_p = val;
-}
-
-void ImGuiStorage::SetAllInt(int v)
-{
- for (int i = 0; i < Data.Size; i++)
- Data[i].val_i = v;
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImGuiTextFilter
-//-----------------------------------------------------------------------------
-
-// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
-ImGuiTextFilter::ImGuiTextFilter(const char* default_filter)
-{
- if (default_filter)
- {
- ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
- Build();
- }
- else
- {
- InputBuf[0] = 0;
- CountGrep = 0;
- }
-}
-
-bool ImGuiTextFilter::Draw(const char* label, float width)
-{
- if (width != 0.0f)
- ImGui::SetNextItemWidth(width);
- bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
- if (value_changed)
- Build();
- return value_changed;
-}
-
-void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const
-{
- out->resize(0);
- const char* wb = b;
- const char* we = wb;
- while (we < e)
- {
- if (*we == separator)
- {
- out->push_back(ImGuiTextRange(wb, we));
- wb = we + 1;
- }
- we++;
- }
- if (wb != we)
- out->push_back(ImGuiTextRange(wb, we));
-}
-
-void ImGuiTextFilter::Build()
-{
- Filters.resize(0);
- ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
- input_range.split(',', &Filters);
-
- CountGrep = 0;
- for (int i = 0; i != Filters.Size; i++)
- {
- ImGuiTextRange& f = Filters[i];
- while (f.b < f.e && ImCharIsBlankA(f.b[0]))
- f.b++;
- while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
- f.e--;
- if (f.empty())
- continue;
- if (Filters[i].b[0] != '-')
- CountGrep += 1;
- }
-}
-
-bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
-{
- if (Filters.empty())
- return true;
-
- if (text == NULL)
- text = "";
-
- for (int i = 0; i != Filters.Size; i++)
- {
- const ImGuiTextRange& f = Filters[i];
- if (f.empty())
- continue;
- if (f.b[0] == '-')
- {
- // Subtract
- if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
- return false;
- }
- else
- {
- // Grep
- if (ImStristr(text, text_end, f.b, f.e) != NULL)
- return true;
- }
- }
-
- // Implicit * grep
- if (CountGrep == 0)
- return true;
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImGuiTextBuffer
-//-----------------------------------------------------------------------------
-
-// On some platform vsnprintf() takes va_list by reference and modifies it.
-// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
-#ifndef va_copy
-#if defined(__GNUC__) || defined(__clang__)
-#define va_copy(dest, src) __builtin_va_copy(dest, src)
-#else
-#define va_copy(dest, src) (dest = src)
-#endif
-#endif
-
-char ImGuiTextBuffer::EmptyString[1] = { 0 };
-
-void ImGuiTextBuffer::append(const char* str, const char* str_end)
-{
- int len = str_end ? (int)(str_end - str) : (int)strlen(str);
-
- // Add zero-terminator the first time
- const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
- const int needed_sz = write_off + len;
- if (write_off + len >= Buf.Capacity)
- {
- int new_capacity = Buf.Capacity * 2;
- Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
- }
-
- Buf.resize(needed_sz);
- memcpy(&Buf[write_off - 1], str, (size_t)len);
- Buf[write_off - 1 + len] = 0;
-}
-
-void ImGuiTextBuffer::appendf(const char* fmt, ...)
-{
- va_list args;
- va_start(args, fmt);
- appendfv(fmt, args);
- va_end(args);
-}
-
-// Helper: Text buffer for logging/accumulating text
-void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
-{
- va_list args_copy;
- va_copy(args_copy, args);
-
- int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
- if (len <= 0)
- {
- va_end(args_copy);
- return;
- }
-
- // Add zero-terminator the first time
- const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
- const int needed_sz = write_off + len;
- if (write_off + len >= Buf.Capacity)
- {
- int new_capacity = Buf.Capacity * 2;
- Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
- }
-
- Buf.resize(needed_sz);
- ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
- va_end(args_copy);
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImGuiListClipper
-// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed
-// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)
-//-----------------------------------------------------------------------------
-
-// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
-// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
-static bool GetSkipItemForListClipping()
-{
- ImGuiContext& g = *GImGui;
- return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
-}
-
-// Helper to calculate coarse clipping of large list of evenly sized items.
-// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
-// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
-void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (g.LogEnabled)
- {
- // If logging is active, do not perform any clipping
- *out_items_display_start = 0;
- *out_items_display_end = items_count;
- return;
- }
- if (GetSkipItemForListClipping())
- {
- *out_items_display_start = *out_items_display_end = 0;
- return;
- }
-
- // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect
- ImRect unclipped_rect = window->ClipRect;
- if (g.NavMoveRequest)
- unclipped_rect.Add(g.NavScoringRect);
- if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
- unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max));
-
- const ImVec2 pos = window->DC.CursorPos;
- int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
- int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);
-
- // When performing a navigation request, ensure we have one item extra in the direction we are moving to
- if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
- start--;
- if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down)
- end++;
-
- start = ImClamp(start, 0, items_count);
- end = ImClamp(end + 1, start, items_count);
- *out_items_display_start = start;
- *out_items_display_end = end;
-}
-
-static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height)
-{
- // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
- // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
- // The clipper should probably have a 4th step to display the last item in a regular manner.
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- float off_y = pos_y - window->DC.CursorPos.y;
- window->DC.CursorPos.y = pos_y;
- window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y);
- 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.
- 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.
- if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
- columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
- if (ImGuiTable* table = g.CurrentTable)
- {
- if (table->IsInsideRow)
- ImGui::TableEndRow(table);
- table->RowPosY2 = window->DC.CursorPos.y;
- const int row_increase = (int)((off_y / line_height) + 0.5f);
- //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
- table->RowBgColorCounter += row_increase;
- }
-}
-
-ImGuiListClipper::ImGuiListClipper()
-{
- memset(this, 0, sizeof(*this));
- ItemsCount = -1;
-}
-
-ImGuiListClipper::~ImGuiListClipper()
-{
- IM_ASSERT(ItemsCount == -1 && "Forgot to call End(), or to Step() until false?");
-}
-
-// Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1
-// Use case B: Begin() called from constructor with items_height>0
-// 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.
-void ImGuiListClipper::Begin(int items_count, float items_height)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- if (ImGuiTable* table = g.CurrentTable)
- if (table->IsInsideRow)
- ImGui::TableEndRow(table);
-
- StartPosY = window->DC.CursorPos.y;
- ItemsHeight = items_height;
- ItemsCount = items_count;
- ItemsFrozen = 0;
- StepNo = 0;
- DisplayStart = -1;
- DisplayEnd = 0;
-}
-
-void ImGuiListClipper::End()
-{
- if (ItemsCount < 0) // Already ended
- return;
-
- // 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.
- if (ItemsCount < INT_MAX && DisplayStart >= 0)
- SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight);
- ItemsCount = -1;
- StepNo = 3;
-}
-
-bool ImGuiListClipper::Step()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- ImGuiTable* table = g.CurrentTable;
- if (table && table->IsInsideRow)
- ImGui::TableEndRow(table);
-
- // No items
- if (ItemsCount == 0 || GetSkipItemForListClipping())
- {
- End();
- return false;
- }
-
- // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
- if (StepNo == 0)
- {
- // While we are in frozen row state, keep displaying items one by one, unclipped
- // FIXME: Could be stored as a table-agnostic state.
- if (table != NULL && !table->IsUnfrozenRows)
- {
- DisplayStart = ItemsFrozen;
- DisplayEnd = ItemsFrozen + 1;
- ItemsFrozen++;
- return true;
- }
-
- StartPosY = window->DC.CursorPos.y;
- if (ItemsHeight <= 0.0f)
- {
- // Submit the first item so we can measure its height (generally it is 0..1)
- DisplayStart = ItemsFrozen;
- DisplayEnd = ItemsFrozen + 1;
- StepNo = 1;
- return true;
- }
-
- // Already has item height (given by user in Begin): skip to calculating step
- DisplayStart = DisplayEnd;
- StepNo = 2;
- }
-
- // Step 1: the clipper infer height from first element
- if (StepNo == 1)
- {
- IM_ASSERT(ItemsHeight <= 0.0f);
- if (table)
- {
- const float pos_y1 = table->RowPosY1; // Using this instead of StartPosY to handle clipper straddling the frozen row
- const float pos_y2 = table->RowPosY2; // Using this instead of CursorPos.y to take account of tallest cell.
- ItemsHeight = pos_y2 - pos_y1;
- window->DC.CursorPos.y = pos_y2;
- }
- else
- {
- ItemsHeight = window->DC.CursorPos.y - StartPosY;
- }
- IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
- StepNo = 2;
- }
-
- // Reached end of list
- if (DisplayEnd >= ItemsCount)
- {
- End();
- return false;
- }
-
- // Step 2: calculate the actual range of elements to display, and position the cursor before the first element
- if (StepNo == 2)
- {
- IM_ASSERT(ItemsHeight > 0.0f);
-
- int already_submitted = DisplayEnd;
- ImGui::CalcListClipping(ItemsCount - already_submitted, ItemsHeight, &DisplayStart, &DisplayEnd);
- DisplayStart += already_submitted;
- DisplayEnd += already_submitted;
-
- // Seek cursor
- if (DisplayStart > already_submitted)
- SetCursorPosYAndSetupForPrevLine(StartPosY + (DisplayStart - ItemsFrozen) * ItemsHeight, ItemsHeight);
-
- StepNo = 3;
- return true;
- }
-
- // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
- // Advance the cursor to the end of the list and then returns 'false' to end the loop.
- if (StepNo == 3)
- {
- // Seek cursor
- if (ItemsCount < INT_MAX)
- SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); // advance cursor
- ItemsCount = -1;
- return false;
- }
-
- IM_ASSERT(0);
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] STYLING
-//-----------------------------------------------------------------------------
-
-ImGuiStyle& ImGui::GetStyle()
-{
- IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
- return GImGui->Style;
-}
-
-ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
-{
- ImGuiStyle& style = GImGui->Style;
- ImVec4 c = style.Colors[idx];
- c.w *= style.Alpha * alpha_mul;
- return ColorConvertFloat4ToU32(c);
-}
-
-ImU32 ImGui::GetColorU32(const ImVec4& col)
-{
- ImGuiStyle& style = GImGui->Style;
- ImVec4 c = col;
- c.w *= style.Alpha;
- return ColorConvertFloat4ToU32(c);
-}
-
-const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
-{
- ImGuiStyle& style = GImGui->Style;
- return style.Colors[idx];
-}
-
-ImU32 ImGui::GetColorU32(ImU32 col)
-{
- ImGuiStyle& style = GImGui->Style;
- if (style.Alpha >= 1.0f)
- return col;
- ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
- a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
- return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
-}
-
-// 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
-void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
-{
- ImGuiContext& g = *GImGui;
- ImGuiColorMod backup;
- backup.Col = idx;
- backup.BackupValue = g.Style.Colors[idx];
- g.ColorStack.push_back(backup);
- g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
-}
-
-void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
-{
- ImGuiContext& g = *GImGui;
- ImGuiColorMod backup;
- backup.Col = idx;
- backup.BackupValue = g.Style.Colors[idx];
- g.ColorStack.push_back(backup);
- g.Style.Colors[idx] = col;
-}
-
-void ImGui::PopStyleColor(int count)
-{
- ImGuiContext& g = *GImGui;
- while (count > 0)
- {
- ImGuiColorMod& backup = g.ColorStack.back();
- g.Style.Colors[backup.Col] = backup.BackupValue;
- g.ColorStack.pop_back();
- count--;
- }
-}
-
-struct ImGuiStyleVarInfo
-{
- ImGuiDataType Type;
- ImU32 Count;
- ImU32 Offset;
- void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }
-};
-
-static const ImGuiStyleVarInfo GStyleVarInfo[] =
-{
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
-};
-
-static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
-{
- IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
- IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
- return &GStyleVarInfo[idx];
-}
-
-void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
-{
- const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
- if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
- {
- ImGuiContext& g = *GImGui;
- float* pvar = (float*)var_info->GetVarPtr(&g.Style);
- g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
- *pvar = val;
- return;
- }
- IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!");
-}
-
-void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
-{
- const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
- if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
- {
- ImGuiContext& g = *GImGui;
- ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
- g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
- *pvar = val;
- return;
- }
- IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!");
-}
-
-void ImGui::PopStyleVar(int count)
-{
- ImGuiContext& g = *GImGui;
- while (count > 0)
- {
- // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
- ImGuiStyleMod& backup = g.StyleVarStack.back();
- const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);
- void* data = info->GetVarPtr(&g.Style);
- if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; }
- else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
- g.StyleVarStack.pop_back();
- count--;
- }
-}
-
-const char* ImGui::GetStyleColorName(ImGuiCol idx)
-{
- // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
- switch (idx)
- {
- case ImGuiCol_Text: return "Text";
- case ImGuiCol_TextDisabled: return "TextDisabled";
- case ImGuiCol_WindowBg: return "WindowBg";
- case ImGuiCol_ChildBg: return "ChildBg";
- case ImGuiCol_PopupBg: return "PopupBg";
- case ImGuiCol_Border: return "Border";
- case ImGuiCol_BorderShadow: return "BorderShadow";
- case ImGuiCol_FrameBg: return "FrameBg";
- case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
- case ImGuiCol_FrameBgActive: return "FrameBgActive";
- case ImGuiCol_TitleBg: return "TitleBg";
- case ImGuiCol_TitleBgActive: return "TitleBgActive";
- case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
- case ImGuiCol_MenuBarBg: return "MenuBarBg";
- case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
- case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
- case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
- case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
- case ImGuiCol_CheckMark: return "CheckMark";
- case ImGuiCol_SliderGrab: return "SliderGrab";
- case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
- case ImGuiCol_Button: return "Button";
- case ImGuiCol_ButtonHovered: return "ButtonHovered";
- case ImGuiCol_ButtonActive: return "ButtonActive";
- case ImGuiCol_Header: return "Header";
- case ImGuiCol_HeaderHovered: return "HeaderHovered";
- case ImGuiCol_HeaderActive: return "HeaderActive";
- case ImGuiCol_Separator: return "Separator";
- case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
- case ImGuiCol_SeparatorActive: return "SeparatorActive";
- case ImGuiCol_ResizeGrip: return "ResizeGrip";
- case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
- case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
- case ImGuiCol_Tab: return "Tab";
- case ImGuiCol_TabHovered: return "TabHovered";
- case ImGuiCol_TabActive: return "TabActive";
- case ImGuiCol_TabUnfocused: return "TabUnfocused";
- case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
- case ImGuiCol_PlotLines: return "PlotLines";
- case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
- case ImGuiCol_PlotHistogram: return "PlotHistogram";
- case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
- case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
- case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
- case ImGuiCol_TableBorderLight: return "TableBorderLight";
- case ImGuiCol_TableRowBg: return "TableRowBg";
- case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
- case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
- case ImGuiCol_DragDropTarget: return "DragDropTarget";
- case ImGuiCol_NavHighlight: return "NavHighlight";
- case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
- case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
- case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
- }
- IM_ASSERT(0);
- return "Unknown";
-}
-
-
-//-----------------------------------------------------------------------------
-// [SECTION] RENDER HELPERS
-// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
-// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
-// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
-//-----------------------------------------------------------------------------
-
-const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
-{
- const char* text_display_end = text;
- if (!text_end)
- text_end = (const char*)-1;
-
- while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
- text_display_end++;
- return text_display_end;
-}
-
-// Internal ImGui functions to render text
-// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
-void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- // Hide anything after a '##' string
- const char* text_display_end;
- if (hide_text_after_hash)
- {
- text_display_end = FindRenderedTextEnd(text, text_end);
- }
- else
- {
- if (!text_end)
- text_end = text + strlen(text); // FIXME-OPT
- text_display_end = text_end;
- }
-
- if (text != text_display_end)
- {
- window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
- if (g.LogEnabled)
- LogRenderedText(&pos, text, text_display_end);
- }
-}
-
-void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- if (!text_end)
- text_end = text + strlen(text); // FIXME-OPT
-
- if (text != text_end)
- {
- window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
- if (g.LogEnabled)
- LogRenderedText(&pos, text, text_end);
- }
-}
-
-// Default clip_rect uses (pos_min,pos_max)
-// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
-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)
-{
- // Perform CPU side clipping for single clipped element to avoid using scissor state
- ImVec2 pos = pos_min;
- const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
-
- const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
- const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
- bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
- if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
- need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
-
- // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
- if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
- if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
-
- // Render
- if (need_clipping)
- {
- ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
- draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
- }
- else
- {
- draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
- }
-}
-
-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)
-{
- // Hide anything after a '##' string
- const char* text_display_end = FindRenderedTextEnd(text, text_end);
- const int text_len = (int)(text_display_end - text);
- if (text_len == 0)
- return;
-
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
- if (g.LogEnabled)
- LogRenderedText(&pos_min, text, text_display_end);
-}
-
-
-// Another overly complex function until we reorganize everything into a nice all-in-one helper.
-// 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.
-// 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.
-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)
-{
- ImGuiContext& g = *GImGui;
- if (text_end_full == NULL)
- text_end_full = FindRenderedTextEnd(text);
- const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
-
- //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));
- //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));
- //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
- // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
- if (text_size.x > pos_max.x - pos_min.x)
- {
- // Hello wo...
- // | | |
- // min max ellipsis_max
- // <-> this is generally some padding value
-
- const ImFont* font = draw_list->_Data->Font;
- const float font_size = draw_list->_Data->FontSize;
- const char* text_end_ellipsis = NULL;
-
- ImWchar ellipsis_char = font->EllipsisChar;
- int ellipsis_char_count = 1;
- if (ellipsis_char == (ImWchar)-1)
- {
- ellipsis_char = (ImWchar)'.';
- ellipsis_char_count = 3;
- }
- const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char);
-
- float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side
- float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis
-
- if (ellipsis_char_count > 1)
- {
- // Full ellipsis size without free spacing after it.
- const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize);
- ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots;
- ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots;
- }
-
- // We can now claim the space between pos_max.x and ellipsis_max.x
- const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f);
- float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
- if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
- {
- // Always display at least 1 character if there's no room for character + ellipsis
- text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
- text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
- }
- while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
- {
- // 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)
- text_end_ellipsis--;
- 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
- }
-
- // Render text, render ellipsis
- RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
- float ellipsis_x = pos_min.x + text_size_clipped_x;
- if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x)
- for (int i = 0; i < ellipsis_char_count; i++)
- {
- font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char);
- ellipsis_x += ellipsis_glyph_width;
- }
- }
- else
- {
- RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
- }
-
- if (g.LogEnabled)
- LogRenderedText(&pos_min, text, text_end_full);
-}
-
-// Render a rectangle shaped with optional rounding and borders
-void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
- const float border_size = g.Style.FrameBorderSize;
- if (border && border_size > 0.0f)
- {
- window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
- window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
- }
-}
-
-void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- const float border_size = g.Style.FrameBorderSize;
- if (border_size > 0.0f)
- {
- window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
- window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
- }
-}
-
-void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
-{
- ImGuiContext& g = *GImGui;
- if (id != g.NavId)
- return;
- if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
- return;
- ImGuiWindow* window = g.CurrentWindow;
- if (window->DC.NavHideHighlightOneFrame)
- return;
-
- float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
- ImRect display_rect = bb;
- display_rect.ClipWith(window->ClipRect);
- if (flags & ImGuiNavHighlightFlags_TypeDefault)
- {
- const float THICKNESS = 2.0f;
- const float DISTANCE = 3.0f + THICKNESS * 0.5f;
- display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
- bool fully_visible = window->ClipRect.Contains(display_rect);
- if (!fully_visible)
- window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
- window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS);
- if (!fully_visible)
- window->DrawList->PopClipRect();
- }
- if (flags & ImGuiNavHighlightFlags_TypeThin)
- {
- window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f);
- }
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
-//-----------------------------------------------------------------------------
-
-// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
-ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL)
-{
- memset(this, 0, sizeof(*this));
- Name = ImStrdup(name);
- NameBufLen = (int)strlen(name) + 1;
- ID = ImHashStr(name);
- IDStack.push_back(ID);
- MoveId = GetID("#MOVE");
- ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
- ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
- AutoFitFramesX = AutoFitFramesY = -1;
- AutoPosLastDirection = ImGuiDir_None;
- SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
- SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
- LastFrameActive = -1;
- LastTimeActive = -1.0f;
- FontWindowScale = 1.0f;
- SettingsOffset = -1;
- DrawList = &DrawListInst;
- DrawList->_Data = &context->DrawListSharedData;
- DrawList->_OwnerName = Name;
-}
-
-ImGuiWindow::~ImGuiWindow()
-{
- IM_ASSERT(DrawList == &DrawListInst);
- IM_DELETE(Name);
- for (int i = 0; i != ColumnsStorage.Size; i++)
- ColumnsStorage[i].~ImGuiOldColumns();
-}
-
-ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
-{
- ImGuiID seed = IDStack.back();
- ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
- ImGui::KeepAliveID(id);
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- ImGuiContext& g = *GImGui;
- IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end);
-#endif
- return id;
-}
-
-ImGuiID ImGuiWindow::GetID(const void* ptr)
-{
- ImGuiID seed = IDStack.back();
- ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
- ImGui::KeepAliveID(id);
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- ImGuiContext& g = *GImGui;
- IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr);
-#endif
- return id;
-}
-
-ImGuiID ImGuiWindow::GetID(int n)
-{
- ImGuiID seed = IDStack.back();
- ImGuiID id = ImHashData(&n, sizeof(n), seed);
- ImGui::KeepAliveID(id);
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- ImGuiContext& g = *GImGui;
- IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n);
-#endif
- return id;
-}
-
-ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)
-{
- ImGuiID seed = IDStack.back();
- ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- ImGuiContext& g = *GImGui;
- IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end);
-#endif
- return id;
-}
-
-ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr)
-{
- ImGuiID seed = IDStack.back();
- ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- ImGuiContext& g = *GImGui;
- IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr);
-#endif
- return id;
-}
-
-ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n)
-{
- ImGuiID seed = IDStack.back();
- ImGuiID id = ImHashData(&n, sizeof(n), seed);
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- ImGuiContext& g = *GImGui;
- IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n);
-#endif
- return id;
-}
-
-// This is only used in rare/specific situations to manufacture an ID out of nowhere.
-ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
-{
- ImGuiID seed = IDStack.back();
- 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) };
- ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
- ImGui::KeepAliveID(id);
- return id;
-}
-
-static void SetCurrentWindow(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- g.CurrentWindow = window;
- g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
- if (window)
- g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
-}
-
-void ImGui::GcCompactTransientMiscBuffers()
-{
- ImGuiContext& g = *GImGui;
- g.ItemFlagsStack.clear();
- g.GroupStack.clear();
- TableGcCompactSettings();
-}
-
-// Free up/compact internal window buffers, we can use this when a window becomes unused.
-// Not freed:
-// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
-// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
-void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
-{
- window->MemoryCompacted = true;
- window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
- window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
- window->IDStack.clear();
- window->DrawList->_ClearFreeMemory();
- window->DC.ChildWindows.clear();
- window->DC.ItemWidthStack.clear();
- window->DC.TextWrapPosStack.clear();
-}
-
-void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
-{
- // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
- // The other buffers tends to amortize much faster.
- window->MemoryCompacted = false;
- window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
- window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
- window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
-}
-
-void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- g.ActiveIdIsJustActivated = (g.ActiveId != id);
- if (g.ActiveIdIsJustActivated)
- {
- g.ActiveIdTimer = 0.0f;
- g.ActiveIdHasBeenPressedBefore = false;
- g.ActiveIdHasBeenEditedBefore = false;
- g.ActiveIdMouseButton = -1;
- if (id != 0)
- {
- g.LastActiveId = id;
- g.LastActiveIdTimer = 0.0f;
- }
- }
- g.ActiveId = id;
- g.ActiveIdAllowOverlap = false;
- g.ActiveIdNoClearOnFocusLoss = false;
- g.ActiveIdWindow = window;
- g.ActiveIdHasBeenEditedThisFrame = false;
- if (id)
- {
- g.ActiveIdIsAlive = id;
- g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
- }
-
- // Clear declaration of inputs claimed by the widget
- // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
- g.ActiveIdUsingMouseWheel = false;
- g.ActiveIdUsingNavDirMask = 0x00;
- g.ActiveIdUsingNavInputMask = 0x00;
- g.ActiveIdUsingKeyInputMask = 0x00;
-}
-
-void ImGui::ClearActiveID()
-{
- SetActiveID(0, NULL); // g.ActiveId = 0;
-}
-
-void ImGui::SetHoveredID(ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- g.HoveredId = id;
- g.HoveredIdAllowOverlap = false;
- g.HoveredIdUsingMouseWheel = false;
- if (id != 0 && g.HoveredIdPreviousFrame != id)
- g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
-}
-
-ImGuiID ImGui::GetHoveredID()
-{
- ImGuiContext& g = *GImGui;
- return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
-}
-
-void ImGui::KeepAliveID(ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- if (g.ActiveId == id)
- g.ActiveIdIsAlive = id;
- if (g.ActiveIdPreviousFrame == id)
- g.ActiveIdPreviousFrameIsAlive = true;
-}
-
-void ImGui::MarkItemEdited(ImGuiID id)
-{
- // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
- // 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.
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
- IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.
- //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
- g.ActiveIdHasBeenEditedThisFrame = true;
- g.ActiveIdHasBeenEditedBefore = true;
- g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;
-}
-
-static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
-{
- // An active popup disable hovering on other windows (apart from its own children)
- // FIXME-OPT: This could be cached/stored within the window.
- ImGuiContext& g = *GImGui;
- if (g.NavWindow)
- if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
- if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
- {
- // For the purpose of those flags we differentiate "standard popup" from "modal popup"
- // NB: The order of those two tests is important because Modal windows are also Popups.
- if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
- return false;
- if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
- return false;
- }
- return true;
-}
-
-// This is roughly matching the behavior of internal-facing ItemHoverable()
-// - 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()
-// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
-bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (g.NavDisableMouseHover && !g.NavDisableHighlight)
- return IsItemFocused();
-
- // Test for bounding box overlap, as updated as ItemAdd()
- ImGuiItemStatusFlags status_flags = window->DC.LastItemStatusFlags;
- if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
- return false;
- IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function
-
- // Test if we are hovering the right window (our window could be behind another window)
- // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
- // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
- // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
- // the test that has been running for a long while.
- if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
- if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
- return false;
-
- // Test if another item is active (e.g. being dragged)
- if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
- if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
- return false;
-
- // Test if interactions on this window are blocked by an active popup or modal.
- // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
- if (!IsWindowContentHoverable(window, flags))
- return false;
-
- // Test if the item is disabled
- if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
- return false;
-
- // Special handling for calling after Begin() which represent the title bar or tab.
- // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
- if (window->DC.LastItemId == window->MoveId && window->WriteAccessed)
- return false;
- return true;
-}
-
-// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
-bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
- return false;
-
- ImGuiWindow* window = g.CurrentWindow;
- if (g.HoveredWindow != window)
- return false;
- if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
- return false;
- if (!IsMouseHoveringRect(bb.Min, bb.Max))
- return false;
- if (g.NavDisableMouseHover)
- return false;
- if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (window->DC.ItemFlags & ImGuiItemFlags_Disabled))
- {
- g.HoveredIdDisabled = true;
- return false;
- }
-
- // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
- // hover test in widgets code. We could also decide to split this function is two.
- if (id != 0)
- {
- SetHoveredID(id);
-
- // [DEBUG] Item Picker tool!
- // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
- // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
- // items if we perform the test in ItemAdd(), but that would incur a small runtime cost.
- // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd().
- if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
- GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
- if (g.DebugItemPickerBreakId == id)
- IM_DEBUG_BREAK();
- }
-
- return true;
-}
-
-bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (!bb.Overlaps(window->ClipRect))
- if (id == 0 || (id != g.ActiveId && id != g.NavId))
- if (clip_even_when_logged || !g.LogEnabled)
- return true;
- return false;
-}
-
-// This is also inlined in ItemAdd()
-// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect!
-void ImGui::SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
-{
- window->DC.LastItemId = item_id;
- window->DC.LastItemStatusFlags = item_flags;
- window->DC.LastItemRect = item_rect;
-}
-
-// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out.
-bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
-
- // Increment counters
- const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
- window->DC.FocusCounterRegular++;
- if (is_tab_stop)
- window->DC.FocusCounterTabStop++;
-
- // Process TAB/Shift-TAB to tab *OUT* of the currently focused item.
- // (Note that we can always TAB out of a widget that doesn't allow tabbing in)
- if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL)
- {
- g.FocusRequestNextWindow = window;
- g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
- }
-
- // Handle focus requests
- if (g.FocusRequestCurrWindow == window)
- {
- if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular)
- return true;
- if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop)
- {
- g.NavJustTabbedId = id;
- return true;
- }
-
- // If another item is about to be focused, we clear our own active id
- if (g.ActiveId == id)
- ClearActiveID();
- }
-
- return false;
-}
-
-void ImGui::FocusableItemUnregister(ImGuiWindow* window)
-{
- window->DC.FocusCounterRegular--;
- window->DC.FocusCounterTabStop--;
-}
-
-float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
-{
- if (wrap_pos_x < 0.0f)
- return 0.0f;
-
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (wrap_pos_x == 0.0f)
- {
- // We could decide to setup a default wrapping max point for auto-resizing windows,
- // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
- //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
- // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
- //else
- wrap_pos_x = window->WorkRect.Max.x;
- }
- else if (wrap_pos_x > 0.0f)
- {
- wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
- }
-
- return ImMax(wrap_pos_x - pos.x, 1.0f);
-}
-
-// IM_ALLOC() == ImGui::MemAlloc()
-void* ImGui::MemAlloc(size_t size)
-{
- if (ImGuiContext* ctx = GImGui)
- ctx->IO.MetricsActiveAllocations++;
- return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
-}
-
-// IM_FREE() == ImGui::MemFree()
-void ImGui::MemFree(void* ptr)
-{
- if (ptr)
- if (ImGuiContext* ctx = GImGui)
- ctx->IO.MetricsActiveAllocations--;
- return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
-}
-
-const char* ImGui::GetClipboardText()
-{
- ImGuiContext& g = *GImGui;
- return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
-}
-
-void ImGui::SetClipboardText(const char* text)
-{
- ImGuiContext& g = *GImGui;
- if (g.IO.SetClipboardTextFn)
- g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
-}
-
-const char* ImGui::GetVersion()
-{
- return IMGUI_VERSION;
-}
-
-// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
-// 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
-ImGuiContext* ImGui::GetCurrentContext()
-{
- return GImGui;
-}
-
-void ImGui::SetCurrentContext(ImGuiContext* ctx)
-{
-#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
- IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
-#else
- GImGui = ctx;
-#endif
-}
-
-void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
-{
- GImAllocatorAllocFunc = alloc_func;
- GImAllocatorFreeFunc = free_func;
- GImAllocatorUserData = user_data;
-}
-
-// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
-void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
-{
- *p_alloc_func = GImAllocatorAllocFunc;
- *p_free_func = GImAllocatorFreeFunc;
- *p_user_data = GImAllocatorUserData;
-}
-
-ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
-{
- ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
- if (GImGui == NULL)
- SetCurrentContext(ctx);
- Initialize(ctx);
- return ctx;
-}
-
-void ImGui::DestroyContext(ImGuiContext* ctx)
-{
- if (ctx == NULL)
- ctx = GImGui;
- Shutdown(ctx);
- if (GImGui == ctx)
- SetCurrentContext(NULL);
- IM_DELETE(ctx);
-}
-
-// No specific ordering/dependency support, will see as needed
-ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
-{
- ImGuiContext& g = *ctx;
- IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
- g.Hooks.push_back(*hook);
- g.Hooks.back().HookId = ++g.HookIdNext;
- return g.HookIdNext;
-}
-
-// Deferred removal, avoiding issue with changing vector while iterating it
-void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
-{
- ImGuiContext& g = *ctx;
- IM_ASSERT(hook_id != 0);
- for (int n = 0; n < g.Hooks.Size; n++)
- if (g.Hooks[n].HookId == hook_id)
- g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;
-}
-
-// Call context hooks (used by e.g. test engine)
-// We assume a small number of hooks so all stored in same array
-void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
-{
- ImGuiContext& g = *ctx;
- for (int n = 0; n < g.Hooks.Size; n++)
- if (g.Hooks[n].Type == hook_type)
- g.Hooks[n].Callback(&g, &g.Hooks[n]);
-}
-
-ImGuiIO& ImGui::GetIO()
-{
- IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
- return GImGui->IO;
-}
-
-// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
-ImDrawData* ImGui::GetDrawData()
-{
- ImGuiContext& g = *GImGui;
- ImGuiViewportP* viewport = g.Viewports[0];
- return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
-}
-
-double ImGui::GetTime()
-{
- return GImGui->Time;
-}
-
-int ImGui::GetFrameCount()
-{
- return GImGui->FrameCount;
-}
-
-static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
-{
- // Create the draw list on demand, because they are not frequently used for all viewports
- ImGuiContext& g = *GImGui;
- IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
- ImDrawList* draw_list = viewport->DrawLists[drawlist_no];
- if (draw_list == NULL)
- {
- draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
- draw_list->_OwnerName = drawlist_name;
- viewport->DrawLists[drawlist_no] = draw_list;
- }
-
- // Our ImDrawList system requires that there is always a command
- if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount)
- {
- draw_list->_ResetForNewFrame();
- draw_list->PushTextureID(g.IO.Fonts->TexID);
- draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
- viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount;
- }
- return draw_list;
-}
-
-ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
-{
- return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background");
-}
-
-ImDrawList* ImGui::GetBackgroundDrawList()
-{
- ImGuiContext& g = *GImGui;
- return GetBackgroundDrawList(g.Viewports[0]);
-}
-
-ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
-{
- return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
-}
-
-ImDrawList* ImGui::GetForegroundDrawList()
-{
- ImGuiContext& g = *GImGui;
- return GetForegroundDrawList(g.Viewports[0]);
-}
-
-ImDrawListSharedData* ImGui::GetDrawListSharedData()
-{
- return &GImGui->DrawListSharedData;
-}
-
-void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
-{
- // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
- // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
- // This is because we want ActiveId to be set even when the window is not permitted to move.
- ImGuiContext& g = *GImGui;
- FocusWindow(window);
- SetActiveID(window->MoveId, window);
- g.NavDisableHighlight = true;
- g.ActiveIdNoClearOnFocusLoss = true;
- g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos;
-
- bool can_move_window = true;
- if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
- can_move_window = false;
- if (can_move_window)
- g.MovingWindow = window;
-}
-
-// Handle mouse moving window
-// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
-// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
-// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
-// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
-void ImGui::UpdateMouseMovingWindowNewFrame()
-{
- ImGuiContext& g = *GImGui;
- if (g.MovingWindow != NULL)
- {
- // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
- // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
- KeepAliveID(g.ActiveId);
- IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
- ImGuiWindow* moving_window = g.MovingWindow->RootWindow;
- if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))
- {
- ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
- if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
- {
- MarkIniSettingsDirty(moving_window);
- SetWindowPos(moving_window, pos, ImGuiCond_Always);
- }
- FocusWindow(g.MovingWindow);
- }
- else
- {
- ClearActiveID();
- g.MovingWindow = NULL;
- }
- }
- else
- {
- // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
- if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
- {
- KeepAliveID(g.ActiveId);
- if (!g.IO.MouseDown[0])
- ClearActiveID();
- }
- }
-}
-
-// Initiate moving window when clicking on empty space or title bar.
-// Handle left-click and right-click focus.
-void ImGui::UpdateMouseMovingWindowEndFrame()
-{
- ImGuiContext& g = *GImGui;
- if (g.ActiveId != 0 || g.HoveredId != 0)
- return;
-
- // Unless we just made a window/popup appear
- if (g.NavWindow && g.NavWindow->Appearing)
- return;
-
- // Click on empty space to focus window and start moving
- // (after we're done with all our widgets)
- if (g.IO.MouseClicked[0])
- {
- // Handle the edge case of a popup being closed while clicking in its empty space.
- // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
- ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
- const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
-
- if (root_window != NULL && !is_closed_popup)
- {
- StartMouseMovingWindow(g.HoveredWindow); //-V595
-
- // Cancel moving if clicked outside of title bar
- if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar))
- if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
- g.MovingWindow = NULL;
-
- // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
- if (g.HoveredIdDisabled)
- g.MovingWindow = NULL;
- }
- else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL)
- {
- // Clicking on void disable focus
- FocusWindow(NULL);
- }
- }
-
- // With right mouse button we close popups without changing focus based on where the mouse is aimed
- // Instead, focus will be restored to the window under the bottom-most closed popup.
- // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
- if (g.IO.MouseClicked[1])
- {
- // Find the top-most window between HoveredWindow and the top-most Modal Window.
- // This is where we can trim the popup stack.
- ImGuiWindow* modal = GetTopMostPopupModal();
- bool hovered_window_above_modal = g.HoveredWindow && IsWindowAbove(g.HoveredWindow, modal);
- ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
- }
-}
-
-static bool IsWindowActiveAndVisible(ImGuiWindow* window)
-{
- return (window->Active) && (!window->Hidden);
-}
-
-static void ImGui::UpdateMouseInputs()
-{
- ImGuiContext& g = *GImGui;
-
- // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
- if (IsMousePosValid(&g.IO.MousePos))
- g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos);
-
- // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
- if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
- g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
- else
- g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
- if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)
- g.NavDisableMouseHover = false;
-
- g.IO.MousePosPrev = g.IO.MousePos;
- for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
- {
- g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f;
- g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f;
- g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i];
- 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;
- g.IO.MouseDoubleClicked[i] = false;
- if (g.IO.MouseClicked[i])
- {
- if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime)
- {
- ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
- if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
- g.IO.MouseDoubleClicked[i] = true;
- g.IO.MouseClickedTime[i] = -g.IO.MouseDoubleClickTime * 2.0f; // Mark as "old enough" so the third click isn't turned into a double-click
- }
- else
- {
- g.IO.MouseClickedTime[i] = g.Time;
- }
- g.IO.MouseClickedPos[i] = g.IO.MousePos;
- g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i];
- g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
- g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
- }
- else if (g.IO.MouseDown[i])
- {
- // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
- ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
- g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
- 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);
- 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);
- }
- if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i])
- g.IO.MouseDownWasDoubleClick[i] = false;
- if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
- g.NavDisableMouseHover = false;
- }
-}
-
-static void StartLockWheelingWindow(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- if (g.WheelingWindow == window)
- return;
- g.WheelingWindow = window;
- g.WheelingWindowRefMousePos = g.IO.MousePos;
- g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER;
-}
-
-void ImGui::UpdateMouseWheel()
-{
- ImGuiContext& g = *GImGui;
-
- // Reset the locked window if we move the mouse or after the timer elapses
- if (g.WheelingWindow != NULL)
- {
- g.WheelingWindowTimer -= g.IO.DeltaTime;
- if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
- g.WheelingWindowTimer = 0.0f;
- if (g.WheelingWindowTimer <= 0.0f)
- {
- g.WheelingWindow = NULL;
- g.WheelingWindowTimer = 0.0f;
- }
- }
-
- if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f)
- return;
-
- if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel))
- return;
-
- ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
- if (!window || window->Collapsed)
- return;
-
- // Zoom / Scale window
- // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
- if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
- {
- StartLockWheelingWindow(window);
- const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
- const float scale = new_font_scale / window->FontWindowScale;
- window->FontWindowScale = new_font_scale;
- if (window == window->RootWindow)
- {
- const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
- SetWindowPos(window, window->Pos + offset, 0);
- window->Size = ImFloor(window->Size * scale);
- window->SizeFull = ImFloor(window->SizeFull * scale);
- }
- return;
- }
-
- // Mouse wheel scrolling
- // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent
-
- // Vertical Mouse Wheel scrolling
- const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;
- if (wheel_y != 0.0f && !g.IO.KeyCtrl)
- {
- StartLockWheelingWindow(window);
- while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
- window = window->ParentWindow;
- if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
- {
- float max_step = window->InnerRect.GetHeight() * 0.67f;
- float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
- SetScrollY(window, window->Scroll.y - wheel_y * scroll_step);
- }
- }
-
- // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held
- const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;
- if (wheel_x != 0.0f && !g.IO.KeyCtrl)
- {
- StartLockWheelingWindow(window);
- while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
- window = window->ParentWindow;
- if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
- {
- float max_step = window->InnerRect.GetWidth() * 0.67f;
- float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
- SetScrollX(window, window->Scroll.x - wheel_x * scroll_step);
- }
- }
-}
-
-void ImGui::UpdateTabFocus()
-{
- ImGuiContext& g = *GImGui;
-
- // Pressing TAB activate widget focus
- g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab));
- if (g.ActiveId == 0 && g.FocusTabPressed)
- {
- // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also
- // manipulate the Next fields even, even though they will be turned into Curr fields by the code below.
- g.FocusRequestNextWindow = g.NavWindow;
- g.FocusRequestNextCounterRegular = INT_MAX;
- if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
- g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
- else
- g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0;
- }
-
- // Turn queued focus request into current one
- g.FocusRequestCurrWindow = NULL;
- g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX;
- if (g.FocusRequestNextWindow != NULL)
- {
- ImGuiWindow* window = g.FocusRequestNextWindow;
- g.FocusRequestCurrWindow = window;
- if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1)
- g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1);
- if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1)
- g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1);
- g.FocusRequestNextWindow = NULL;
- g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX;
- }
-
- g.NavIdTabCounter = INT_MAX;
-}
-
-// 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)
-void ImGui::UpdateHoveredWindowAndCaptureFlags()
-{
- ImGuiContext& g = *GImGui;
-
- // Find the window hovered by mouse:
- // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
- // - 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.
- // - 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.
- bool clear_hovered_windows = false;
- FindHoveredWindow();
-
- // Modal windows prevents mouse from hovering behind them.
- ImGuiWindow* modal_window = GetTopMostPopupModal();
- if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindow, modal_window))
- clear_hovered_windows = true;
-
- // Disabled mouse?
- if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse)
- clear_hovered_windows = true;
-
- // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward.
- int mouse_earliest_button_down = -1;
- bool mouse_any_down = false;
- for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
- {
- if (g.IO.MouseClicked[i])
- g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (g.OpenPopupStack.Size > 0);
- mouse_any_down |= g.IO.MouseDown[i];
- if (g.IO.MouseDown[i])
- if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down])
- mouse_earliest_button_down = i;
- }
- const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down];
-
- // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
- // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
- const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
- if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload)
- clear_hovered_windows = true;
-
- if (clear_hovered_windows)
- g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
-
- // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app)
- if (g.WantCaptureMouseNextFrame != -1)
- g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0);
- else
- g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.OpenPopupStack.Size > 0);
-
- // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app)
- if (g.WantCaptureKeyboardNextFrame != -1)
- g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
- else
- g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
- if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
- g.IO.WantCaptureKeyboard = true;
-
- // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
- g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
-}
-
-ImGuiKeyModFlags ImGui::GetMergedKeyModFlags()
-{
- ImGuiContext& g = *GImGui;
- ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None;
- if (g.IO.KeyCtrl) { key_mod_flags |= ImGuiKeyModFlags_Ctrl; }
- if (g.IO.KeyShift) { key_mod_flags |= ImGuiKeyModFlags_Shift; }
- if (g.IO.KeyAlt) { key_mod_flags |= ImGuiKeyModFlags_Alt; }
- if (g.IO.KeySuper) { key_mod_flags |= ImGuiKeyModFlags_Super; }
- return key_mod_flags;
-}
-
-void ImGui::NewFrame()
-{
- IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
- ImGuiContext& g = *GImGui;
-
- // Remove pending delete hooks before frame start.
- // This deferred removal avoid issues of removal while iterating the hook vector
- for (int n = g.Hooks.Size - 1; n >= 0; n--)
- if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
- g.Hooks.erase(&g.Hooks[n]);
-
- CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
-
- // Check and assert for various common IO and Configuration mistakes
- ErrorCheckNewFrameSanityChecks();
-
- // Load settings on first frame, save settings when modified (after a delay)
- UpdateSettings();
-
- g.Time += g.IO.DeltaTime;
- g.WithinFrameScope = true;
- g.FrameCount += 1;
- g.TooltipOverrideCount = 0;
- g.WindowsActiveCount = 0;
- g.MenusIdSubmittedThisFrame.resize(0);
-
- // Calculate frame-rate for the user, as a purely luxurious feature
- g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
- g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
- g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
- g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
-
- UpdateViewportsNewFrame();
-
- // Setup current font and draw list shared data
- g.IO.Fonts->Locked = true;
- SetCurrentFont(GetDefaultFont());
- IM_ASSERT(g.Font->IsLoaded());
- ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
- for (int n = 0; n < g.Viewports.Size; n++)
- virtual_space.Add(g.Viewports[n]->GetMainRect());
- g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
- g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
- g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
- g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
- if (g.Style.AntiAliasedLines)
- g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
- if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
- g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
- if (g.Style.AntiAliasedFill)
- g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
- if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
- g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
-
- // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
- for (int n = 0; n < g.Viewports.Size; n++)
- {
- ImGuiViewportP* viewport = g.Viewports[n];
- viewport->DrawDataP.Clear();
- }
-
- // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
- if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
- KeepAliveID(g.DragDropPayload.SourceId);
-
- // Update HoveredId data
- if (!g.HoveredIdPreviousFrame)
- g.HoveredIdTimer = 0.0f;
- if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
- g.HoveredIdNotActiveTimer = 0.0f;
- if (g.HoveredId)
- g.HoveredIdTimer += g.IO.DeltaTime;
- if (g.HoveredId && g.ActiveId != g.HoveredId)
- g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
- g.HoveredIdPreviousFrame = g.HoveredId;
- g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel;
- g.HoveredId = 0;
- g.HoveredIdAllowOverlap = false;
- g.HoveredIdUsingMouseWheel = false;
- g.HoveredIdDisabled = false;
-
- // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
- if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
- ClearActiveID();
- if (g.ActiveId)
- g.ActiveIdTimer += g.IO.DeltaTime;
- g.LastActiveIdTimer += g.IO.DeltaTime;
- g.ActiveIdPreviousFrame = g.ActiveId;
- g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
- g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
- g.ActiveIdIsAlive = 0;
- g.ActiveIdHasBeenEditedThisFrame = false;
- g.ActiveIdPreviousFrameIsAlive = false;
- g.ActiveIdIsJustActivated = false;
- if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
- g.TempInputId = 0;
- if (g.ActiveId == 0)
- {
- g.ActiveIdUsingNavDirMask = 0x00;
- g.ActiveIdUsingNavInputMask = 0x00;
- g.ActiveIdUsingKeyInputMask = 0x00;
- }
-
- // Drag and drop
- g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
- g.DragDropAcceptIdCurr = 0;
- g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
- g.DragDropWithinSource = false;
- g.DragDropWithinTarget = false;
- g.DragDropHoldJustPressedId = 0;
-
- // Update keyboard input state
- // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools
- g.IO.KeyMods = GetMergedKeyModFlags();
- memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
- for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
- 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;
-
- // Update gamepad/keyboard navigation
- NavUpdate();
-
- // Update mouse input state
- UpdateMouseInputs();
-
- // Find hovered window
- // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
- UpdateHoveredWindowAndCaptureFlags();
-
- // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
- UpdateMouseMovingWindowNewFrame();
-
- // Background darkening/whitening
- if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
- g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
- else
- g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
-
- g.MouseCursor = ImGuiMouseCursor_Arrow;
- g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
- g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
-
- // Mouse wheel scrolling, scale
- UpdateMouseWheel();
-
- // Update legacy TAB focus
- UpdateTabFocus();
-
- // Mark all windows as not visible and compact unused memory.
- IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);
- const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
- for (int i = 0; i != g.Windows.Size; i++)
- {
- ImGuiWindow* window = g.Windows[i];
- window->WasActive = window->Active;
- window->BeginCount = 0;
- window->Active = false;
- window->WriteAccessed = false;
-
- // Garbage collect transient buffers of recently unused windows
- if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
- GcCompactTransientWindowBuffers(window);
- }
-
- // Garbage collect transient buffers of recently unused tables
- for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
- if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
- TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
- if (g.GcCompactAll)
- GcCompactTransientMiscBuffers();
- g.GcCompactAll = false;
-
- // Closing the focused window restore focus to the first active root window in descending z-order
- if (g.NavWindow && !g.NavWindow->WasActive)
- FocusTopMostWindowUnderOne(NULL, NULL);
-
- // No window should be open at the beginning of the frame.
- // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
- g.CurrentWindowStack.resize(0);
- g.BeginPopupStack.resize(0);
- g.ItemFlagsStack.resize(0);
- g.ItemFlagsStack.push_back(ImGuiItemFlags_Default_);
- g.GroupStack.resize(0);
- ClosePopupsOverWindow(g.NavWindow, false);
-
- // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
- UpdateDebugToolItemPicker();
-
- // Create implicit/fallback window - which we will only render it if the user has added something to it.
- // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
- // This fallback is particularly important as it avoid ImGui:: calls from crashing.
- g.WithinFrameScopeWithImplicitWindow = true;
- SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
- Begin("Debug##Default");
- IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
-
- CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
-}
-
-// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
-void ImGui::UpdateDebugToolItemPicker()
-{
- ImGuiContext& g = *GImGui;
- g.DebugItemPickerBreakId = 0;
- if (g.DebugItemPickerActive)
- {
- const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
- ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
- if (ImGui::IsKeyPressedMap(ImGuiKey_Escape))
- g.DebugItemPickerActive = false;
- if (ImGui::IsMouseClicked(0) && hovered_id)
- {
- g.DebugItemPickerBreakId = hovered_id;
- g.DebugItemPickerActive = false;
- }
- ImGui::SetNextWindowBgAlpha(0.60f);
- ImGui::BeginTooltip();
- ImGui::Text("HoveredId: 0x%08X", hovered_id);
- ImGui::Text("Press ESC to abort picking.");
- ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!");
- ImGui::EndTooltip();
- }
-}
-
-void ImGui::Initialize(ImGuiContext* context)
-{
- ImGuiContext& g = *context;
- IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
-
- // Add .ini handle for ImGuiWindow type
- {
- ImGuiSettingsHandler ini_handler;
- ini_handler.TypeName = "Window";
- ini_handler.TypeHash = ImHashStr("Window");
- ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
- ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
- ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
- ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
- ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
- g.SettingsHandlers.push_back(ini_handler);
- }
-
-#ifdef IMGUI_HAS_TABLE
- // Add .ini handle for ImGuiTable type
- TableSettingsInstallHandler(context);
-#endif // #ifdef IMGUI_HAS_TABLE
-
- // Create default viewport
- ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
- g.Viewports.push_back(viewport);
-
-#ifdef IMGUI_HAS_DOCK
-#endif // #ifdef IMGUI_HAS_DOCK
-
- g.Initialized = true;
-}
-
-// This function is merely here to free heap allocations.
-void ImGui::Shutdown(ImGuiContext* context)
-{
- // 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)
- ImGuiContext& g = *context;
- if (g.IO.Fonts && g.FontAtlasOwnedByContext)
- {
- g.IO.Fonts->Locked = false;
- IM_DELETE(g.IO.Fonts);
- }
- g.IO.Fonts = NULL;
-
- // Cleanup of other data are conditional on actually having initialized Dear ImGui.
- if (!g.Initialized)
- return;
-
- // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
- if (g.SettingsLoaded && g.IO.IniFilename != NULL)
- {
- ImGuiContext* backup_context = GImGui;
- SetCurrentContext(&g);
- SaveIniSettingsToDisk(g.IO.IniFilename);
- SetCurrentContext(backup_context);
- }
-
- CallContextHooks(&g, ImGuiContextHookType_Shutdown);
-
- // Clear everything else
- for (int i = 0; i < g.Windows.Size; i++)
- IM_DELETE(g.Windows[i]);
- g.Windows.clear();
- g.WindowsFocusOrder.clear();
- g.WindowsTempSortBuffer.clear();
- g.CurrentWindow = NULL;
- g.CurrentWindowStack.clear();
- g.WindowsById.Clear();
- g.NavWindow = NULL;
- g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
- g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
- g.MovingWindow = NULL;
- g.ColorStack.clear();
- g.StyleVarStack.clear();
- g.FontStack.clear();
- g.OpenPopupStack.clear();
- g.BeginPopupStack.clear();
-
- for (int i = 0; i < g.Viewports.Size; i++)
- IM_DELETE(g.Viewports[i]);
- g.Viewports.clear();
-
- g.TabBars.Clear();
- g.CurrentTabBarStack.clear();
- g.ShrinkWidthBuffer.clear();
-
- g.Tables.Clear();
- g.CurrentTableStack.clear();
- g.DrawChannelsTempMergeBuffer.clear();
-
- g.ClipboardHandlerData.clear();
- g.MenusIdSubmittedThisFrame.clear();
- g.InputTextState.ClearFreeMemory();
-
- g.SettingsWindows.clear();
- g.SettingsHandlers.clear();
-
- if (g.LogFile)
- {
-#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
- if (g.LogFile != stdout)
-#endif
- ImFileClose(g.LogFile);
- g.LogFile = NULL;
- }
- g.LogBuffer.clear();
-
- g.Initialized = false;
-}
-
-// FIXME: Add a more explicit sort order in the window structure.
-static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
-{
- const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
- const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
- if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
- return d;
- if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
- return d;
- return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
-}
-
-static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window)
-{
- out_sorted_windows->push_back(window);
- if (window->Active)
- {
- int count = window->DC.ChildWindows.Size;
- if (count > 1)
- ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
- for (int i = 0; i < count; i++)
- {
- ImGuiWindow* child = window->DC.ChildWindows[i];
- if (child->Active)
- AddWindowToSortBuffer(out_sorted_windows, child);
- }
- }
-}
-
-static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list)
-{
- // Remove trailing command if unused.
- // Technically we could return directly instead of popping, but this make things looks neat in Metrics/Debugger window as well.
- draw_list->_PopUnusedDrawCmd();
- if (draw_list->CmdBuffer.Size == 0)
- return;
-
- // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
- // May trigger for you if you are using PrimXXX functions incorrectly.
- IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
- IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
- if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
- IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
-
- // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
- // If this assert triggers because you are drawing lots of stuff manually:
- // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
- // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
- // - If you want large meshes with more than 64K vertices, you can either:
- // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
- // Most example backends already support this from 1.71. Pre-1.71 backends won't.
- // 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.
- // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
- // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
- // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
- // Your own engine or render API may use different parameters or function calls to specify index sizes.
- // 2 and 4 bytes indices are generally supported by most graphics API.
- // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
- // the 64K limit to split your draw commands in multiple draw lists.
- if (sizeof(ImDrawIdx) == 2)
- IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
-
- out_list->push_back(draw_list);
-}
-
-static void AddWindowToDrawData(ImGuiWindow* window, int layer)
-{
- ImGuiContext& g = *GImGui;
- ImGuiViewportP* viewport = g.Viewports[0];
- g.IO.MetricsRenderWindows++;
- AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
- for (int i = 0; i < window->DC.ChildWindows.Size; i++)
- {
- ImGuiWindow* child = window->DC.ChildWindows[i];
- if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
- AddWindowToDrawData(child, layer);
- }
-}
-
-// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
-static void AddRootWindowToDrawData(ImGuiWindow* window)
-{
- int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
- AddWindowToDrawData(window, layer);
-}
-
-void ImDrawDataBuilder::FlattenIntoSingleLayer()
-{
- int n = Layers[0].Size;
- int size = n;
- for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
- size += Layers[i].Size;
- Layers[0].resize(size);
- for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
- {
- ImVector& layer = Layers[layer_n];
- if (layer.empty())
- continue;
- memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
- n += layer.Size;
- layer.resize(0);
- }
-}
-
-static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector* draw_lists)
-{
- ImGuiIO& io = ImGui::GetIO();
- ImDrawData* draw_data = &viewport->DrawDataP;
- draw_data->Valid = true;
- draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
- draw_data->CmdListsCount = draw_lists->Size;
- draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
- draw_data->DisplayPos = viewport->Pos;
- draw_data->DisplaySize = viewport->Size;
- draw_data->FramebufferScale = io.DisplayFramebufferScale;
- for (int n = 0; n < draw_lists->Size; n++)
- {
- draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
- draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;
- }
-}
-
-// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
-// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
-// so that e.g. (int)(max.x-min.x) in user's render produce correct result.
-// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
-// some frequently called functions which to modify both channels and clipping simultaneously tend to use the
-// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
-void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
-{
- ImGuiWindow* window = GetCurrentWindow();
- window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
- window->ClipRect = window->DrawList->_ClipRectStack.back();
-}
-
-void ImGui::PopClipRect()
-{
- ImGuiWindow* window = GetCurrentWindow();
- window->DrawList->PopClipRect();
- window->ClipRect = window->DrawList->_ClipRectStack.back();
-}
-
-// 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.
-void ImGui::EndFrame()
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.Initialized);
-
- // Don't process EndFrame() multiple times.
- if (g.FrameCountEnded == g.FrameCount)
- return;
- IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
-
- CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
-
- ErrorCheckEndFrameSanityChecks();
-
- // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
- if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f))
- {
- g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y);
- g.PlatformImeLastPos = g.PlatformImePos;
- }
-
- // Hide implicit/fallback "Debug" window if it hasn't been used
- g.WithinFrameScopeWithImplicitWindow = false;
- if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
- g.CurrentWindow->Active = false;
- End();
-
- // Update navigation: CTRL+Tab, wrap-around requests
- NavEndFrame();
-
- // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
- if (g.DragDropActive)
- {
- bool is_delivered = g.DragDropPayload.Delivery;
- bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
- if (is_delivered || is_elapsed)
- ClearDragDrop();
- }
-
- // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
- if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
- {
- g.DragDropWithinSource = true;
- SetTooltip("...");
- g.DragDropWithinSource = false;
- }
-
- // End frame
- g.WithinFrameScope = false;
- g.FrameCountEnded = g.FrameCount;
-
- // Initiate moving window + handle left-click and right-click focus
- UpdateMouseMovingWindowEndFrame();
-
- // Sort the window list so that all child windows are after their parent
- // We cannot do that on FocusWindow() because children may not exist yet
- g.WindowsTempSortBuffer.resize(0);
- g.WindowsTempSortBuffer.reserve(g.Windows.Size);
- for (int i = 0; i != g.Windows.Size; i++)
- {
- ImGuiWindow* window = g.Windows[i];
- if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
- continue;
- AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
- }
-
- // 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.
- IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
- g.Windows.swap(g.WindowsTempSortBuffer);
- g.IO.MetricsActiveWindows = g.WindowsActiveCount;
-
- // Unlock font atlas
- g.IO.Fonts->Locked = false;
-
- // Clear Input data for next frame
- g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
- g.IO.InputQueueCharacters.resize(0);
- memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
-
- CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
-}
-
-void ImGui::Render()
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.Initialized);
-
- if (g.FrameCountEnded != g.FrameCount)
- EndFrame();
- g.FrameCountRendered = g.FrameCount;
- g.IO.MetricsRenderWindows = 0;
-
- CallContextHooks(&g, ImGuiContextHookType_RenderPre);
-
- // Add background ImDrawList (for each active viewport)
- for (int n = 0; n != g.Viewports.Size; n++)
- {
- ImGuiViewportP* viewport = g.Viewports[n];
- viewport->DrawDataBuilder.Clear();
- if (viewport->DrawLists[0] != NULL)
- AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
- }
-
- // Add ImDrawList to render
- ImGuiWindow* windows_to_render_top_most[2];
- windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
- windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
- for (int n = 0; n != g.Windows.Size; n++)
- {
- ImGuiWindow* window = g.Windows[n];
- if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
- AddRootWindowToDrawData(window);
- }
- for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
- if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
- AddRootWindowToDrawData(windows_to_render_top_most[n]);
-
- // Setup ImDrawData structures for end-user
- g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
- for (int n = 0; n < g.Viewports.Size; n++)
- {
- ImGuiViewportP* viewport = g.Viewports[n];
- viewport->DrawDataBuilder.FlattenIntoSingleLayer();
-
- // Draw software mouse cursor if requested by io.MouseDrawCursor flag
- if (g.IO.MouseDrawCursor)
- RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
-
- // Add foreground ImDrawList (for each active viewport)
- if (viewport->DrawLists[1] != NULL)
- AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
-
- SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
- ImDrawData* draw_data = &viewport->DrawDataP;
- g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
- g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
- }
-
- CallContextHooks(&g, ImGuiContextHookType_RenderPost);
-}
-
-// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
-// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
-ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
-{
- ImGuiContext& g = *GImGui;
-
- const char* text_display_end;
- if (hide_text_after_double_hash)
- text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string
- else
- text_display_end = text_end;
-
- ImFont* font = g.Font;
- const float font_size = g.FontSize;
- if (text == text_display_end)
- return ImVec2(0.0f, font_size);
- ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
-
- // Round
- // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
- // FIXME: Investigate using ceilf or e.g.
- // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
- // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
- text_size.x = IM_FLOOR(text_size.x + 0.99999f);
-
- return text_size;
-}
-
-// Find window given position, search front-to-back
-// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
-// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
-// called, aka before the next Begin(). Moving window isn't affected.
-static void FindHoveredWindow()
-{
- ImGuiContext& g = *GImGui;
-
- ImGuiWindow* hovered_window = NULL;
- ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
- if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
- hovered_window = g.MovingWindow;
-
- ImVec2 padding_regular = g.Style.TouchExtraPadding;
- ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular;
- for (int i = g.Windows.Size - 1; i >= 0; i--)
- {
- ImGuiWindow* window = g.Windows[i];
- if (!window->Active || window->Hidden)
- continue;
- if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
- continue;
-
- // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
- ImRect bb(window->OuterRectClipped);
- if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))
- bb.Expand(padding_regular);
- else
- bb.Expand(padding_for_resize_from_edges);
- if (!bb.Contains(g.IO.MousePos))
- continue;
-
- // Support for one rectangular hole in any given window
- // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
- if (window->HitTestHoleSize.x != 0)
- {
- ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
- ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
- if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
- continue;
- }
-
- if (hovered_window == NULL)
- hovered_window = window;
- if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))
- hovered_window_ignoring_moving_window = window;
- if (hovered_window && hovered_window_ignoring_moving_window)
- break;
- }
-
- g.HoveredWindow = hovered_window;
- g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
-}
-
-// Test if mouse cursor is hovering given rectangle
-// NB- Rectangle is clipped by our current clip setting
-// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
-bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
-{
- ImGuiContext& g = *GImGui;
-
- // Clip
- ImRect rect_clipped(r_min, r_max);
- if (clip)
- rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
-
- // Expand for touch input
- const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
- if (!rect_for_touch.Contains(g.IO.MousePos))
- return false;
- return true;
-}
-
-int ImGui::GetKeyIndex(ImGuiKey imgui_key)
-{
- IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
- ImGuiContext& g = *GImGui;
- return g.IO.KeyMap[imgui_key];
-}
-
-// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]!
-// Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
-bool ImGui::IsKeyDown(int user_key_index)
-{
- if (user_key_index < 0)
- return false;
- ImGuiContext& g = *GImGui;
- IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
- return g.IO.KeysDown[user_key_index];
-}
-
-// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
-// t1 = current time (e.g.: g.Time)
-// An event is triggered at:
-// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N
-int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
-{
- if (t1 == 0.0f)
- return 1;
- if (t0 >= t1)
- return 0;
- if (repeat_rate <= 0.0f)
- return (t0 < repeat_delay) && (t1 >= repeat_delay);
- const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
- const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
- const int count = count_t1 - count_t0;
- return count;
-}
-
-int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)
-{
- ImGuiContext& g = *GImGui;
- if (key_index < 0)
- return 0;
- IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
- const float t = g.IO.KeysDownDuration[key_index];
- return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
-}
-
-bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
-{
- ImGuiContext& g = *GImGui;
- if (user_key_index < 0)
- return false;
- IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
- const float t = g.IO.KeysDownDuration[user_key_index];
- if (t == 0.0f)
- return true;
- if (repeat && t > g.IO.KeyRepeatDelay)
- return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
- return false;
-}
-
-bool ImGui::IsKeyReleased(int user_key_index)
-{
- ImGuiContext& g = *GImGui;
- if (user_key_index < 0) return false;
- IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
- return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];
-}
-
-bool ImGui::IsMouseDown(ImGuiMouseButton button)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
- return g.IO.MouseDown[button];
-}
-
-bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
- const float t = g.IO.MouseDownDuration[button];
- if (t == 0.0f)
- return true;
-
- if (repeat && t > g.IO.KeyRepeatDelay)
- {
- // 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.
- int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f);
- if (amount > 0)
- return true;
- }
- return false;
-}
-
-bool ImGui::IsMouseReleased(ImGuiMouseButton button)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
- return g.IO.MouseReleased[button];
-}
-
-bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
- return g.IO.MouseDoubleClicked[button];
-}
-
-// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
-// [Internal] This doesn't test if the button is pressed
-bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
- if (lock_threshold < 0.0f)
- lock_threshold = g.IO.MouseDragThreshold;
- return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
-}
-
-bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
- if (!g.IO.MouseDown[button])
- return false;
- return IsMouseDragPastThreshold(button, lock_threshold);
-}
-
-ImVec2 ImGui::GetMousePos()
-{
- ImGuiContext& g = *GImGui;
- return g.IO.MousePos;
-}
-
-// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
-ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
-{
- ImGuiContext& g = *GImGui;
- if (g.BeginPopupStack.Size > 0)
- return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
- return g.IO.MousePos;
-}
-
-// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
-bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
-{
- // The assert is only to silence a false-positive in XCode Static Analysis.
- // 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).
- IM_ASSERT(GImGui != NULL);
- const float MOUSE_INVALID = -256000.0f;
- ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
- return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
-}
-
-bool ImGui::IsAnyMouseDown()
-{
- ImGuiContext& g = *GImGui;
- for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
- if (g.IO.MouseDown[n])
- return true;
- return false;
-}
-
-// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
-// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
-// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
-ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
- if (lock_threshold < 0.0f)
- lock_threshold = g.IO.MouseDragThreshold;
- if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
- if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
- if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
- return g.IO.MousePos - g.IO.MouseClickedPos[button];
- return ImVec2(0.0f, 0.0f);
-}
-
-void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
- // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
- g.IO.MouseClickedPos[button] = g.IO.MousePos;
-}
-
-ImGuiMouseCursor ImGui::GetMouseCursor()
-{
- return GImGui->MouseCursor;
-}
-
-void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
-{
- GImGui->MouseCursor = cursor_type;
-}
-
-void ImGui::CaptureKeyboardFromApp(bool capture)
-{
- GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0;
-}
-
-void ImGui::CaptureMouseFromApp(bool capture)
-{
- GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0;
-}
-
-bool ImGui::IsItemActive()
-{
- ImGuiContext& g = *GImGui;
- if (g.ActiveId)
- {
- ImGuiWindow* window = g.CurrentWindow;
- return g.ActiveId == window->DC.LastItemId;
- }
- return false;
-}
-
-bool ImGui::IsItemActivated()
-{
- ImGuiContext& g = *GImGui;
- if (g.ActiveId)
- {
- ImGuiWindow* window = g.CurrentWindow;
- if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId)
- return true;
- }
- return false;
-}
-
-bool ImGui::IsItemDeactivated()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated)
- return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
- return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId);
-}
-
-bool ImGui::IsItemDeactivatedAfterEdit()
-{
- ImGuiContext& g = *GImGui;
- return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
-}
-
-// == GetItemID() == GetFocusID()
-bool ImGui::IsItemFocused()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- if (g.NavId != window->DC.LastItemId || g.NavId == 0)
- return false;
- return true;
-}
-
-// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
-// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
-bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
-{
- return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
-}
-
-bool ImGui::IsItemToggledOpen()
-{
- ImGuiContext& g = *GImGui;
- return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
-}
-
-bool ImGui::IsItemToggledSelection()
-{
- ImGuiContext& g = *GImGui;
- return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
-}
-
-bool ImGui::IsAnyItemHovered()
-{
- ImGuiContext& g = *GImGui;
- return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
-}
-
-bool ImGui::IsAnyItemActive()
-{
- ImGuiContext& g = *GImGui;
- return g.ActiveId != 0;
-}
-
-bool ImGui::IsAnyItemFocused()
-{
- ImGuiContext& g = *GImGui;
- return g.NavId != 0 && !g.NavDisableHighlight;
-}
-
-bool ImGui::IsItemVisible()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->ClipRect.Overlaps(window->DC.LastItemRect);
-}
-
-bool ImGui::IsItemEdited()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0;
-}
-
-// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
-// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework.
-void ImGui::SetItemAllowOverlap()
-{
- ImGuiContext& g = *GImGui;
- ImGuiID id = g.CurrentWindow->DC.LastItemId;
- if (g.HoveredId == id)
- g.HoveredIdAllowOverlap = true;
- if (g.ActiveId == id)
- g.ActiveIdAllowOverlap = true;
-}
-
-void ImGui::SetItemUsingMouseWheel()
-{
- ImGuiContext& g = *GImGui;
- ImGuiID id = g.CurrentWindow->DC.LastItemId;
- if (g.HoveredId == id)
- g.HoveredIdUsingMouseWheel = true;
- if (g.ActiveId == id)
- g.ActiveIdUsingMouseWheel = true;
-}
-
-ImVec2 ImGui::GetItemRectMin()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.LastItemRect.Min;
-}
-
-ImVec2 ImGui::GetItemRectMax()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.LastItemRect.Max;
-}
-
-ImVec2 ImGui::GetItemRectSize()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.LastItemRect.GetSize();
-}
-
-bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* parent_window = g.CurrentWindow;
-
- flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow;
- flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
-
- // Size
- const ImVec2 content_avail = GetContentRegionAvail();
- ImVec2 size = ImFloor(size_arg);
- const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
- if (size.x <= 0.0f)
- size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
- if (size.y <= 0.0f)
- size.y = ImMax(content_avail.y + size.y, 4.0f);
- SetNextWindowSize(size);
-
- // 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.
- if (name)
- ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%s_%08X", parent_window->Name, name, id);
- else
- ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%08X", parent_window->Name, id);
-
- const float backup_border_size = g.Style.ChildBorderSize;
- if (!border)
- g.Style.ChildBorderSize = 0.0f;
- bool ret = Begin(g.TempBuffer, NULL, flags);
- g.Style.ChildBorderSize = backup_border_size;
-
- ImGuiWindow* child_window = g.CurrentWindow;
- child_window->ChildId = id;
- child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
-
- // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
- // While this is not really documented/defined, it seems that the expected thing to do.
- if (child_window->BeginCount == 1)
- parent_window->DC.CursorPos = child_window->Pos;
-
- // Process navigation-in immediately so NavInit can run on first frame
- if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll))
- {
- FocusWindow(child_window);
- NavInitWindow(child_window, false);
- SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
- g.ActiveIdSource = ImGuiInputSource_Nav;
- }
- return ret;
-}
-
-bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
-{
- ImGuiWindow* window = GetCurrentWindow();
- return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
-}
-
-bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
-{
- IM_ASSERT(id != 0);
- return BeginChildEx(NULL, id, size_arg, border, extra_flags);
-}
-
-void ImGui::EndChild()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- IM_ASSERT(g.WithinEndChild == false);
- IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls
-
- g.WithinEndChild = true;
- if (window->BeginCount > 1)
- {
- End();
- }
- else
- {
- ImVec2 sz = window->Size;
- if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
- sz.x = ImMax(4.0f, sz.x);
- if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
- sz.y = ImMax(4.0f, sz.y);
- End();
-
- ImGuiWindow* parent_window = g.CurrentWindow;
- ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
- ItemSize(sz);
- if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
- {
- ItemAdd(bb, window->ChildId);
- RenderNavHighlight(bb, window->ChildId);
-
- // When browsing a window that has no activable items (scroll only) we keep a highlight on the child
- if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow)
- RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
- }
- else
- {
- // Not navigable into
- ItemAdd(bb, 0);
- }
- if (g.HoveredWindow == window)
- parent_window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
- }
- g.WithinEndChild = false;
- g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
-}
-
-// Helper to create a child window / scrolling region that looks like a normal widget frame.
-bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
-{
- ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
- PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
- PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
- PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
- PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
- bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
- PopStyleVar(3);
- PopStyleColor();
- return ret;
-}
-
-void ImGui::EndChildFrame()
-{
- EndChild();
-}
-
-static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
-{
- window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags);
- window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags);
- window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
-}
-
-ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
-}
-
-ImGuiWindow* ImGui::FindWindowByName(const char* name)
-{
- ImGuiID id = ImHashStr(name);
- return FindWindowByID(id);
-}
-
-static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
-{
- window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y));
- if (settings->Size.x > 0 && settings->Size.y > 0)
- window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
- window->Collapsed = settings->Collapsed;
-}
-
-static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
-{
- ImGuiContext& g = *GImGui;
- //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
-
- // Create window the first time
- ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
- window->Flags = flags;
- g.WindowsById.SetVoidPtr(window->ID, window);
-
- // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
- const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- window->Pos = main_viewport->Pos + ImVec2(60, 60);
-
- // User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
- if (!(flags & ImGuiWindowFlags_NoSavedSettings))
- if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))
- {
- // Retrieve settings from .ini file
- window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
- SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
- ApplyWindowSettings(window, settings);
- }
- window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values
-
- if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
- {
- window->AutoFitFramesX = window->AutoFitFramesY = 2;
- window->AutoFitOnlyGrows = false;
- }
- else
- {
- if (window->Size.x <= 0.0f)
- window->AutoFitFramesX = 2;
- if (window->Size.y <= 0.0f)
- window->AutoFitFramesY = 2;
- window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
- }
-
- g.WindowsFocusOrder.push_back(window);
- if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
- g.Windows.push_front(window); // Quite slow but rare and only once
- else
- g.Windows.push_back(window);
- return window;
-}
-
-static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
-{
- ImGuiContext& g = *GImGui;
- ImVec2 new_size = size_desired;
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
- {
- // Using -1,-1 on either X/Y axis to preserve the current size.
- ImRect cr = g.NextWindowData.SizeConstraintRect;
- new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
- new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
- if (g.NextWindowData.SizeCallback)
- {
- ImGuiSizeCallbackData data;
- data.UserData = g.NextWindowData.SizeCallbackUserData;
- data.Pos = window->Pos;
- data.CurrentSize = window->SizeFull;
- data.DesiredSize = new_size;
- g.NextWindowData.SizeCallback(&data);
- new_size = data.DesiredSize;
- }
- new_size.x = IM_FLOOR(new_size.x);
- new_size.y = IM_FLOOR(new_size.y);
- }
-
- // Minimum size
- if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
- {
- ImGuiWindow* window_for_height = window;
- new_size = ImMax(new_size, g.Style.WindowMinSize);
- new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
- }
- return new_size;
-}
-
-static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
-{
- bool preserve_old_content_sizes = false;
- if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
- preserve_old_content_sizes = true;
- else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
- preserve_old_content_sizes = true;
- if (preserve_old_content_sizes)
- {
- *content_size_current = window->ContentSize;
- *content_size_ideal = window->ContentSizeIdeal;
- return;
- }
-
- content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
- content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
- 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);
- 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);
-}
-
-static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
-{
- ImGuiContext& g = *GImGui;
- ImGuiStyle& style = g.Style;
- ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight());
- ImVec2 size_pad = window->WindowPadding * 2.0f;
- ImVec2 size_desired = size_contents + size_pad + size_decorations;
- if (window->Flags & ImGuiWindowFlags_Tooltip)
- {
- // Tooltip always resize
- return size_desired;
- }
- else
- {
- // Maximum window size is determined by the viewport size or monitor size
- const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
- const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
- ImVec2 size_min = style.WindowMinSize;
- 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)
- size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
-
- // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows?
- ImVec2 avail_size = ImGui::GetMainViewport()->Size;
- ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
-
- // When the window cannot fit all contents (either because of constraints, either because screen is too small),
- // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
- ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
- bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
- bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
- if (will_have_scrollbar_x)
- size_auto_fit.y += style.ScrollbarSize;
- if (will_have_scrollbar_y)
- size_auto_fit.x += style.ScrollbarSize;
- return size_auto_fit;
- }
-}
-
-ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
-{
- ImVec2 size_contents_current;
- ImVec2 size_contents_ideal;
- CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
- ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
- ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
- return size_final;
-}
-
-static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
-{
- if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
- return ImGuiCol_PopupBg;
- if (flags & ImGuiWindowFlags_ChildWindow)
- return ImGuiCol_ChildBg;
- return ImGuiCol_WindowBg;
-}
-
-static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
-{
- ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left
- ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
- ImVec2 size_expected = pos_max - pos_min;
- ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
- *out_pos = pos_min;
- if (corner_norm.x == 0.0f)
- out_pos->x -= (size_constrained.x - size_expected.x);
- if (corner_norm.y == 0.0f)
- out_pos->y -= (size_constrained.y - size_expected.y);
- *out_size = size_constrained;
-}
-
-struct ImGuiResizeGripDef
-{
- ImVec2 CornerPosN;
- ImVec2 InnerDir;
- int AngleMin12, AngleMax12;
-};
-
-static const ImGuiResizeGripDef resize_grip_def[4] =
-{
- { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right
- { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left
- { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused)
- { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }, // Upper-right (Unused)
-};
-
-struct ImGuiResizeBorderDef
-{
- ImVec2 InnerDir;
- ImVec2 CornerPosN1, CornerPosN2;
- float OuterAngle;
-};
-
-static const ImGuiResizeBorderDef resize_border_def[4] =
-{
- { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Top
- { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
- { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }, // Bottom
- { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f } // Left
-};
-
-static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
-{
- ImRect rect = window->Rect();
- if (thickness == 0.0f) rect.Max -= ImVec2(1, 1);
- if (border_n == 0) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } // Top
- if (border_n == 1) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } // Right
- if (border_n == 2) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } // Bottom
- if (border_n == 3) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } // Left
- IM_ASSERT(0);
- return ImRect();
-}
-
-// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
-// 4..7: borders (Top, Right, Bottom, Left)
-ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n)
-{
- IM_ASSERT(n >= 0 && n <= 7);
- ImGuiID id = window->ID;
- id = ImHashStr("#RESIZE", 0, id);
- id = ImHashData(&n, sizeof(int), id);
- return id;
-}
-
-// Handle resize for: Resize Grips, Borders, Gamepad
-// Return true when using auto-fit (double click on resize grip)
-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)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindowFlags flags = window->Flags;
-
- if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
- return false;
- if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window.
- return false;
-
- bool ret_auto_fit = false;
- const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
- const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
- const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
- const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f;
-
- ImVec2 pos_target(FLT_MAX, FLT_MAX);
- ImVec2 size_target(FLT_MAX, FLT_MAX);
-
- // Resize grips and borders are on layer 1
- window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
-
- // Manual resize grips
- PushID("#RESIZE");
- for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
- {
- const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
- const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
-
- // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
- ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size);
- if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
- if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
- bool hovered, held;
- ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
- //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
- if (hovered || held)
- g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
-
- if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)
- {
- // Manual auto-fit when double-clicking
- size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
- ret_auto_fit = true;
- ClearActiveID();
- }
- else if (held)
- {
- // Resize from any of the four corners
- // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
- ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip
- ImVec2 clamp_min = ImVec2(grip.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, grip.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);
- ImVec2 clamp_max = ImVec2(grip.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, grip.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);
- corner_target = ImClamp(corner_target, clamp_min, clamp_max);
- CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target);
- }
- if (resize_grip_n == 0 || held || hovered)
- resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
- }
- for (int border_n = 0; border_n < resize_border_count; border_n++)
- {
- bool hovered, held;
- ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
- ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
- //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
- if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
- {
- g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
- if (held)
- *border_held = border_n;
- }
- if (held)
- {
- ImVec2 border_target = window->Pos;
- ImVec2 border_posn;
- if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top
- if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right
- if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom
- if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left
- ImVec2 clamp_min = ImVec2(border_n == 1 ? visibility_rect.Min.x : -FLT_MAX, border_n == 2 ? visibility_rect.Min.y : -FLT_MAX);
- ImVec2 clamp_max = ImVec2(border_n == 3 ? visibility_rect.Max.x : +FLT_MAX, border_n == 0 ? visibility_rect.Max.y : +FLT_MAX);
- border_target = ImClamp(border_target, clamp_min, clamp_max);
- CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
- }
- }
- PopID();
-
- // Restore nav layer
- window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
-
- // Navigation resize (keyboard/gamepad)
- if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
- {
- ImVec2 nav_resize_delta;
- if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
- nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
- if (g.NavInputSource == ImGuiInputSource_Gamepad)
- nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
- if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
- {
- const float NAV_RESIZE_SPEED = 600.0f;
- nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
- nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size);
- g.NavWindowingToggleLayer = false;
- g.NavDisableMouseHover = true;
- resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
- // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
- size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
- }
- }
-
- // Apply back modified position/size to window
- if (size_target.x != FLT_MAX)
- {
- window->SizeFull = size_target;
- MarkIniSettingsDirty(window);
- }
- if (pos_target.x != FLT_MAX)
- {
- window->Pos = ImFloor(pos_target);
- MarkIniSettingsDirty(window);
- }
-
- window->Size = window->SizeFull;
- return ret_auto_fit;
-}
-
-static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect)
-{
- ImGuiContext& g = *GImGui;
- ImVec2 size_for_clamping = window->Size;
- if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
- size_for_clamping.y = window->TitleBarHeight();
- window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
-}
-
-static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- float rounding = window->WindowRounding;
- float border_size = window->WindowBorderSize;
- if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
- window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
-
- int border_held = window->ResizeBorderHeld;
- if (border_held != -1)
- {
- const ImGuiResizeBorderDef& def = resize_border_def[border_held];
- ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
- window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
- window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
- window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
- }
- if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
- {
- float y = window->Pos.y + window->TitleBarHeight() - 1;
- 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);
- }
-}
-
-// Draw background and borders
-// Draw and handle scrollbars
-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)
-{
- ImGuiContext& g = *GImGui;
- ImGuiStyle& style = g.Style;
- ImGuiWindowFlags flags = window->Flags;
-
- // Ensure that ScrollBar doesn't read last frame's SkipItems
- IM_ASSERT(window->BeginCount == 0);
- window->SkipItems = false;
-
- // Draw window + handle manual resize
- // 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.
- const float window_rounding = window->WindowRounding;
- const float window_border_size = window->WindowBorderSize;
- if (window->Collapsed)
- {
- // Title bar only
- float backup_border_size = style.FrameBorderSize;
- g.Style.FrameBorderSize = window->WindowBorderSize;
- ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
- RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
- g.Style.FrameBorderSize = backup_border_size;
- }
- else
- {
- // Window background
- if (!(flags & ImGuiWindowFlags_NoBackground))
- {
- ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
- bool override_alpha = false;
- float alpha = 1.0f;
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
- {
- alpha = g.NextWindowData.BgAlphaVal;
- override_alpha = true;
- }
- if (override_alpha)
- bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
- window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
- }
-
- // Title bar
- if (!(flags & ImGuiWindowFlags_NoTitleBar))
- {
- ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
- window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top);
- }
-
- // Menu bar
- if (flags & ImGuiWindowFlags_MenuBar)
- {
- ImRect menu_bar_rect = window->MenuBarRect();
- menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
- window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top);
- if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
- window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
- }
-
- // Scrollbars
- if (window->ScrollbarX)
- Scrollbar(ImGuiAxis_X);
- if (window->ScrollbarY)
- Scrollbar(ImGuiAxis_Y);
-
- // Render resize grips (after their input handling so we don't have a frame of latency)
- if (!(flags & ImGuiWindowFlags_NoResize))
- {
- for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
- {
- const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
- const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
- 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)));
- 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)));
- 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);
- window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);
- }
- }
-
- // Borders
- RenderWindowOuterBorders(window);
- }
-}
-
-// Render title text, collapse button, close button
-void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
-{
- ImGuiContext& g = *GImGui;
- ImGuiStyle& style = g.Style;
- ImGuiWindowFlags flags = window->Flags;
-
- const bool has_close_button = (p_open != NULL);
- const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
-
- // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
- const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
- window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
- window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
-
- // Layout buttons
- // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
- float pad_l = style.FramePadding.x;
- float pad_r = style.FramePadding.x;
- float button_sz = g.FontSize;
- ImVec2 close_button_pos;
- ImVec2 collapse_button_pos;
- if (has_close_button)
- {
- pad_r += button_sz;
- close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
- }
- if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
- {
- pad_r += button_sz;
- collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
- }
- if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
- {
- collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);
- pad_l += button_sz;
- }
-
- // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
- if (has_collapse_button)
- if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos))
- window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
-
- // Close button
- if (has_close_button)
- if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
- *p_open = false;
-
- window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
- window->DC.ItemFlags = item_flags_backup;
-
- // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
- // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
- const char* UNSAVED_DOCUMENT_MARKER = "*";
- const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f;
- const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
-
- // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
- // while uncentered title text will still reach edges correctly.
- if (pad_l > style.FramePadding.x)
- pad_l += g.Style.ItemInnerSpacing.x;
- if (pad_r > style.FramePadding.x)
- pad_r += g.Style.ItemInnerSpacing.x;
- if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
- {
- float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
- float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
- pad_l = ImMax(pad_l, pad_extend * centerness);
- pad_r = ImMax(pad_r, pad_extend * centerness);
- }
-
- ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
- ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
- //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
- //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
- RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
- if (flags & ImGuiWindowFlags_UnsavedDocument)
- {
- ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
- ImVec2 off = ImVec2(0.0f, IM_FLOOR(-g.FontSize * 0.25f));
- RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r);
- }
-}
-
-void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
-{
- window->ParentWindow = parent_window;
- window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
- if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
- window->RootWindow = parent_window->RootWindow;
- if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
- window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
- while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
- {
- IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
- window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
- }
-}
-
-// Push a new Dear ImGui window to add widgets to.
-// - 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.
-// - Begin/End can be called multiple times during the frame with the same window name to append content.
-// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
-// 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.
-// - 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.
-// - 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.
-bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
-{
- ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
- IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required
- IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame()
- IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
-
- // Find or create
- ImGuiWindow* window = FindWindowByName(name);
- const bool window_just_created = (window == NULL);
- if (window_just_created)
- window = CreateNewWindow(name, flags);
-
- // Automatically disable manual moving/resizing when NoInputs is set
- if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
- flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
-
- if (flags & ImGuiWindowFlags_NavFlattened)
- IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
-
- const int current_frame = g.FrameCount;
- const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
- window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
-
- // Update the Appearing flag
- bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
- const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
- if (flags & ImGuiWindowFlags_Popup)
- {
- ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
- window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
- window_just_activated_by_user |= (window != popup_ref.Window);
- }
- window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
- if (window->Appearing)
- SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
-
- // Update Flags, LastFrameActive, BeginOrderXXX fields
- if (first_begin_of_the_frame)
- {
- window->Flags = (ImGuiWindowFlags)flags;
- window->LastFrameActive = current_frame;
- window->LastTimeActive = (float)g.Time;
- window->BeginOrderWithinParent = 0;
- window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
- }
- else
- {
- flags = window->Flags;
- }
-
- // 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
- ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
- ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
- IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
-
- // We allow window memory to be compacted so recreate the base stack when needed.
- if (window->IDStack.Size == 0)
- window->IDStack.push_back(window->ID);
-
- // Add to stack
- // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
- g.CurrentWindowStack.push_back(window);
- g.CurrentWindow = window;
- window->DC.StackSizesOnBegin.SetToCurrentState();
- g.CurrentWindow = NULL;
-
- if (flags & ImGuiWindowFlags_Popup)
- {
- ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
- popup_ref.Window = window;
- g.BeginPopupStack.push_back(popup_ref);
- window->PopupId = popup_ref.PopupId;
- }
-
- // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
- if (first_begin_of_the_frame)
- UpdateWindowParentAndRootLinks(window, flags, parent_window);
-
- // Process SetNextWindow***() calls
- // (FIXME: Consider splitting the HasXXX flags into X/Y components
- bool window_pos_set_by_api = false;
- bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
- {
- window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
- if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
- {
- // May be processed on the next frame if this is our first frame and we are measuring size
- // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
- window->SetWindowPosVal = g.NextWindowData.PosVal;
- window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
- window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
- }
- else
- {
- SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
- }
- }
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
- {
- window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
- window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
- SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
- }
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
- {
- if (g.NextWindowData.ScrollVal.x >= 0.0f)
- {
- window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
- window->ScrollTargetCenterRatio.x = 0.0f;
- }
- if (g.NextWindowData.ScrollVal.y >= 0.0f)
- {
- window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
- window->ScrollTargetCenterRatio.y = 0.0f;
- }
- }
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
- window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
- else if (first_begin_of_the_frame)
- window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
- SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
- FocusWindow(window);
- if (window->Appearing)
- SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
-
- // When reusing window again multiple times a frame, just append content (don't need to setup again)
- if (first_begin_of_the_frame)
- {
- // Initialize
- const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
- window->Active = true;
- window->HasCloseButton = (p_open != NULL);
- window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
- window->IDStack.resize(1);
- window->DrawList->_ResetForNewFrame();
- window->DC.CurrentTableIdx = -1;
-
- // Restore buffer capacity when woken from a compacted state, to avoid
- if (window->MemoryCompacted)
- GcAwakeTransientWindowBuffers(window);
-
- // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
- // 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.
- bool window_title_visible_elsewhere = false;
- if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB
- window_title_visible_elsewhere = true;
- if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
- {
- size_t buf_len = (size_t)window->NameBufLen;
- window->Name = ImStrdupcpy(window->Name, &buf_len, name);
- window->NameBufLen = (int)buf_len;
- }
-
- // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
-
- // Update contents size from last frame for auto-fitting (or use explicit size)
- CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
- if (window->HiddenFramesCanSkipItems > 0)
- window->HiddenFramesCanSkipItems--;
- if (window->HiddenFramesCannotSkipItems > 0)
- window->HiddenFramesCannotSkipItems--;
- if (window->HiddenFramesForRenderOnly > 0)
- window->HiddenFramesForRenderOnly--;
-
- // Hide new windows for one frame until they calculate their size
- if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
- window->HiddenFramesCannotSkipItems = 1;
-
- // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
- // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
- if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
- {
- window->HiddenFramesCannotSkipItems = 1;
- if (flags & ImGuiWindowFlags_AlwaysAutoResize)
- {
- if (!window_size_x_set_by_api)
- window->Size.x = window->SizeFull.x = 0.f;
- if (!window_size_y_set_by_api)
- window->Size.y = window->SizeFull.y = 0.f;
- window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
- }
- }
-
- // SELECT VIEWPORT
- // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)
- SetCurrentWindow(window);
-
- // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
-
- if (flags & ImGuiWindowFlags_ChildWindow)
- window->WindowBorderSize = style.ChildBorderSize;
- else
- window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
- window->WindowPadding = style.WindowPadding;
- if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
- window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
-
- // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
- window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
- window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
-
- // Collapse window by double-clicking on title bar
- // 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
- if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
- {
- // 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.
- ImRect title_bar_rect = window->TitleBarRect();
- if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0])
- window->WantCollapseToggle = true;
- if (window->WantCollapseToggle)
- {
- window->Collapsed = !window->Collapsed;
- MarkIniSettingsDirty(window);
- FocusWindow(window);
- }
- }
- else
- {
- window->Collapsed = false;
- }
- window->WantCollapseToggle = false;
-
- // SIZE
-
- // Calculate auto-fit size, handle automatic resize
- const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
- bool use_current_size_for_scrollbar_x = window_just_created;
- bool use_current_size_for_scrollbar_y = window_just_created;
- if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
- {
- // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
- if (!window_size_x_set_by_api)
- {
- window->SizeFull.x = size_auto_fit.x;
- use_current_size_for_scrollbar_x = true;
- }
- if (!window_size_y_set_by_api)
- {
- window->SizeFull.y = size_auto_fit.y;
- use_current_size_for_scrollbar_y = true;
- }
- }
- else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
- {
- // Auto-fit may only grow window during the first few frames
- // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
- if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
- {
- window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
- use_current_size_for_scrollbar_x = true;
- }
- if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
- {
- window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
- use_current_size_for_scrollbar_y = true;
- }
- if (!window->Collapsed)
- MarkIniSettingsDirty(window);
- }
-
- // Apply minimum/maximum window size constraints and final size
- window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
- window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
-
- // Decoration size
- const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
-
- // POSITION
-
- // Popup latch its initial position, will position itself when it appears next frame
- if (window_just_activated_by_user)
- {
- window->AutoPosLastDirection = ImGuiDir_None;
- if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
- window->Pos = g.BeginPopupStack.back().OpenPopupPos;
- }
-
- // Position child window
- if (flags & ImGuiWindowFlags_ChildWindow)
- {
- IM_ASSERT(parent_window && parent_window->Active);
- window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
- parent_window->DC.ChildWindows.push_back(window);
- if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
- window->Pos = parent_window->DC.CursorPos;
- }
-
- const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
- if (window_pos_with_pivot)
- SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
- else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
- window->Pos = FindBestWindowPosForPopup(window);
- else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
- window->Pos = FindBestWindowPosForPopup(window);
- else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
- window->Pos = FindBestWindowPosForPopup(window);
-
- // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
- // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
- ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
- ImRect viewport_rect(viewport->GetMainRect());
- ImRect viewport_work_rect(viewport->GetWorkRect());
- ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
- ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
-
- // Clamp position/size so window stays visible within its viewport or monitor
- // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
- if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
- if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)
- ClampWindowRect(window, visibility_rect);
- window->Pos = ImFloor(window->Pos);
-
- // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
- // Large values tend to lead to variety of artifacts and are not recommended.
- window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
-
- // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
- //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
- // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
-
- // Apply window focus (new and reactivated windows are moved to front)
- bool want_focus = false;
- if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
- {
- if (flags & ImGuiWindowFlags_Popup)
- want_focus = true;
- else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
- want_focus = true;
- }
-
- // Handle manual resize: Resize Grips, Borders, Gamepad
- int border_held = -1;
- ImU32 resize_grip_col[4] = {};
- const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
- const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
- if (!window->Collapsed)
- if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
- use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
- window->ResizeBorderHeld = (signed char)border_held;
-
- // SCROLLBAR VISIBILITY
-
- // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
- if (!window->Collapsed)
- {
- // When reading the current size we need to read it after size constraints have been applied.
- // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again.
- ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height);
- ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes;
- ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
- float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
- float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
- //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
- window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
- 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));
- if (window->ScrollbarX && !window->ScrollbarY)
- window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
- window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
- }
-
- // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
- // Update various regions. Variables they depends on should be set above in this function.
- // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
-
- // Outer rectangle
- // Not affected by window border size. Used by:
- // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
- // - Begin() initial clipping rect for drawing window background and borders.
- // - Begin() clipping whole child
- const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
- const ImRect outer_rect = window->Rect();
- const ImRect title_bar_rect = window->TitleBarRect();
- window->OuterRectClipped = outer_rect;
- window->OuterRectClipped.ClipWith(host_rect);
-
- // Inner rectangle
- // Not affected by window border size. Used by:
- // - InnerClipRect
- // - ScrollToBringRectIntoView()
- // - NavUpdatePageUpPageDown()
- // - Scrollbar()
- window->InnerRect.Min.x = window->Pos.x;
- window->InnerRect.Min.y = window->Pos.y + decoration_up_height;
- window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x;
- window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y;
-
- // Inner clipping rectangle.
- // Will extend a little bit outside the normal work region.
- // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
- // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
- // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
- // Affected by window/frame border size. Used by:
- // - Begin() initial clip rect
- float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
- window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
- window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
- window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
- window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
- window->InnerClipRect.ClipWithFull(host_rect);
-
- // Default item width. Make it proportional to window size if window manually resizes
- if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
- window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
- else
- window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
-
- // SCROLLING
-
- // Lock down maximum scrolling
- // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
- // for right/bottom aligned items without creating a scrollbar.
- window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
- window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
-
- // Apply scrolling
- window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
- window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
-
- // DRAWING
-
- // Setup draw list and outer clipping rectangle
- IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
- window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
- PushClipRect(host_rect.Min, host_rect.Max, false);
-
- // Draw modal window background (darkens what is behind them, all viewports)
- const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;
- const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow);
- if (dim_bg_for_modal || dim_bg_for_window_list)
- {
- const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
- window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col);
- }
-
- // Draw navigation selection/windowing rectangle background
- if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim)
- {
- ImRect bb = window->Rect();
- bb.Expand(g.FontSize);
- if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway
- window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
- }
-
- // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call.
- // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
- // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child.
- // We also disabled this when we have dimming overlay behind this specific one child.
- // FIXME: More 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.
- {
- bool render_decorations_in_parent = false;
- if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
- if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0)
- render_decorations_in_parent = true;
- if (render_decorations_in_parent)
- window->DrawList = parent_window->DrawList;
-
- // Handle title bar, scrollbar, resize grips and resize borders
- const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
- const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
- RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
-
- if (render_decorations_in_parent)
- window->DrawList = &window->DrawListInst;
- }
-
- // Draw navigation selection/windowing rectangle border
- if (g.NavWindowingTargetAnim == window)
- {
- float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding);
- ImRect bb = window->Rect();
- bb.Expand(g.FontSize);
- if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward
- {
- bb.Expand(-g.FontSize - 1.0f);
- rounding = window->WindowRounding;
- }
- window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);
- }
-
- // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
-
- // Work rectangle.
- // Affected by window padding and border size. Used by:
- // - Columns() for right-most edge
- // - TreeNode(), CollapsingHeader() for right-most edge
- // - BeginTabBar() for right-most edge
- const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
- const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
- 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));
- 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));
- window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
- window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
- window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
- window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
- window->ParentWorkRect = window->WorkRect;
-
- // [LEGACY] Content Region
- // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
- // Used by:
- // - Mouse wheel scrolling + many other things
- window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
- window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height;
- 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));
- 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));
-
- // Setup drawing context
- // (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.)
- window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x;
- window->DC.GroupOffset.x = 0.0f;
- window->DC.ColumnsOffset.x = 0.0f;
- window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y);
- window->DC.CursorPos = window->DC.CursorStartPos;
- window->DC.CursorPosPrevLine = window->DC.CursorPos;
- window->DC.CursorMaxPos = window->DC.CursorStartPos;
- window->DC.IdealMaxPos = window->DC.CursorStartPos;
- window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
- window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
-
- window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
- window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
- window->DC.NavLayerActiveMaskNext = 0x00;
- window->DC.NavHideHighlightOneFrame = false;
- window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
-
- window->DC.MenuBarAppending = false;
- window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
- window->DC.TreeDepth = 0;
- window->DC.TreeJumpToParentOnPopMask = 0x00;
- window->DC.ChildWindows.resize(0);
- window->DC.StateStorage = &window->StateStorage;
- window->DC.CurrentColumns = NULL;
- window->DC.LayoutType = ImGuiLayoutType_Vertical;
- window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
- window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1;
-
- window->DC.ItemWidth = window->ItemWidthDefault;
- window->DC.TextWrapPos = -1.0f; // disabled
- window->DC.ItemWidthStack.resize(0);
- window->DC.TextWrapPosStack.resize(0);
-
- if (window->AutoFitFramesX > 0)
- window->AutoFitFramesX--;
- if (window->AutoFitFramesY > 0)
- window->AutoFitFramesY--;
-
- // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
- if (want_focus)
- {
- FocusWindow(window);
- NavInitWindow(window, false);
- }
-
- // Title bar
- if (!(flags & ImGuiWindowFlags_NoTitleBar))
- 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);
-
- // Clear hit test shape every frame
- window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
-
- // Pressing CTRL+C while holding on a window copy its content to the clipboard
- // 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.
- // Maybe we can support CTRL+C on every element?
- /*
- //if (g.NavWindow == window && g.ActiveId == 0)
- if (g.ActiveId == window->MoveId)
- if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
- LogToClipboard();
- */
-
- // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
- // This is useful to allow creating context menus on title bar only, etc.
- SetLastItemData(window, window->MoveId, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
-
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
- IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId);
-#endif
- }
- else
- {
- // Append
- SetCurrentWindow(window);
- }
-
- // Pull/inherit current state
- window->DC.ItemFlags = g.ItemFlagsStack.back(); // Inherit from shared stack
- window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // Inherit from parent only // -V595
-
- PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
-
- // 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)
- window->WriteAccessed = false;
- window->BeginCount++;
- g.NextWindowData.ClearFlags();
-
- // Update visibility
- if (first_begin_of_the_frame)
- {
- if (flags & ImGuiWindowFlags_ChildWindow)
- {
- // Child window can be out of sight and have "negative" clip windows.
- // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
- IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
- if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
- if (!g.LogEnabled)
- if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
- window->HiddenFramesCanSkipItems = 1;
-
- // Hide along with parent or if parent is collapsed
- if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
- window->HiddenFramesCanSkipItems = 1;
- if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
- window->HiddenFramesCannotSkipItems = 1;
- }
-
- // 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)
- if (style.Alpha <= 0.0f)
- window->HiddenFramesCanSkipItems = 1;
-
- // Update the Hidden flag
- window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0) || (window->HiddenFramesForRenderOnly > 0);
-
- // Update the SkipItems flag, used to early out of all items functions (no layout required)
- bool skip_items = false;
- if (window->Collapsed || !window->Active || window->Hidden)
- if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
- skip_items = true;
- window->SkipItems = skip_items;
- }
-
- return !window->SkipItems;
-}
-
-void ImGui::End()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- // Error checking: verify that user hasn't called End() too many times!
- if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
- {
- IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
- return;
- }
- IM_ASSERT(g.CurrentWindowStack.Size > 0);
-
- // Error checking: verify that user doesn't directly call End() on a child window.
- if (window->Flags & ImGuiWindowFlags_ChildWindow)
- IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
-
- // Close anything that is open
- if (window->DC.CurrentColumns)
- EndColumns();
- PopClipRect(); // Inner window clip rectangle
-
- // Stop logging
- if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
- LogFinish();
-
- // Pop from window stack
- g.CurrentWindowStack.pop_back();
- if (window->Flags & ImGuiWindowFlags_Popup)
- g.BeginPopupStack.pop_back();
- window->DC.StackSizesOnBegin.CompareWithCurrentState();
- SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
-}
-
-void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- if (g.WindowsFocusOrder.back() == window)
- return;
- for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window
- if (g.WindowsFocusOrder[i] == window)
- {
- memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*));
- g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window;
- break;
- }
-}
-
-void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* current_front_window = g.Windows.back();
- if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
- return;
- for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
- if (g.Windows[i] == window)
- {
- memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
- g.Windows[g.Windows.Size - 1] = window;
- break;
- }
-}
-
-void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- if (g.Windows[0] == window)
- return;
- for (int i = 0; i < g.Windows.Size; i++)
- if (g.Windows[i] == window)
- {
- memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
- g.Windows[0] = window;
- break;
- }
-}
-
-// Moving window to front of display and set focus (which happens to be back of our sorted list)
-void ImGui::FocusWindow(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
-
- if (g.NavWindow != window)
- {
- g.NavWindow = window;
- if (window && g.NavDisableMouseHover)
- g.NavMousePosDirty = true;
- g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
- g.NavFocusScopeId = 0;
- g.NavIdIsAlive = false;
- g.NavLayer = ImGuiNavLayer_Main;
- g.NavInitRequest = g.NavMoveRequest = false;
- NavUpdateAnyRequestFlag();
- //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
- }
-
- // Close popups if any
- ClosePopupsOverWindow(window, false);
-
- // Move the root window to the top of the pile
- IM_ASSERT(window == NULL || window->RootWindow != NULL);
- ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop
- ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;
-
- // Steal active widgets. Some of the cases it triggers includes:
- // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
- // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
- if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
- if (!g.ActiveIdNoClearOnFocusLoss)
- ClearActiveID();
-
- // Passing NULL allow to disable keyboard focus
- if (!window)
- return;
-
- // Bring to front
- BringWindowToFocusFront(focus_front_window);
- if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
- BringWindowToDisplayFront(display_front_window);
-}
-
-void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)
-{
- ImGuiContext& g = *GImGui;
-
- int start_idx = g.WindowsFocusOrder.Size - 1;
- if (under_this_window != NULL)
- {
- int under_this_window_idx = FindWindowFocusIndex(under_this_window);
- if (under_this_window_idx != -1)
- start_idx = under_this_window_idx - 1;
- }
- for (int i = start_idx; i >= 0; i--)
- {
- // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
- ImGuiWindow* window = g.WindowsFocusOrder[i];
- if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
- if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
- {
- ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
- FocusWindow(focus_window);
- return;
- }
- }
- FocusWindow(NULL);
-}
-
-// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
-void ImGui::SetCurrentFont(ImFont* font)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
- IM_ASSERT(font->Scale > 0.0f);
- g.Font = font;
- g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
- g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
-
- ImFontAtlas* atlas = g.Font->ContainerAtlas;
- g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
- g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
- g.DrawListSharedData.Font = g.Font;
- g.DrawListSharedData.FontSize = g.FontSize;
-}
-
-void ImGui::PushFont(ImFont* font)
-{
- ImGuiContext& g = *GImGui;
- if (!font)
- font = GetDefaultFont();
- SetCurrentFont(font);
- g.FontStack.push_back(font);
- g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
-}
-
-void ImGui::PopFont()
-{
- ImGuiContext& g = *GImGui;
- g.CurrentWindow->DrawList->PopTextureID();
- g.FontStack.pop_back();
- SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
-}
-
-void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiItemFlags item_flags = window->DC.ItemFlags;
- IM_ASSERT(item_flags == g.ItemFlagsStack.back());
- if (enabled)
- item_flags |= option;
- else
- item_flags &= ~option;
- window->DC.ItemFlags = item_flags;
- g.ItemFlagsStack.push_back(item_flags);
-}
-
-void ImGui::PopItemFlag()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
- g.ItemFlagsStack.pop_back();
- window->DC.ItemFlags = g.ItemFlagsStack.back();
-}
-
-// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system.
-void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
-{
- PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus);
-}
-
-void ImGui::PopAllowKeyboardFocus()
-{
- PopItemFlag();
-}
-
-void ImGui::PushButtonRepeat(bool repeat)
-{
- PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
-}
-
-void ImGui::PopButtonRepeat()
-{
- PopItemFlag();
-}
-
-void ImGui::PushTextWrapPos(float wrap_pos_x)
-{
- ImGuiWindow* window = GetCurrentWindow();
- window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
- window->DC.TextWrapPos = wrap_pos_x;
-}
-
-void ImGui::PopTextWrapPos()
-{
- ImGuiWindow* window = GetCurrentWindow();
- window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
- window->DC.TextWrapPosStack.pop_back();
-}
-
-bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
-{
- if (window->RootWindow == potential_parent)
- return true;
- while (window != NULL)
- {
- if (window == potential_parent)
- return true;
- window = window->ParentWindow;
- }
- return false;
-}
-
-bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
-{
- ImGuiContext& g = *GImGui;
- for (int i = g.Windows.Size - 1; i >= 0; i--)
- {
- ImGuiWindow* candidate_window = g.Windows[i];
- if (candidate_window == potential_above)
- return true;
- if (candidate_window == potential_below)
- return false;
- }
- return false;
-}
-
-bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
-{
- IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function
- ImGuiContext& g = *GImGui;
- if (g.HoveredWindow == NULL)
- return false;
-
- if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
- {
- ImGuiWindow* window = g.CurrentWindow;
- switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows))
- {
- case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows:
- if (g.HoveredWindow->RootWindow != window->RootWindow)
- return false;
- break;
- case ImGuiHoveredFlags_RootWindow:
- if (g.HoveredWindow != window->RootWindow)
- return false;
- break;
- case ImGuiHoveredFlags_ChildWindows:
- if (!IsWindowChildOf(g.HoveredWindow, window))
- return false;
- break;
- default:
- if (g.HoveredWindow != window)
- return false;
- break;
- }
- }
-
- if (!IsWindowContentHoverable(g.HoveredWindow, flags))
- return false;
- if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
- if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId)
- return false;
- return true;
-}
-
-bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
-{
- ImGuiContext& g = *GImGui;
-
- if (flags & ImGuiFocusedFlags_AnyWindow)
- return g.NavWindow != NULL;
-
- IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End()
- switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))
- {
- case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:
- return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow;
- case ImGuiFocusedFlags_RootWindow:
- return g.NavWindow == g.CurrentWindow->RootWindow;
- case ImGuiFocusedFlags_ChildWindows:
- return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow);
- default:
- return g.NavWindow == g.CurrentWindow;
- }
-}
-
-// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
-// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
-// If you want a window to never be focused, you may use the e.g. NoInputs flag.
-bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
-{
- return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
-}
-
-float ImGui::GetWindowWidth()
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->Size.x;
-}
-
-float ImGui::GetWindowHeight()
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->Size.y;
-}
-
-ImVec2 ImGui::GetWindowPos()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- return window->Pos;
-}
-
-void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
-{
- // Test condition (NB: bit 0 is always true) and clear flags for next time
- if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
- return;
-
- IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
- window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
- window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
-
- // Set
- const ImVec2 old_pos = window->Pos;
- window->Pos = ImFloor(pos);
- ImVec2 offset = window->Pos - old_pos;
- window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
- window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
- window->DC.IdealMaxPos += offset;
- window->DC.CursorStartPos += offset;
-}
-
-void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- SetWindowPos(window, pos, cond);
-}
-
-void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
-{
- if (ImGuiWindow* window = FindWindowByName(name))
- SetWindowPos(window, pos, cond);
-}
-
-ImVec2 ImGui::GetWindowSize()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->Size;
-}
-
-void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
-{
- // Test condition (NB: bit 0 is always true) and clear flags for next time
- if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
- return;
-
- IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
- window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
-
- // Set
- if (size.x > 0.0f)
- {
- window->AutoFitFramesX = 0;
- window->SizeFull.x = IM_FLOOR(size.x);
- }
- else
- {
- window->AutoFitFramesX = 2;
- window->AutoFitOnlyGrows = false;
- }
- if (size.y > 0.0f)
- {
- window->AutoFitFramesY = 0;
- window->SizeFull.y = IM_FLOOR(size.y);
- }
- else
- {
- window->AutoFitFramesY = 2;
- window->AutoFitOnlyGrows = false;
- }
-}
-
-void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
-{
- SetWindowSize(GImGui->CurrentWindow, size, cond);
-}
-
-void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
-{
- if (ImGuiWindow* window = FindWindowByName(name))
- SetWindowSize(window, size, cond);
-}
-
-void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
-{
- // Test condition (NB: bit 0 is always true) and clear flags for next time
- if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
- return;
- window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
-
- // Set
- window->Collapsed = collapsed;
-}
-
-void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
-{
- IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters
- window->HitTestHoleSize = ImVec2ih(size);
- window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
-}
-
-void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
-{
- SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
-}
-
-bool ImGui::IsWindowCollapsed()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->Collapsed;
-}
-
-bool ImGui::IsWindowAppearing()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->Appearing;
-}
-
-void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
-{
- if (ImGuiWindow* window = FindWindowByName(name))
- SetWindowCollapsed(window, collapsed, cond);
-}
-
-void ImGui::SetWindowFocus()
-{
- FocusWindow(GImGui->CurrentWindow);
-}
-
-void ImGui::SetWindowFocus(const char* name)
-{
- if (name)
- {
- if (ImGuiWindow* window = FindWindowByName(name))
- FocusWindow(window);
- }
- else
- {
- FocusWindow(NULL);
- }
-}
-
-void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
- g.NextWindowData.PosVal = pos;
- g.NextWindowData.PosPivotVal = pivot;
- g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
-}
-
-void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
- g.NextWindowData.SizeVal = size;
- g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
-}
-
-void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
-{
- ImGuiContext& g = *GImGui;
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
- g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
- g.NextWindowData.SizeCallback = custom_callback;
- g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
-}
-
-// Content size = inner scrollable rectangle, padded with WindowPadding.
-// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
-void ImGui::SetNextWindowContentSize(const ImVec2& size)
-{
- ImGuiContext& g = *GImGui;
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
- g.NextWindowData.ContentSizeVal = ImFloor(size);
-}
-
-void ImGui::SetNextWindowScroll(const ImVec2& scroll)
-{
- ImGuiContext& g = *GImGui;
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
- g.NextWindowData.ScrollVal = scroll;
-}
-
-void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
- g.NextWindowData.CollapsedVal = collapsed;
- g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
-}
-
-void ImGui::SetNextWindowFocus()
-{
- ImGuiContext& g = *GImGui;
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
-}
-
-void ImGui::SetNextWindowBgAlpha(float alpha)
-{
- ImGuiContext& g = *GImGui;
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
- g.NextWindowData.BgAlphaVal = alpha;
-}
-
-ImDrawList* ImGui::GetWindowDrawList()
-{
- ImGuiWindow* window = GetCurrentWindow();
- return window->DrawList;
-}
-
-ImFont* ImGui::GetFont()
-{
- return GImGui->Font;
-}
-
-float ImGui::GetFontSize()
-{
- return GImGui->FontSize;
-}
-
-ImVec2 ImGui::GetFontTexUvWhitePixel()
-{
- return GImGui->DrawListSharedData.TexUvWhitePixel;
-}
-
-void ImGui::SetWindowFontScale(float scale)
-{
- IM_ASSERT(scale > 0.0f);
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- window->FontWindowScale = scale;
- g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
-}
-
-void ImGui::ActivateItem(ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- g.NavNextActivateId = id;
-}
-
-void ImGui::PushFocusScope(ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent);
- window->DC.NavFocusScopeIdCurrent = id;
-}
-
-void ImGui::PopFocusScope()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
- window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back();
- g.FocusScopeStack.pop_back();
-}
-
-void ImGui::SetKeyboardFocusHere(int offset)
-{
- IM_ASSERT(offset >= -1); // -1 is allowed but not below
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- g.FocusRequestNextWindow = window;
- g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset;
- g.FocusRequestNextCounterTabStop = INT_MAX;
-}
-
-void ImGui::SetItemDefaultFocus()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (!window->Appearing)
- return;
- if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent)
- {
- g.NavInitRequest = false;
- g.NavInitResultId = g.NavWindow->DC.LastItemId;
- g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);
- NavUpdateAnyRequestFlag();
- if (!IsItemVisible())
- SetScrollHereY();
- }
-}
-
-void ImGui::SetStateStorage(ImGuiStorage* tree)
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- window->DC.StateStorage = tree ? tree : &window->StateStorage;
-}
-
-ImGuiStorage* ImGui::GetStateStorage()
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->DC.StateStorage;
-}
-
-void ImGui::PushID(const char* str_id)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiID id = window->GetIDNoKeepAlive(str_id);
- window->IDStack.push_back(id);
-}
-
-void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end);
- window->IDStack.push_back(id);
-}
-
-void ImGui::PushID(const void* ptr_id)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiID id = window->GetIDNoKeepAlive(ptr_id);
- window->IDStack.push_back(id);
-}
-
-void ImGui::PushID(int int_id)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiID id = window->GetIDNoKeepAlive(int_id);
- window->IDStack.push_back(id);
-}
-
-// Push a given id value ignoring the ID stack as a seed.
-void ImGui::PushOverrideID(ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- window->IDStack.push_back(id);
-}
-
-// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
-// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level.
-// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
-ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
-{
- ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
- ImGui::KeepAliveID(id);
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- ImGuiContext& g = *GImGui;
- IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end);
-#endif
- return id;
-}
-
-void ImGui::PopID()
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
- window->IDStack.pop_back();
-}
-
-ImGuiID ImGui::GetID(const char* str_id)
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->GetID(str_id);
-}
-
-ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->GetID(str_id_begin, str_id_end);
-}
-
-ImGuiID ImGui::GetID(const void* ptr_id)
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->GetID(ptr_id);
-}
-
-bool ImGui::IsRectVisible(const ImVec2& size)
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
-}
-
-bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
-}
-
-
-//-----------------------------------------------------------------------------
-// [SECTION] ERROR CHECKING
-//-----------------------------------------------------------------------------
-
-// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
-// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
-// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code
-// may see different structures than what imgui.cpp sees, which is problematic.
-// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui.
-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)
-{
- bool error = false;
- if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
- if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
- if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
- if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
- if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
- if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
- if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
- return !error;
-}
-
-static void ImGui::ErrorCheckNewFrameSanityChecks()
-{
- ImGuiContext& g = *GImGui;
-
- // Check user IM_ASSERT macro
- // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you assert macro is incorrectly defined!
- // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
- // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
- // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong!
- // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct!
- if (true) IM_ASSERT(1); else IM_ASSERT(0);
-
- // Check user data
- // (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)
- IM_ASSERT(g.Initialized);
- IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
- IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
- IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
- IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
- IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
- IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
- IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
- IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
- IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
- IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
- for (int n = 0; n < ImGuiKey_COUNT; n++)
- 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)");
-
- // 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)
- if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
- IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
-
- // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
- if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
- g.IO.ConfigWindowsResizeFromEdges = false;
-}
-
-static void ImGui::ErrorCheckEndFrameSanityChecks()
-{
- ImGuiContext& g = *GImGui;
-
- // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
- // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
- // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
- // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
- // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
- // while still correctly asserting on mid-frame key press events.
- const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags();
- IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
- IM_UNUSED(key_mod_flags);
-
- // Recover from errors
- //ErrorCheckEndFrameRecover();
-
- // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
- // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
- if (g.CurrentWindowStack.Size != 1)
- {
- if (g.CurrentWindowStack.Size > 1)
- {
- IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
- while (g.CurrentWindowStack.Size > 1)
- End();
- }
- else
- {
- IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
- }
- }
-
- IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
-}
-
-// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
-// Must be called during or before EndFrame().
-// This is generally flawed as we are not necessarily End/Popping things in the right order.
-// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
-// FIXME: Can't recover from interleaved BeginTabBar/Begin
-void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
-{
- // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
- ImGuiContext& g = *GImGui;
- while (g.CurrentWindowStack.Size > 0)
- {
-#ifdef IMGUI_HAS_TABLE
- while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
- {
- if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
- EndTable();
- }
-#endif
- ImGuiWindow* window = g.CurrentWindow;
- IM_ASSERT(window != NULL);
- while (g.CurrentTabBar != NULL) //-V1044
- {
- if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
- EndTabBar();
- }
- while (window->DC.TreeDepth > 0)
- {
- if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
- TreePop();
- }
- while (g.GroupStack.Size > window->DC.StackSizesOnBegin.SizeOfGroupStack)
- {
- if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
- EndGroup();
- }
- while (window->IDStack.Size > 1)
- {
- if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
- PopID();
- }
- while (g.ColorStack.Size > window->DC.StackSizesOnBegin.SizeOfColorStack)
- {
- if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
- PopStyleColor();
- }
- while (g.StyleVarStack.Size > window->DC.StackSizesOnBegin.SizeOfStyleVarStack)
- {
- if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
- PopStyleVar();
- }
- while (g.FocusScopeStack.Size > window->DC.StackSizesOnBegin.SizeOfFocusScopeStack)
- {
- if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
- PopFocusScope();
- }
- if (g.CurrentWindowStack.Size == 1)
- {
- IM_ASSERT(g.CurrentWindow->IsFallbackWindow);
- break;
- }
- IM_ASSERT(window == g.CurrentWindow);
- if (window->Flags & ImGuiWindowFlags_ChildWindow)
- {
- if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
- EndChild();
- }
- else
- {
- if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
- End();
- }
- }
-}
-
-// Save current stack sizes for later compare
-void ImGuiStackSizes::SetToCurrentState()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- SizeOfIDStack = (short)window->IDStack.Size;
- SizeOfColorStack = (short)g.ColorStack.Size;
- SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
- SizeOfFontStack = (short)g.FontStack.Size;
- SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
- SizeOfGroupStack = (short)g.GroupStack.Size;
- SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
-}
-
-// Compare to detect usage errors
-void ImGuiStackSizes::CompareWithCurrentState()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- IM_UNUSED(window);
-
- // Window stacks
- // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
- IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!");
-
- // Global stacks
- // 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.
- IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!");
- IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
- IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!");
- IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!");
- IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!");
- IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!");
-}
-
-
-//-----------------------------------------------------------------------------
-// [SECTION] LAYOUT
-//-----------------------------------------------------------------------------
-// - ItemSize()
-// - ItemAdd()
-// - SameLine()
-// - GetCursorScreenPos()
-// - SetCursorScreenPos()
-// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
-// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
-// - GetCursorStartPos()
-// - Indent()
-// - Unindent()
-// - SetNextItemWidth()
-// - PushItemWidth()
-// - PushMultiItemsWidths()
-// - PopItemWidth()
-// - CalcItemWidth()
-// - CalcItemSize()
-// - GetTextLineHeight()
-// - GetTextLineHeightWithSpacing()
-// - GetFrameHeight()
-// - GetFrameHeightWithSpacing()
-// - GetContentRegionMax()
-// - GetContentRegionMaxAbs() [Internal]
-// - GetContentRegionAvail(),
-// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
-// - GetWindowContentRegionWidth()
-// - BeginGroup()
-// - EndGroup()
-// Also see in imgui_widgets: tab bars, columns.
-//-----------------------------------------------------------------------------
-
-// Advance cursor given item size for layout.
-// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
-// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
-void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (window->SkipItems)
- return;
-
- // We increase the height in this function to accommodate for baseline offset.
- // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
- // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
- const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
- const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y);
-
- // Always align ourselves on pixel boundaries
- //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]
- window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
- window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y;
- window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
- window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line
- window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
- window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
- //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
-
- window->DC.PrevLineSize.y = line_height;
- window->DC.CurrLineSize.y = 0.0f;
- window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
- window->DC.CurrLineTextBaseOffset = 0.0f;
-
- // Horizontal layout mode
- if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
- SameLine();
-}
-
-void ImGui::ItemSize(const ImRect& bb, float text_baseline_y)
-{
- ItemSize(bb.GetSize(), text_baseline_y);
-}
-
-// Declare item bounding box for clipping and interaction.
-// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
-// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
-bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- if (id != 0)
- {
- // Navigation processing runs prior to clipping early-out
- // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
- // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
- // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
- // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
- // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
- // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
- // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
- // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
- window->DC.NavLayerActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
- if (g.NavId == id || g.NavAnyRequest)
- if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
- if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
- NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
-
- // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd()
-#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
- if (id == g.DebugItemPickerBreakId)
- {
- IM_DEBUG_BREAK();
- g.DebugItemPickerBreakId = 0;
- }
-#endif
- }
-
- // Equivalent to calling SetLastItemData()
- window->DC.LastItemId = id;
- window->DC.LastItemRect = bb;
- window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;
- g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
-
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- if (id != 0)
- IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id);
-#endif
-
- // Clipping test
- const bool is_clipped = IsClippedEx(bb, id, false);
- if (is_clipped)
- return false;
- //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
-
- // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
- if (IsMouseHoveringRect(bb.Min, bb.Max))
- window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect;
- return true;
-}
-
-// Gets back to previous line and continue with horizontal layout
-// offset_from_start_x == 0 : follow right after previous item
-// offset_from_start_x != 0 : align to specified x position (relative to window/group left)
-// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0
-// spacing_w >= 0 : enforce spacing amount
-void ImGui::SameLine(float offset_from_start_x, float spacing_w)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
-
- ImGuiContext& g = *GImGui;
- if (offset_from_start_x != 0.0f)
- {
- if (spacing_w < 0.0f) spacing_w = 0.0f;
- window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
- window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
- }
- else
- {
- if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
- window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
- window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
- }
- window->DC.CurrLineSize = window->DC.PrevLineSize;
- window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
-}
-
-ImVec2 ImGui::GetCursorScreenPos()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.CursorPos;
-}
-
-void ImGui::SetCursorScreenPos(const ImVec2& pos)
-{
- ImGuiWindow* window = GetCurrentWindow();
- window->DC.CursorPos = pos;
- window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
-}
-
-// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
-// 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'.
-ImVec2 ImGui::GetCursorPos()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.CursorPos - window->Pos + window->Scroll;
-}
-
-float ImGui::GetCursorPosX()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
-}
-
-float ImGui::GetCursorPosY()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
-}
-
-void ImGui::SetCursorPos(const ImVec2& local_pos)
-{
- ImGuiWindow* window = GetCurrentWindow();
- window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
- window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
-}
-
-void ImGui::SetCursorPosX(float x)
-{
- ImGuiWindow* window = GetCurrentWindow();
- window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
- window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
-}
-
-void ImGui::SetCursorPosY(float y)
-{
- ImGuiWindow* window = GetCurrentWindow();
- window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
- window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
-}
-
-ImVec2 ImGui::GetCursorStartPos()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.CursorStartPos - window->Pos;
-}
-
-void ImGui::Indent(float indent_w)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
- window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
-}
-
-void ImGui::Unindent(float indent_w)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
- window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
-}
-
-// Affect large frame+labels widgets only.
-void ImGui::SetNextItemWidth(float item_width)
-{
- ImGuiContext& g = *GImGui;
- g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
- g.NextItemData.Width = item_width;
-}
-
-// FIXME: Remove the == 0.0f behavior?
-void ImGui::PushItemWidth(float item_width)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
- window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
- g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
-}
-
-void ImGui::PushMultiItemsWidths(int components, float w_full)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- const ImGuiStyle& style = g.Style;
- const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
- const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
- window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
- window->DC.ItemWidthStack.push_back(w_item_last);
- for (int i = 0; i < components - 2; i++)
- window->DC.ItemWidthStack.push_back(w_item_one);
- window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
- g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
-}
-
-void ImGui::PopItemWidth()
-{
- ImGuiWindow* window = GetCurrentWindow();
- window->DC.ItemWidth = window->DC.ItemWidthStack.back();
- window->DC.ItemWidthStack.pop_back();
-}
-
-// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
-// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
-float ImGui::CalcItemWidth()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- float w;
- if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
- w = g.NextItemData.Width;
- else
- w = window->DC.ItemWidth;
- if (w < 0.0f)
- {
- float region_max_x = GetContentRegionMaxAbs().x;
- w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
- }
- w = IM_FLOOR(w);
- return w;
-}
-
-// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
-// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
-// Note that only CalcItemWidth() is publicly exposed.
-// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
-ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
-
- ImVec2 region_max;
- if (size.x < 0.0f || size.y < 0.0f)
- region_max = GetContentRegionMaxAbs();
-
- if (size.x == 0.0f)
- size.x = default_w;
- else if (size.x < 0.0f)
- size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
-
- if (size.y == 0.0f)
- size.y = default_h;
- else if (size.y < 0.0f)
- size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
-
- return size;
-}
-
-float ImGui::GetTextLineHeight()
-{
- ImGuiContext& g = *GImGui;
- return g.FontSize;
-}
-
-float ImGui::GetTextLineHeightWithSpacing()
-{
- ImGuiContext& g = *GImGui;
- return g.FontSize + g.Style.ItemSpacing.y;
-}
-
-float ImGui::GetFrameHeight()
-{
- ImGuiContext& g = *GImGui;
- return g.FontSize + g.Style.FramePadding.y * 2.0f;
-}
-
-float ImGui::GetFrameHeightWithSpacing()
-{
- ImGuiContext& g = *GImGui;
- return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
-}
-
-// 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!
-
-// FIXME: This is in window space (not screen space!).
-ImVec2 ImGui::GetContentRegionMax()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImVec2 mx = window->ContentRegionRect.Max - window->Pos;
- if (window->DC.CurrentColumns || g.CurrentTable)
- mx.x = window->WorkRect.Max.x - window->Pos.x;
- return mx;
-}
-
-// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
-ImVec2 ImGui::GetContentRegionMaxAbs()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImVec2 mx = window->ContentRegionRect.Max;
- if (window->DC.CurrentColumns || g.CurrentTable)
- mx.x = window->WorkRect.Max.x;
- return mx;
-}
-
-ImVec2 ImGui::GetContentRegionAvail()
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return GetContentRegionMaxAbs() - window->DC.CursorPos;
-}
-
-// In window space (not screen space!)
-ImVec2 ImGui::GetWindowContentRegionMin()
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->ContentRegionRect.Min - window->Pos;
-}
-
-ImVec2 ImGui::GetWindowContentRegionMax()
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->ContentRegionRect.Max - window->Pos;
-}
-
-float ImGui::GetWindowContentRegionWidth()
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->ContentRegionRect.GetWidth();
-}
-
-// 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.)
-// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
-void ImGui::BeginGroup()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- g.GroupStack.resize(g.GroupStack.Size + 1);
- ImGuiGroupData& group_data = g.GroupStack.back();
- group_data.WindowID = window->ID;
- group_data.BackupCursorPos = window->DC.CursorPos;
- group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
- group_data.BackupIndent = window->DC.Indent;
- group_data.BackupGroupOffset = window->DC.GroupOffset;
- group_data.BackupCurrLineSize = window->DC.CurrLineSize;
- group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
- group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
- group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
- group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
- group_data.EmitItem = true;
-
- window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
- window->DC.Indent = window->DC.GroupOffset;
- window->DC.CursorMaxPos = window->DC.CursorPos;
- window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
- if (g.LogEnabled)
- g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
-}
-
-void ImGui::EndGroup()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
-
- ImGuiGroupData& group_data = g.GroupStack.back();
- IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
-
- ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
-
- window->DC.CursorPos = group_data.BackupCursorPos;
- window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
- window->DC.Indent = group_data.BackupIndent;
- window->DC.GroupOffset = group_data.BackupGroupOffset;
- window->DC.CurrLineSize = group_data.BackupCurrLineSize;
- window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
- if (g.LogEnabled)
- g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
-
- if (!group_data.EmitItem)
- {
- g.GroupStack.pop_back();
- return;
- }
-
- 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.
- ItemSize(group_bb.GetSize());
- ItemAdd(group_bb, 0);
-
- // 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.
- // 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.
- // Also if you grep for LastItemId you'll notice it is only used in that context.
- // (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.)
- const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
- const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
- if (group_contains_curr_active_id)
- window->DC.LastItemId = g.ActiveId;
- else if (group_contains_prev_active_id)
- window->DC.LastItemId = g.ActiveIdPreviousFrame;
- window->DC.LastItemRect = group_bb;
-
- // Forward Hovered flag
- const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
- if (group_contains_curr_hovered_id)
- window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
-
- // Forward Edited flag
- if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
- window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;
-
- // Forward Deactivated flag
- window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
- if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
- window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated;
-
- g.GroupStack.pop_back();
- //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug]
-}
-
-
-//-----------------------------------------------------------------------------
-// [SECTION] SCROLLING
-//-----------------------------------------------------------------------------
-
-// Helper to snap on edges when aiming at an item very close to the edge,
-// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
-// When we refactor the scrolling API this may be configurable with a flag?
-// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
-static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
-{
- if (target <= snap_min + snap_threshold)
- return ImLerp(snap_min, target, center_ratio);
- if (target >= snap_max - snap_threshold)
- return ImLerp(target, snap_max, center_ratio);
- return target;
-}
-
-static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
-{
- ImVec2 scroll = window->Scroll;
- if (window->ScrollTarget.x < FLT_MAX)
- {
- float center_x_ratio = window->ScrollTargetCenterRatio.x;
- float scroll_target_x = window->ScrollTarget.x;
- float snap_x_min = 0.0f;
- float snap_x_max = window->ScrollMax.x + window->Size.x;
- if (window->ScrollTargetEdgeSnapDist.x > 0.0f)
- scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio);
- scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - window->ScrollbarSizes.x);
- }
- if (window->ScrollTarget.y < FLT_MAX)
- {
- float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
- float center_y_ratio = window->ScrollTargetCenterRatio.y;
- float scroll_target_y = window->ScrollTarget.y;
- float snap_y_min = 0.0f;
- float snap_y_max = window->ScrollMax.y + window->Size.y - decoration_up_height;
- if (window->ScrollTargetEdgeSnapDist.y > 0.0f)
- scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio);
- scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height);
- }
- scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f));
- scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f));
- if (!window->Collapsed && !window->SkipItems)
- {
- scroll.x = ImMin(scroll.x, window->ScrollMax.x);
- scroll.y = ImMin(scroll.y, window->ScrollMax.y);
- }
- return scroll;
-}
-
-// Scroll to keep newly navigated item fully into view
-ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
-{
- ImGuiContext& g = *GImGui;
- ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
- //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
-
- ImVec2 delta_scroll;
- if (!window_rect.Contains(item_rect))
- {
- if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
- SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x - g.Style.ItemSpacing.x, 0.0f);
- else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
- SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
- if (item_rect.Min.y < window_rect.Min.y)
- SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
- else if (item_rect.Max.y >= window_rect.Max.y)
- SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
-
- ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
- delta_scroll = next_scroll - window->Scroll;
- }
-
- // Also scroll parent window to keep us into view if necessary
- if (window->Flags & ImGuiWindowFlags_ChildWindow)
- delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll));
-
- return delta_scroll;
-}
-
-float ImGui::GetScrollX()
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->Scroll.x;
-}
-
-float ImGui::GetScrollY()
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->Scroll.y;
-}
-
-float ImGui::GetScrollMaxX()
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->ScrollMax.x;
-}
-
-float ImGui::GetScrollMaxY()
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->ScrollMax.y;
-}
-
-void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
-{
- window->ScrollTarget.x = scroll_x;
- window->ScrollTargetCenterRatio.x = 0.0f;
- window->ScrollTargetEdgeSnapDist.x = 0.0f;
-}
-
-void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
-{
- window->ScrollTarget.y = scroll_y;
- window->ScrollTargetCenterRatio.y = 0.0f;
- window->ScrollTargetEdgeSnapDist.y = 0.0f;
-}
-
-void ImGui::SetScrollX(float scroll_x)
-{
- ImGuiContext& g = *GImGui;
- SetScrollX(g.CurrentWindow, scroll_x);
-}
-
-void ImGui::SetScrollY(float scroll_y)
-{
- ImGuiContext& g = *GImGui;
- SetScrollY(g.CurrentWindow, scroll_y);
-}
-
-// Note that a local position will vary depending on initial scroll value,
-// This is a little bit confusing so bear with us:
-// - local_pos = (absolution_pos - window->Pos)
-// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
-// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
-// - They mostly exists because of legacy API.
-// Following the rules above, when trying to work with scrolling code, consider that:
-// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
-// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
-// 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
-void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
-{
- IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
- window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset
- window->ScrollTargetCenterRatio.x = center_x_ratio;
- window->ScrollTargetEdgeSnapDist.x = 0.0f;
-}
-
-void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
-{
- IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
- local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect
- window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset
- window->ScrollTargetCenterRatio.y = center_y_ratio;
- window->ScrollTargetEdgeSnapDist.y = 0.0f;
-}
-
-void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
-{
- ImGuiContext& g = *GImGui;
- SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
-}
-
-void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
-{
- ImGuiContext& g = *GImGui;
- SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
-}
-
-// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
-void ImGui::SetScrollHereX(float center_x_ratio)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- float spacing_x = g.Style.ItemSpacing.x;
- float target_pos_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio);
- SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
-
- // Tweak: snap on edges when aiming at an item very close to the edge
- window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
-}
-
-// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
-void ImGui::SetScrollHereY(float center_y_ratio)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- float spacing_y = g.Style.ItemSpacing.y;
- float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
- SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
-
- // Tweak: snap on edges when aiming at an item very close to the edge
- window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] TOOLTIPS
-//-----------------------------------------------------------------------------
-
-void ImGui::BeginTooltip()
-{
- BeginTooltipEx(ImGuiWindowFlags_None, ImGuiTooltipFlags_None);
-}
-
-void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags)
-{
- ImGuiContext& g = *GImGui;
-
- if (g.DragDropWithinSource || g.DragDropWithinTarget)
- {
- // 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)
- // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
- // 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.
- //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
- ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
- SetNextWindowPos(tooltip_pos);
- SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
- //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
- tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip;
- }
-
- char window_name[16];
- ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
- if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip)
- if (ImGuiWindow* window = FindWindowByName(window_name))
- if (window->Active)
- {
- // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
- window->Hidden = true;
- window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary?
- ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
- }
- ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;
- Begin(window_name, NULL, flags | extra_flags);
-}
-
-void ImGui::EndTooltip()
-{
- IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls
- End();
-}
-
-void ImGui::SetTooltipV(const char* fmt, va_list args)
-{
- BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip);
- TextV(fmt, args);
- EndTooltip();
-}
-
-void ImGui::SetTooltip(const char* fmt, ...)
-{
- va_list args;
- va_start(args, fmt);
- SetTooltipV(fmt, args);
- va_end(args);
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] POPUPS
-//-----------------------------------------------------------------------------
-
-// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
-bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
-{
- ImGuiContext& g = *GImGui;
- if (popup_flags & ImGuiPopupFlags_AnyPopupId)
- {
- // Return true if any popup is open at the current BeginPopup() level of the popup stack
- // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
- IM_ASSERT(id == 0);
- if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
- return g.OpenPopupStack.Size > 0;
- else
- return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
- }
- else
- {
- if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
- {
- // Return true if the popup is open anywhere in the popup stack
- for (int n = 0; n < g.OpenPopupStack.Size; n++)
- if (g.OpenPopupStack[n].PopupId == id)
- return true;
- return false;
- }
- else
- {
- // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
- return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
- }
- }
-}
-
-bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
-{
- ImGuiContext& g = *GImGui;
- ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
- if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
- IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
- return IsPopupOpen(id, popup_flags);
-}
-
-ImGuiWindow* ImGui::GetTopMostPopupModal()
-{
- ImGuiContext& g = *GImGui;
- for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
- if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
- if (popup->Flags & ImGuiWindowFlags_Modal)
- return popup;
- return NULL;
-}
-
-void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
-{
- ImGuiContext& g = *GImGui;
- OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags);
-}
-
-// Mark popup as open (toggle toward open state).
-// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
-// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
-// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
-void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* parent_window = g.CurrentWindow;
- const int current_stack_size = g.BeginPopupStack.Size;
-
- if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
- if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId))
- return;
-
- ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
- popup_ref.PopupId = id;
- popup_ref.Window = NULL;
- popup_ref.SourceWindow = g.NavWindow;
- popup_ref.OpenFrameCount = g.FrameCount;
- popup_ref.OpenParentId = parent_window->IDStack.back();
- popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
- popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
-
- IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id);
- if (g.OpenPopupStack.Size < current_stack_size + 1)
- {
- g.OpenPopupStack.push_back(popup_ref);
- }
- else
- {
- // 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
- // 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
- // 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.
- if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
- {
- g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
- }
- else
- {
- // Close child popups if any, then flag popup for open/reopen
- ClosePopupToLevel(current_stack_size, false);
- g.OpenPopupStack.push_back(popup_ref);
- }
-
- // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
- // This is equivalent to what ClosePopupToLevel() does.
- //if (g.OpenPopupStack[current_stack_size].PopupId == id)
- // FocusWindow(parent_window);
- }
-}
-
-// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
-// This function closes any popups that are over 'ref_window'.
-void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
-{
- ImGuiContext& g = *GImGui;
- if (g.OpenPopupStack.Size == 0)
- return;
-
- // Don't close our own child popup windows.
- int popup_count_to_keep = 0;
- if (ref_window)
- {
- // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
- for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
- {
- ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
- if (!popup.Window)
- continue;
- IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
- if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
- continue;
-
- // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
- // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
- // Window -> Popup1 -> Popup2 -> Popup3
- // - Each popups may contain child windows, which is why we compare ->RootWindow!
- // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
- bool ref_window_is_descendent_of_popup = false;
- for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
- if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
- if (popup_window->RootWindow == ref_window->RootWindow)
- {
- ref_window_is_descendent_of_popup = true;
- break;
- }
- if (!ref_window_is_descendent_of_popup)
- break;
- }
- }
- 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
- {
- IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep);
- ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
- }
-}
-
-void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
-{
- ImGuiContext& g = *GImGui;
- IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
- IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
-
- // Trim open popup stack
- ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow;
- ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
- g.OpenPopupStack.resize(remaining);
-
- if (restore_focus_to_window_under_popup)
- {
- if (focus_window && !focus_window->WasActive && popup_window)
- {
- // Fallback
- FocusTopMostWindowUnderOne(popup_window, NULL);
- }
- else
- {
- if (g.NavLayer == ImGuiNavLayer_Main && focus_window)
- focus_window = NavRestoreLastChildNavWindow(focus_window);
- FocusWindow(focus_window);
- }
- }
-}
-
-// Close the popup we have begin-ed into.
-void ImGui::CloseCurrentPopup()
-{
- ImGuiContext& g = *GImGui;
- int popup_idx = g.BeginPopupStack.Size - 1;
- if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
- return;
-
- // Closing a menu closes its top-most parent popup (unless a modal)
- while (popup_idx > 0)
- {
- ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
- ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
- bool close_parent = false;
- if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
- if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal))
- close_parent = true;
- if (!close_parent)
- break;
- popup_idx--;
- }
- IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
- ClosePopupToLevel(popup_idx, true);
-
- // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
- // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
- // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
- if (ImGuiWindow* window = g.NavWindow)
- window->DC.NavHideHighlightOneFrame = true;
-}
-
-// Attention! BeginPopup() adds default flags which BeginPopupEx()!
-bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
-{
- ImGuiContext& g = *GImGui;
- if (!IsPopupOpen(id, ImGuiPopupFlags_None))
- {
- g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
- return false;
- }
-
- char name[20];
- if (flags & ImGuiWindowFlags_ChildMenu)
- ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
- else
- ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
-
- flags |= ImGuiWindowFlags_Popup;
- bool is_open = Begin(name, NULL, flags);
- if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
- EndPopup();
-
- return is_open;
-}
-
-bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
-{
- ImGuiContext& g = *GImGui;
- if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
- {
- g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
- return false;
- }
- flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
- return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags);
-}
-
-// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
-// 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.
-bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- const ImGuiID id = window->GetID(name);
- if (!IsPopupOpen(id, ImGuiPopupFlags_None))
- {
- g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
- return false;
- }
-
- // Center modal windows by default for increased visibility
- // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
- // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
- if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
- {
- const ImGuiViewport* viewport = GetMainViewport();
- SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
- }
-
- flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse;
- const bool is_open = Begin(name, p_open, flags);
- if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
- {
- EndPopup();
- if (is_open)
- ClosePopupToLevel(g.BeginPopupStack.Size, true);
- return false;
- }
- return is_open;
-}
-
-void ImGui::EndPopup()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls
- IM_ASSERT(g.BeginPopupStack.Size > 0);
-
- // Make all menus and popups wrap around for now, may need to expose that policy.
- if (g.NavWindow == window)
- NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
-
- // Child-popups don't need to be laid out
- IM_ASSERT(g.WithinEndChild == false);
- if (window->Flags & ImGuiWindowFlags_ChildWindow)
- g.WithinEndChild = true;
- End();
- g.WithinEndChild = false;
-}
-
-// Helper to open a popup if mouse button is released over the item
-// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
-void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
- if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
- {
- ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
- IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
- OpenPopupEx(id, popup_flags);
- }
-}
-
-// This is a helper to handle the simplest case of associating one named popup to one given widget.
-// - You can pass a NULL str_id to use the identifier of the last item.
-// - You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
-// - This is essentially the same as calling OpenPopupOnItemClick() + BeginPopup() but written to avoid
-// computing the ID twice because BeginPopupContextXXX functions may be called very frequently.
-bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- if (window->SkipItems)
- return false;
- ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
- IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
- int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
- if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
- OpenPopupEx(id, popup_flags);
- return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
-}
-
-bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- if (!str_id)
- str_id = "window_context";
- ImGuiID id = window->GetID(str_id);
- int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
- if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
- if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
- OpenPopupEx(id, popup_flags);
- return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
-}
-
-bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- if (!str_id)
- str_id = "void_context";
- ImGuiID id = window->GetID(str_id);
- int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
- if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
- if (GetTopMostPopupModal() == NULL)
- OpenPopupEx(id, popup_flags);
- return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
-}
-
-// 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.)
-// 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.
-// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
-// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
-// this allows us to have tooltips/popups displayed out of the parent viewport.)
-ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
-{
- ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
- //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
- //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
-
- // Combo Box policy (we want a connecting edge)
- if (policy == ImGuiPopupPositionPolicy_ComboBox)
- {
- const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
- for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
- {
- const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
- if (n != -1 && dir == *last_dir) // Already tried this direction?
- continue;
- ImVec2 pos;
- if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default)
- if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
- if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
- if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
- if (!r_outer.Contains(ImRect(pos, pos + size)))
- continue;
- *last_dir = dir;
- return pos;
- }
- }
-
- // Tooltip and Default popup policy
- // (Always first try the direction we used on the last frame, if any)
- if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
- {
- const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
- for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
- {
- const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
- if (n != -1 && dir == *last_dir) // Already tried this direction?
- continue;
-
- 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);
- 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);
-
- // 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)
- if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
- continue;
- if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
- continue;
-
- ImVec2 pos;
- pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
- pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
-
- // Clamp top-left corner of popup
- pos.x = ImMax(pos.x, r_outer.Min.x);
- pos.y = ImMax(pos.y, r_outer.Min.y);
-
- *last_dir = dir;
- return pos;
- }
- }
-
- // Fallback when not enough room:
- *last_dir = ImGuiDir_None;
-
- // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
- if (policy == ImGuiPopupPositionPolicy_Tooltip)
- return ref_pos + ImVec2(2, 2);
-
- // Otherwise try to keep within display
- ImVec2 pos = ref_pos;
- pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
- pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
- return pos;
-}
-
-// Note that this is used for popups, which can overlap the non work-area of individual viewports.
-ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- IM_UNUSED(window);
- ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();
- ImVec2 padding = g.Style.DisplaySafeAreaPadding;
- r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
- return r_screen;
-}
-
-ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
-
- ImRect r_outer = GetWindowAllowedExtentRect(window);
- if (window->Flags & ImGuiWindowFlags_ChildMenu)
- {
- // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
- // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
- IM_ASSERT(g.CurrentWindow == window);
- ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
- float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
- ImRect r_avoid;
- if (parent_window->DC.MenuBarAppending)
- r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
- else
- 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);
- return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
- }
- if (window->Flags & ImGuiWindowFlags_Popup)
- {
- ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1);
- return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
- }
- if (window->Flags & ImGuiWindowFlags_Tooltip)
- {
- // Position tooltip (always follows mouse)
- float sc = g.Style.MouseCursorScale;
- ImVec2 ref_pos = NavCalcPreferredRefPos();
- ImRect r_avoid;
- if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
- r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
- else
- 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.
- return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
- }
- IM_ASSERT(0);
- return window->Pos;
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
-//-----------------------------------------------------------------------------
-
-// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked.
-void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.NavWindow != NULL);
- IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
- g.NavId = id;
- g.NavLayer = (ImGuiNavLayer)nav_layer;
- g.NavFocusScopeId = focus_scope_id;
- g.NavWindow->NavLastIds[nav_layer] = id;
- g.NavWindow->NavRectRel[nav_layer] = rect_rel;
- //g.NavDisableHighlight = false;
- //g.NavDisableMouseHover = g.NavMousePosDirty = true;
-}
-
-void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(id != 0);
-
- // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
- // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
- const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
- if (g.NavWindow != window)
- g.NavInitRequest = false;
- g.NavWindow = window;
- g.NavId = id;
- g.NavLayer = nav_layer;
- g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
- window->NavLastIds[nav_layer] = id;
- if (window->DC.LastItemId == id)
- window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
-
- if (g.ActiveIdSource == ImGuiInputSource_Nav)
- g.NavDisableMouseHover = true;
- else
- g.NavDisableHighlight = true;
-}
-
-ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
-{
- if (ImFabs(dx) > ImFabs(dy))
- return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
- return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
-}
-
-static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
-{
- if (a1 < b0)
- return a1 - b0;
- if (b1 < a0)
- return a0 - b1;
- return 0.0f;
-}
-
-static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)
-{
- if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
- {
- r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);
- r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);
- }
- else
- {
- r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);
- r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);
- }
-}
-
-// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
-static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (g.NavLayer != window->DC.NavLayerCurrent)
- return false;
-
- 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)
- g.NavScoringCount++;
-
- // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
- if (window->ParentWindow == g.NavWindow)
- {
- IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
- if (!window->ClipRect.Overlaps(cand))
- return false;
- cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
- }
-
- // 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)
- // For example, this ensure that items in one column are not reached when moving vertically from items in another column.
- NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
-
- // Compute distance between boxes
- // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
- float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
- 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
- if (dby != 0.0f && dbx != 0.0f)
- dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
- float dist_box = ImFabs(dbx) + ImFabs(dby);
-
- // 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)
- float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
- float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
- float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
-
- // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
- ImGuiDir quadrant;
- float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
- if (dbx != 0.0f || dby != 0.0f)
- {
- // For non-overlapping boxes, use distance between boxes
- dax = dbx;
- day = dby;
- dist_axial = dist_box;
- quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
- }
- else if (dcx != 0.0f || dcy != 0.0f)
- {
- // For overlapping boxes with different centers, use distance between centers
- dax = dcx;
- day = dcy;
- dist_axial = dist_center;
- quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
- }
- else
- {
- // 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)
- quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
- }
-
-#if IMGUI_DEBUG_NAV_SCORING
- char buf[128];
- if (IsMouseHoveringRect(cand.Min, cand.Max))
- {
- 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]);
- ImDrawList* draw_list = GetForegroundDrawList(window);
- draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
- draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
- draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150));
- draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
- }
- else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
- {
- if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; }
- if (quadrant == g.NavMoveDir)
- {
- ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
- ImDrawList* draw_list = GetForegroundDrawList(window);
- draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
- draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
- }
- }
-#endif
-
- // Is it in the quadrant we're interesting in moving to?
- bool new_best = false;
- if (quadrant == g.NavMoveDir)
- {
- // Does it beat the current best candidate?
- if (dist_box < result->DistBox)
- {
- result->DistBox = dist_box;
- result->DistCenter = dist_center;
- return true;
- }
- if (dist_box == result->DistBox)
- {
- // Try using distance between center points to break ties
- if (dist_center < result->DistCenter)
- {
- result->DistCenter = dist_center;
- new_best = true;
- }
- else if (dist_center == result->DistCenter)
- {
- // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
- // (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),
- // 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.
- if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
- new_best = true;
- }
- }
- }
-
- // 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
- // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
- // 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.
- // 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.
- // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
- if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match
- if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
- if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f))
- {
- result->DistAxial = dist_axial;
- new_best = true;
- }
-
- return new_best;
-}
-
-static void ImGui::NavApplyItemToResult(ImGuiNavMoveResult* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel)
-{
- result->Window = window;
- result->ID = id;
- result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
- result->RectRel = nav_bb_rel;
-}
-
-// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
-static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag.
- // return;
-
- const ImGuiItemFlags item_flags = window->DC.ItemFlags;
- const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
-
- // Process Init Request
- if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
- {
- // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
- if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0)
- {
- g.NavInitResultId = id;
- g.NavInitResultRectRel = nav_bb_rel;
- }
- if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
- {
- g.NavInitRequest = false; // Found a match, clear request
- NavUpdateAnyRequestFlag();
- }
- }
-
- // Process Move Request (scoring for navigation)
- // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
- if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
- {
- ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
-#if IMGUI_DEBUG_NAV_SCORING
- // [DEBUG] Score all items in NavWindow at all times
- if (!g.NavMoveRequest)
- g.NavMoveDir = g.NavMoveDirLast;
- bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest;
-#else
- bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb);
-#endif
- if (new_best)
- NavApplyItemToResult(result, window, id, nav_bb_rel);
-
- // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
- const float VISIBLE_RATIO = 0.70f;
- if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
- 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)
- if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb))
- NavApplyItemToResult(&g.NavMoveResultLocalVisibleSet, window, id, nav_bb_rel);
- }
-
- // Update window-relative bounding box of navigated item
- if (g.NavId == id)
- {
- g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
- g.NavLayer = window->DC.NavLayerCurrent;
- g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
- g.NavIdIsAlive = true;
- g.NavIdTabCounter = window->DC.FocusCounterTabStop;
- window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position)
- }
-}
-
-bool ImGui::NavMoveRequestButNoResultYet()
-{
- ImGuiContext& g = *GImGui;
- return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
-}
-
-void ImGui::NavMoveRequestCancel()
-{
- ImGuiContext& g = *GImGui;
- g.NavMoveRequest = false;
- NavUpdateAnyRequestFlag();
-}
-
-void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
- NavMoveRequestCancel();
- g.NavMoveDir = move_dir;
- g.NavMoveClipDir = clip_dir;
- g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
- g.NavMoveRequestFlags = move_flags;
- g.NavWindow->NavRectRel[g.NavLayer] = bb_rel;
-}
-
-void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags)
-{
- ImGuiContext& g = *GImGui;
-
- // Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
- // popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
- g.NavWrapRequestWindow = window;
- g.NavWrapRequestFlags = move_flags;
-}
-
-// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
-// This way we could find the last focused window among our children. It would be much less confusing this way?
-static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
-{
- ImGuiWindow* parent = nav_window;
- while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
- parent = parent->ParentWindow;
- if (parent && parent != nav_window)
- parent->NavLastChildNavWindow = nav_window;
-}
-
-// Restore the last focused child.
-// Call when we are expected to land on the Main Layer (0) after FocusWindow()
-static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
-{
- if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
- return window->NavLastChildNavWindow;
- return window;
-}
-
-void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
-{
- ImGuiContext& g = *GImGui;
- if (layer == ImGuiNavLayer_Main)
- g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);
- ImGuiWindow* window = g.NavWindow;
- if (window->NavLastIds[layer] != 0)
- {
- SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
- g.NavDisableHighlight = false;
- g.NavDisableMouseHover = g.NavMousePosDirty = true;
- }
- else
- {
- g.NavLayer = layer;
- NavInitWindow(window, true);
- }
-}
-
-static inline void ImGui::NavUpdateAnyRequestFlag()
-{
- ImGuiContext& g = *GImGui;
- g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
- if (g.NavAnyRequest)
- IM_ASSERT(g.NavWindow != NULL);
-}
-
-// This needs to be called before we submit any widget (aka in or before Begin)
-void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(window == g.NavWindow);
- bool init_for_nav = false;
- if (!(window->Flags & ImGuiWindowFlags_NoNavInputs))
- if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
- init_for_nav = true;
- IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
- if (init_for_nav)
- {
- SetNavID(0, g.NavLayer, 0, ImRect());
- g.NavInitRequest = true;
- g.NavInitRequestFromMove = false;
- g.NavInitResultId = 0;
- g.NavInitResultRectRel = ImRect();
- NavUpdateAnyRequestFlag();
- }
- else
- {
- g.NavId = window->NavLastIds[0];
- g.NavFocusScopeId = 0;
- }
-}
-
-static ImVec2 ImGui::NavCalcPreferredRefPos()
-{
- ImGuiContext& g = *GImGui;
- if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
- {
- // Mouse (we need a fallback in case the mouse becomes invalid after being used)
- if (IsMousePosValid(&g.IO.MousePos))
- return g.IO.MousePos;
- return g.LastValidMousePos;
- }
- else
- {
- // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item.
- const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
- ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
- ImGuiViewport* viewport = GetMainViewport();
- 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.
- }
-}
-
-float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
-{
- ImGuiContext& g = *GImGui;
- if (mode == ImGuiInputReadMode_Down)
- return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user)
-
- const float t = g.IO.NavInputsDownDuration[n];
- if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input.
- return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);
- if (t < 0.0f)
- return 0.0f;
- if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input.
- return (t == 0.0f) ? 1.0f : 0.0f;
- if (mode == ImGuiInputReadMode_Repeat)
- return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f);
- if (mode == ImGuiInputReadMode_RepeatSlow)
- return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f);
- if (mode == ImGuiInputReadMode_RepeatFast)
- return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f);
- return 0.0f;
-}
-
-ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
-{
- ImVec2 delta(0.0f, 0.0f);
- if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
- delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode));
- if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
- delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode));
- if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
- delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode));
- if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow))
- delta *= slow_factor;
- if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast))
- delta *= fast_factor;
- return delta;
-}
-
-static void ImGui::NavUpdate()
-{
- ImGuiContext& g = *GImGui;
- ImGuiIO& io = g.IO;
-
- io.WantSetMousePos = false;
- g.NavWrapRequestWindow = NULL;
- g.NavWrapRequestFlags = ImGuiNavMoveFlags_None;
-#if 0
- if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
-#endif
-
- // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
- // (do it before we map Keyboard input!)
- bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
- bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
- if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad)
- {
- if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f
- || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f)
- g.NavInputSource = ImGuiInputSource_Gamepad;
- }
-
- // Update Keyboard->Nav inputs mapping
- if (nav_keyboard_active)
- {
- #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0)
- NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate );
- NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input );
- NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel );
- NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ );
- NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);
- NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ );
- NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );
- if (io.KeyCtrl)
- io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
- if (io.KeyShift)
- io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
- if (io.KeyAlt && !io.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu.
- io.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
- #undef NAV_MAP_KEY
- }
- memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration));
- for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++)
- io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f;
-
- // Process navigation init request (select first/default focus)
- if (g.NavInitResultId != 0)
- NavUpdateInitResult();
- g.NavInitRequest = false;
- g.NavInitRequestFromMove = false;
- g.NavInitResultId = 0;
- g.NavJustMovedToId = 0;
-
- // Process navigation move request
- if (g.NavMoveRequest)
- NavUpdateMoveResult();
-
- // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame
- if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
- {
- IM_ASSERT(g.NavMoveRequest);
- if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
- g.NavDisableHighlight = false;
- g.NavMoveRequestForward = ImGuiNavForward_None;
- }
-
- // Apply application mouse position movement, after we had a chance to process move request result.
- if (g.NavMousePosDirty && g.NavIdIsAlive)
- {
- // Set mouse position given our knowledge of the navigated item position from last frame
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
- if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
- {
- io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
- io.WantSetMousePos = true;
- }
- g.NavMousePosDirty = false;
- }
- g.NavIdIsAlive = false;
- g.NavJustTabbedId = 0;
- IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
-
- // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0
- if (g.NavWindow)
- NavSaveLastChildNavWindowIntoParent(g.NavWindow);
- if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
- g.NavWindow->NavLastChildNavWindow = NULL;
-
- // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
- NavUpdateWindowing();
-
- // Set output flags for user application
- io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
- io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
-
- // Process NavCancel input (to close a popup, get back to parent, clear focus)
- if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
- {
- IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n");
- if (g.ActiveId != 0)
- {
- if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel))
- ClearActiveID();
- }
- else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
- {
- // Exit child window
- ImGuiWindow* child_window = g.NavWindow;
- ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
- IM_ASSERT(child_window->ChildId != 0);
- ImRect child_rect = child_window->Rect();
- FocusWindow(parent_window);
- SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, ImRect(child_rect.Min - parent_window->Pos, child_rect.Max - parent_window->Pos));
- }
- else if (g.OpenPopupStack.Size > 0)
- {
- // Close open popup/menu
- if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
- ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
- }
- else if (g.NavLayer != ImGuiNavLayer_Main)
- {
- // Leave the "menu" layer
- NavRestoreLayer(ImGuiNavLayer_Main);
- }
- else
- {
- // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
- if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
- g.NavWindow->NavLastIds[0] = 0;
- g.NavId = g.NavFocusScopeId = 0;
- }
- }
-
- // Process manual activation request
- g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
- if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
- {
- bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
- bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
- if (g.ActiveId == 0 && activate_pressed)
- g.NavActivateId = g.NavId;
- if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
- g.NavActivateDownId = g.NavId;
- if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
- g.NavActivatePressedId = g.NavId;
- if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
- g.NavInputId = g.NavId;
- }
- if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
- g.NavDisableHighlight = true;
- if (g.NavActivateId != 0)
- IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
- g.NavMoveRequest = false;
-
- // Process programmatic activation request
- if (g.NavNextActivateId != 0)
- g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
- g.NavNextActivateId = 0;
-
- // Initiate directional inputs request
- if (g.NavMoveRequestForward == ImGuiNavForward_None)
- {
- g.NavMoveDir = ImGuiDir_None;
- g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
- if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
- {
- const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;
- if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; }
- if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; }
- if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; }
- if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; }
- }
- g.NavMoveClipDir = g.NavMoveDir;
- }
- else
- {
- // 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)
- // (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
- IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
- IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);
- IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
- g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
- }
-
- // Update PageUp/PageDown/Home/End scroll
- // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
- float nav_scoring_rect_offset_y = 0.0f;
- if (nav_keyboard_active)
- nav_scoring_rect_offset_y = NavUpdatePageUpPageDown();
-
- // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
- if (g.NavMoveDir != ImGuiDir_None)
- {
- g.NavMoveRequest = true;
- g.NavMoveRequestKeyMods = io.KeyMods;
- g.NavMoveDirLast = g.NavMoveDir;
- }
- if (g.NavMoveRequest && g.NavId == 0)
- {
- IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
- g.NavInitRequest = g.NavInitRequestFromMove = true;
- // Reassigning with same value, we're being explicit here.
- g.NavInitResultId = 0; // -V1048
- g.NavDisableHighlight = false;
- }
- NavUpdateAnyRequestFlag();
-
- // Scrolling
- if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
- {
- // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
- ImGuiWindow* window = g.NavWindow;
- const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
- if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
- {
- if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
- SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
- if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
- SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
- }
-
- // *Normal* Manual scroll with NavScrollXXX keys
- // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
- ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);
- if (scroll_dir.x != 0.0f && window->ScrollbarX)
- SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
- if (scroll_dir.y != 0.0f)
- SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
- }
-
- // Reset search results
- g.NavMoveResultLocal.Clear();
- g.NavMoveResultLocalVisibleSet.Clear();
- g.NavMoveResultOther.Clear();
-
- // When using gamepad, we project the reference nav bounding box into window visible area.
- // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
- // (can't focus a visible object like we can with the mouse).
- if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main)
- {
- ImGuiWindow* window = g.NavWindow;
- ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
- if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
- {
- IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n");
- float pad = window->CalcFontSize() * 0.5f;
- 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
- window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel);
- g.NavId = g.NavFocusScopeId = 0;
- }
- }
-
- // 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)
- ImRect nav_rect_rel = g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted() ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
- g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0, 0, 0, 0);
- g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
- g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);
- g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;
- IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
- //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
- g.NavScoringCount = 0;
-#if IMGUI_DEBUG_NAV_RECTS
- if (g.NavWindow)
- {
- ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
- 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]
- 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); }
- }
-#endif
-}
-
-static void ImGui::NavUpdateInitResult()
-{
- // 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)
- ImGuiContext& g = *GImGui;
- if (!g.NavWindow)
- return;
-
- // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
- IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
- SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
- if (g.NavInitRequestFromMove)
- {
- g.NavDisableHighlight = false;
- g.NavDisableMouseHover = g.NavMousePosDirty = true;
- }
-}
-
-// Apply result from previous frame navigation directional move request
-static void ImGui::NavUpdateMoveResult()
-{
- ImGuiContext& g = *GImGui;
- if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
- {
- // 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)
- if (g.NavId != 0)
- {
- g.NavDisableHighlight = false;
- g.NavDisableMouseHover = true;
- }
- return;
- }
-
- // Select which result to use
- ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
-
- // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
- if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
- if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId)
- result = &g.NavMoveResultLocalVisibleSet;
-
- // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
- if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
- if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
- result = &g.NavMoveResultOther;
- IM_ASSERT(g.NavWindow && result->Window);
-
- // Scroll to keep newly navigated item fully into view.
- if (g.NavLayer == ImGuiNavLayer_Main)
- {
- ImVec2 delta_scroll;
- if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge)
- {
- float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
- delta_scroll.y = result->Window->Scroll.y - scroll_target;
- SetScrollY(result->Window, scroll_target);
- }
- else
- {
- ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
- delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs);
- }
-
- // Offset our result position so mouse position can be applied immediately after in NavUpdate()
- result->RectRel.TranslateX(-delta_scroll.x);
- result->RectRel.TranslateY(-delta_scroll.y);
- }
-
- ClearActiveID();
- g.NavWindow = result->Window;
- if (g.NavId != result->ID)
- {
- // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
- g.NavJustMovedToId = result->ID;
- g.NavJustMovedToFocusScopeId = result->FocusScopeId;
- g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods;
- }
- IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
- SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
- g.NavDisableHighlight = false;
- g.NavDisableMouseHover = g.NavMousePosDirty = true;
-}
-
-// Handle PageUp/PageDown/Home/End keys
-static float ImGui::NavUpdatePageUpPageDown()
-{
- ImGuiContext& g = *GImGui;
- ImGuiIO& io = g.IO;
-
- if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL)
- return 0.0f;
- if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main)
- return 0.0f;
-
- ImGuiWindow* window = g.NavWindow;
- const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp);
- const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
- const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home);
- const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End);
- if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed
- {
- if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
- {
- // Fallback manual-scroll when window has no navigable item
- if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
- SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
- else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
- SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
- else if (home_pressed)
- SetScrollY(window, 0.0f);
- else if (end_pressed)
- SetScrollY(window, window->ScrollMax.y);
- }
- else
- {
- ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
- const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
- float nav_scoring_rect_offset_y = 0.0f;
- if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
- {
- nav_scoring_rect_offset_y = -page_offset_y;
- 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)
- g.NavMoveClipDir = ImGuiDir_Up;
- g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
- }
- else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
- {
- nav_scoring_rect_offset_y = +page_offset_y;
- 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)
- g.NavMoveClipDir = ImGuiDir_Down;
- g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
- }
- else if (home_pressed)
- {
- // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
- // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result.
- // Preserve current horizontal position if we have any.
- nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y;
- if (nav_rect_rel.IsInverted())
- nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
- g.NavMoveDir = ImGuiDir_Down;
- g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
- }
- else if (end_pressed)
- {
- nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y;
- if (nav_rect_rel.IsInverted())
- nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
- g.NavMoveDir = ImGuiDir_Up;
- g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
- }
- return nav_scoring_rect_offset_y;
- }
- }
- return 0.0f;
-}
-
-static void ImGui::NavEndFrame()
-{
- ImGuiContext& g = *GImGui;
-
- // Show CTRL+TAB list window
- if (g.NavWindowingTarget != NULL)
- NavUpdateWindowingOverlay();
-
- // Perform wrap-around in menus
- ImGuiWindow* window = g.NavWrapRequestWindow;
- ImGuiNavMoveFlags move_flags = g.NavWrapRequestFlags;
- if (window != NULL && g.NavWindow == window && NavMoveRequestButNoResultYet() && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == ImGuiNavLayer_Main)
- {
- IM_ASSERT(move_flags != 0); // No points calling this with no wrapping
- ImRect bb_rel = window->NavRectRel[0];
-
- ImGuiDir clip_dir = g.NavMoveDir;
- if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
- {
- bb_rel.Min.x = bb_rel.Max.x =
- ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x;
- if (move_flags & ImGuiNavMoveFlags_WrapX)
- {
- bb_rel.TranslateY(-bb_rel.GetHeight());
- clip_dir = ImGuiDir_Up;
- }
- NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
- }
- if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
- {
- bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x;
- if (move_flags & ImGuiNavMoveFlags_WrapX)
- {
- bb_rel.TranslateY(+bb_rel.GetHeight());
- clip_dir = ImGuiDir_Down;
- }
- NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
- }
- if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
- {
- bb_rel.Min.y = bb_rel.Max.y =
- ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y;
- if (move_flags & ImGuiNavMoveFlags_WrapY)
- {
- bb_rel.TranslateX(-bb_rel.GetWidth());
- clip_dir = ImGuiDir_Left;
- }
- NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
- }
- if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
- {
- bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y;
- if (move_flags & ImGuiNavMoveFlags_WrapY)
- {
- bb_rel.TranslateX(+bb_rel.GetWidth());
- clip_dir = ImGuiDir_Right;
- }
- NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
- }
- }
-}
-
-static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
-{
- ImGuiContext& g = *GImGui;
- for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
- if (g.WindowsFocusOrder[i] == window)
- return i;
- return -1;
-}
-
-static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
-{
- ImGuiContext& g = *GImGui;
- for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
- if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
- return g.WindowsFocusOrder[i];
- return NULL;
-}
-
-static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.NavWindowingTarget);
- if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
- return;
-
- const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
- ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
- if (!window_target)
- window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
- if (window_target) // Don't reset windowing target if there's a single window in the list
- g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
- g.NavWindowingToggleLayer = false;
-}
-
-// Windowing management mode
-// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
-// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
-static void ImGui::NavUpdateWindowing()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* apply_focus_window = NULL;
- bool apply_toggle_layer = false;
-
- ImGuiWindow* modal_window = GetTopMostPopupModal();
- bool allow_windowing = (modal_window == NULL);
- if (!allow_windowing)
- g.NavWindowingTarget = NULL;
-
- // Fade out
- if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
- {
- g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f);
- if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
- g.NavWindowingTargetAnim = NULL;
- }
-
- // Start CTRL-TAB or Square+L/R window selection
- bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
- bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
- if (start_windowing_with_gamepad || start_windowing_with_keyboard)
- if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
- {
- g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop
- g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
- g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
- g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
- }
-
- // Gamepad update
- g.NavWindowingTimer += g.IO.DeltaTime;
- if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
- {
- // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
- g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
-
- // Select window to focus
- const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
- if (focus_change_dir != 0)
- {
- NavUpdateWindowingHighlightWindow(focus_change_dir);
- g.NavWindowingHighlightAlpha = 1.0f;
- }
-
- // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
- if (!IsNavInputDown(ImGuiNavInput_Menu))
- {
- g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
- if (g.NavWindowingToggleLayer && g.NavWindow)
- apply_toggle_layer = true;
- else if (!g.NavWindowingToggleLayer)
- apply_focus_window = g.NavWindowingTarget;
- g.NavWindowingTarget = NULL;
- }
- }
-
- // Keyboard: Focus
- if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
- {
- // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
- g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
- if (IsKeyPressedMap(ImGuiKey_Tab, true))
- NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
- if (!g.IO.KeyCtrl)
- apply_focus_window = g.NavWindowingTarget;
- }
-
- // Keyboard: Press and Release ALT to toggle menu layer
- // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of backend clearing releases all keys on ALT-TAB
- if (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed))
- g.NavWindowingToggleLayer = true;
- if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
- if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))
- apply_toggle_layer = true;
-
- // Move window
- if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
- {
- ImVec2 move_delta;
- if (g.NavInputSource == ImGuiInputSource_Keyboard && !g.IO.KeyShift)
- move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
- if (g.NavInputSource == ImGuiInputSource_Gamepad)
- move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
- if (move_delta.x != 0.0f || move_delta.y != 0.0f)
- {
- const float NAV_MOVE_SPEED = 800.0f;
- const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well
- ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
- SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always);
- MarkIniSettingsDirty(moving_window);
- g.NavDisableMouseHover = true;
- }
- }
-
- // Apply final focus
- if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
- {
- ClearActiveID();
- g.NavDisableHighlight = false;
- g.NavDisableMouseHover = true;
- apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
- ClosePopupsOverWindow(apply_focus_window, false);
- FocusWindow(apply_focus_window);
- if (apply_focus_window->NavLastIds[0] == 0)
- NavInitWindow(apply_focus_window, false);
-
- // If the window only has a menu layer, select it directly
- if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu))
- g.NavLayer = ImGuiNavLayer_Menu;
- }
- if (apply_focus_window)
- g.NavWindowingTarget = NULL;
-
- // Apply menu/layer toggle
- if (apply_toggle_layer && g.NavWindow)
- {
- // Move to parent menu if necessary
- ImGuiWindow* new_nav_window = g.NavWindow;
- while (new_nav_window->ParentWindow
- && (new_nav_window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
- && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
- && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
- new_nav_window = new_nav_window->ParentWindow;
- if (new_nav_window != g.NavWindow)
- {
- ImGuiWindow* old_nav_window = g.NavWindow;
- FocusWindow(new_nav_window);
- new_nav_window->NavLastChildNavWindow = old_nav_window;
- }
- g.NavDisableHighlight = false;
- g.NavDisableMouseHover = true;
-
- // Reinitialize navigation when entering menu bar with the Alt key.
- const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
- if (new_nav_layer == ImGuiNavLayer_Menu)
- g.NavWindow->NavLastIds[new_nav_layer] = 0;
- NavRestoreLayer(new_nav_layer);
- }
-}
-
-// Window has already passed the IsWindowNavFocusable()
-static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
-{
- if (window->Flags & ImGuiWindowFlags_Popup)
- return "(Popup)";
- if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
- return "(Main menu bar)";
- return "(Untitled)";
-}
-
-// Overlay displayed when using CTRL+TAB. Called by EndFrame().
-void ImGui::NavUpdateWindowingOverlay()
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.NavWindowingTarget != NULL);
-
- if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
- return;
-
- if (g.NavWindowingListWindow == NULL)
- g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
- const ImGuiViewport* viewport = GetMainViewport();
- SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
- SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
- PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
- Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
- for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
- {
- ImGuiWindow* window = g.WindowsFocusOrder[n];
- if (!IsWindowNavFocusable(window))
- continue;
- const char* label = window->Name;
- if (label == FindRenderedTextEnd(label))
- label = GetFallbackWindowNameForWindowingList(window);
- Selectable(label, g.NavWindowingTarget == window);
- }
- End();
- PopStyleVar();
-}
-
-
-//-----------------------------------------------------------------------------
-// [SECTION] DRAG AND DROP
-//-----------------------------------------------------------------------------
-
-void ImGui::ClearDragDrop()
-{
- ImGuiContext& g = *GImGui;
- g.DragDropActive = false;
- g.DragDropPayload.Clear();
- g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
- g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
- g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
- g.DragDropAcceptFrameCount = -1;
-
- g.DragDropPayloadBufHeap.clear();
- memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
-}
-
-// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
-// If the item has an identifier:
-// - This assume/require the item to be activated (typically via ButtonBehavior).
-// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
-// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
-// If the item has no identifier:
-// - Currently always assume left mouse button.
-bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
- // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
- ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
-
- bool source_drag_active = false;
- ImGuiID source_id = 0;
- ImGuiID source_parent_id = 0;
- if (!(flags & ImGuiDragDropFlags_SourceExtern))
- {
- source_id = window->DC.LastItemId;
- if (source_id != 0)
- {
- // Common path: items with ID
- if (g.ActiveId != source_id)
- return false;
- if (g.ActiveIdMouseButton != -1)
- mouse_button = g.ActiveIdMouseButton;
- if (g.IO.MouseDown[mouse_button] == false)
- return false;
- g.ActiveIdAllowOverlap = false;
- }
- else
- {
- // Uncommon path: items without ID
- if (g.IO.MouseDown[mouse_button] == false)
- return false;
-
- // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
- // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride.
- if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
- {
- IM_ASSERT(0);
- return false;
- }
-
- // Early out
- if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
- return false;
-
- // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image()
- // We build a throwaway ID based on current ID stack + relative AABB of items in window.
- // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
- // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
- source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect);
- bool is_hovered = ItemHoverable(window->DC.LastItemRect, source_id);
- if (is_hovered && g.IO.MouseClicked[mouse_button])
- {
- SetActiveID(source_id, window);
- FocusWindow(window);
- }
- if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
- g.ActiveIdAllowOverlap = is_hovered;
- }
- if (g.ActiveId != source_id)
- return false;
- source_parent_id = window->IDStack.back();
- source_drag_active = IsMouseDragging(mouse_button);
-
- // Disable navigation and key inputs while dragging
- g.ActiveIdUsingNavDirMask = ~(ImU32)0;
- g.ActiveIdUsingNavInputMask = ~(ImU32)0;
- g.ActiveIdUsingKeyInputMask = ~(ImU64)0;
- }
- else
- {
- window = NULL;
- source_id = ImHashStr("#SourceExtern");
- source_drag_active = true;
- }
-
- if (source_drag_active)
- {
- if (!g.DragDropActive)
- {
- IM_ASSERT(source_id != 0);
- ClearDragDrop();
- ImGuiPayload& payload = g.DragDropPayload;
- payload.SourceId = source_id;
- payload.SourceParentId = source_parent_id;
- g.DragDropActive = true;
- g.DragDropSourceFlags = flags;
- g.DragDropMouseButton = mouse_button;
- if (payload.SourceId == g.ActiveId)
- g.ActiveIdNoClearOnFocusLoss = true;
- }
- g.DragDropSourceFrameCount = g.FrameCount;
- g.DragDropWithinSource = true;
-
- if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
- {
- // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
- // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
- BeginTooltip();
- if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
- {
- ImGuiWindow* tooltip_window = g.CurrentWindow;
- tooltip_window->SkipItems = true;
- tooltip_window->HiddenFramesCanSkipItems = 1;
- }
- }
-
- if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
- window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
-
- return true;
- }
- return false;
-}
-
-void ImGui::EndDragDropSource()
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.DragDropActive);
- IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
-
- if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
- EndTooltip();
-
- // Discard the drag if have not called SetDragDropPayload()
- if (g.DragDropPayload.DataFrameCount == -1)
- ClearDragDrop();
- g.DragDropWithinSource = false;
-}
-
-// Use 'cond' to choose to submit payload on drag start or every frame
-bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
-{
- ImGuiContext& g = *GImGui;
- ImGuiPayload& payload = g.DragDropPayload;
- if (cond == 0)
- cond = ImGuiCond_Always;
-
- IM_ASSERT(type != NULL);
- IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
- IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
- IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
- IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource()
-
- if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
- {
- // Copy payload
- ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
- g.DragDropPayloadBufHeap.resize(0);
- if (data_size > sizeof(g.DragDropPayloadBufLocal))
- {
- // Store in heap
- g.DragDropPayloadBufHeap.resize((int)data_size);
- payload.Data = g.DragDropPayloadBufHeap.Data;
- memcpy(payload.Data, data, data_size);
- }
- else if (data_size > 0)
- {
- // Store locally
- memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
- payload.Data = g.DragDropPayloadBufLocal;
- memcpy(payload.Data, data, data_size);
- }
- else
- {
- payload.Data = NULL;
- }
- payload.DataSize = (int)data_size;
- }
- payload.DataFrameCount = g.FrameCount;
-
- return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
-}
-
-bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- if (!g.DragDropActive)
- return false;
-
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
- if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
- return false;
- IM_ASSERT(id != 0);
- if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
- return false;
- if (window->SkipItems)
- return false;
-
- IM_ASSERT(g.DragDropWithinTarget == false);
- g.DragDropTargetRect = bb;
- g.DragDropTargetId = id;
- g.DragDropWithinTarget = true;
- return true;
-}
-
-// We don't use BeginDragDropTargetCustom() and duplicate its code because:
-// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
-// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
-// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
-bool ImGui::BeginDragDropTarget()
-{
- ImGuiContext& g = *GImGui;
- if (!g.DragDropActive)
- return false;
-
- ImGuiWindow* window = g.CurrentWindow;
- if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
- return false;
- ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
- if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
- return false;
-
- const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect;
- ImGuiID id = window->DC.LastItemId;
- if (id == 0)
- id = window->GetIDFromRectangle(display_rect);
- if (g.DragDropPayload.SourceId == id)
- return false;
-
- IM_ASSERT(g.DragDropWithinTarget == false);
- g.DragDropTargetRect = display_rect;
- g.DragDropTargetId = id;
- g.DragDropWithinTarget = true;
- return true;
-}
-
-bool ImGui::IsDragDropPayloadBeingAccepted()
-{
- ImGuiContext& g = *GImGui;
- return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
-}
-
-const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiPayload& payload = g.DragDropPayload;
- IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
- IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ?
- if (type != NULL && !payload.IsDataType(type))
- return NULL;
-
- // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
- // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
- const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
- ImRect r = g.DragDropTargetRect;
- float r_surface = r.GetWidth() * r.GetHeight();
- if (r_surface <= g.DragDropAcceptIdCurrRectSurface)
- {
- g.DragDropAcceptFlags = flags;
- g.DragDropAcceptIdCurr = g.DragDropTargetId;
- g.DragDropAcceptIdCurrRectSurface = r_surface;
- }
-
- // Render default drop visuals
- payload.Preview = was_accepted_previously;
- flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame)
- if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
- {
- // FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
- r.Expand(3.5f);
- bool push_clip_rect = !window->ClipRect.Contains(r);
- if (push_clip_rect) window->DrawList->PushClipRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1));
- window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f);
- if (push_clip_rect) window->DrawList->PopClipRect();
- }
-
- g.DragDropAcceptFrameCount = g.FrameCount;
- payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
- if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
- return NULL;
-
- return &payload;
-}
-
-const ImGuiPayload* ImGui::GetDragDropPayload()
-{
- ImGuiContext& g = *GImGui;
- return g.DragDropActive ? &g.DragDropPayload : NULL;
-}
-
-// We don't really use/need this now, but added it for the sake of consistency and because we might need it later.
-void ImGui::EndDragDropTarget()
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.DragDropActive);
- IM_ASSERT(g.DragDropWithinTarget);
- g.DragDropWithinTarget = false;
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] LOGGING/CAPTURING
-//-----------------------------------------------------------------------------
-// All text output from the interface can be captured into tty/file/clipboard.
-// By default, tree nodes are automatically opened during logging.
-//-----------------------------------------------------------------------------
-
-// Pass text data straight to log (without being displayed)
-static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
-{
- if (g.LogFile)
- {
- g.LogBuffer.Buf.resize(0);
- g.LogBuffer.appendfv(fmt, args);
- ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
- }
- else
- {
- g.LogBuffer.appendfv(fmt, args);
- }
-}
-
-void ImGui::LogText(const char* fmt, ...)
-{
- ImGuiContext& g = *GImGui;
- if (!g.LogEnabled)
- return;
-
- va_list args;
- va_start(args, fmt);
- LogTextV(g, fmt, args);
- va_end(args);
-}
-
-void ImGui::LogTextV(const char* fmt, va_list args)
-{
- ImGuiContext& g = *GImGui;
- if (!g.LogEnabled)
- return;
-
- LogTextV(g, fmt, args);
-}
-
-// Internal version that takes a position to decide on newline placement and pad items according to their depth.
-// We split text into individual lines to add current tree level padding
-// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
-void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- const char* prefix = g.LogNextPrefix;
- const char* suffix = g.LogNextSuffix;
- g.LogNextPrefix = g.LogNextSuffix = NULL;
-
- if (!text_end)
- text_end = FindRenderedTextEnd(text, text_end);
-
- const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
- if (ref_pos)
- g.LogLinePosY = ref_pos->y;
- if (log_new_line)
- {
- LogText(IM_NEWLINE);
- g.LogLineFirstItem = true;
- }
-
- if (prefix)
- LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
-
- // Re-adjust padding if we have popped out of our starting depth
- if (g.LogDepthRef > window->DC.TreeDepth)
- g.LogDepthRef = window->DC.TreeDepth;
- const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
-
- const char* text_remaining = text;
- for (;;)
- {
- // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
- // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
- const char* line_start = text_remaining;
- const char* line_end = ImStreolRange(line_start, text_end);
- const bool is_last_line = (line_end == text_end);
- if (line_start != line_end || !is_last_line)
- {
- const int line_length = (int)(line_end - line_start);
- const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
- LogText("%*s%.*s", indentation, "", line_length, line_start);
- g.LogLineFirstItem = false;
- if (*line_end == '\n')
- {
- LogText(IM_NEWLINE);
- g.LogLineFirstItem = true;
- }
- }
- if (is_last_line)
- break;
- text_remaining = line_end + 1;
- }
-
- if (suffix)
- LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
-}
-
-// Start logging/capturing text output
-void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- IM_ASSERT(g.LogEnabled == false);
- IM_ASSERT(g.LogFile == NULL);
- IM_ASSERT(g.LogBuffer.empty());
- g.LogEnabled = true;
- g.LogType = type;
- g.LogNextPrefix = g.LogNextSuffix = NULL;
- g.LogDepthRef = window->DC.TreeDepth;
- g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
- g.LogLinePosY = FLT_MAX;
- g.LogLineFirstItem = true;
-}
-
-// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
-void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
-{
- ImGuiContext& g = *GImGui;
- g.LogNextPrefix = prefix;
- g.LogNextSuffix = suffix;
-}
-
-void ImGui::LogToTTY(int auto_open_depth)
-{
- ImGuiContext& g = *GImGui;
- if (g.LogEnabled)
- return;
- IM_UNUSED(auto_open_depth);
-#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
- LogBegin(ImGuiLogType_TTY, auto_open_depth);
- g.LogFile = stdout;
-#endif
-}
-
-// Start logging/capturing text output to given file
-void ImGui::LogToFile(int auto_open_depth, const char* filename)
-{
- ImGuiContext& g = *GImGui;
- if (g.LogEnabled)
- return;
-
- // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
- // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
- // By opening the file in binary mode "ab" we have consistent output everywhere.
- if (!filename)
- filename = g.IO.LogFilename;
- if (!filename || !filename[0])
- return;
- ImFileHandle f = ImFileOpen(filename, "ab");
- if (!f)
- {
- IM_ASSERT(0);
- return;
- }
-
- LogBegin(ImGuiLogType_File, auto_open_depth);
- g.LogFile = f;
-}
-
-// Start logging/capturing text output to clipboard
-void ImGui::LogToClipboard(int auto_open_depth)
-{
- ImGuiContext& g = *GImGui;
- if (g.LogEnabled)
- return;
- LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
-}
-
-void ImGui::LogToBuffer(int auto_open_depth)
-{
- ImGuiContext& g = *GImGui;
- if (g.LogEnabled)
- return;
- LogBegin(ImGuiLogType_Buffer, auto_open_depth);
-}
-
-void ImGui::LogFinish()
-{
- ImGuiContext& g = *GImGui;
- if (!g.LogEnabled)
- return;
-
- LogText(IM_NEWLINE);
- switch (g.LogType)
- {
- case ImGuiLogType_TTY:
-#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
- fflush(g.LogFile);
-#endif
- break;
- case ImGuiLogType_File:
- ImFileClose(g.LogFile);
- break;
- case ImGuiLogType_Buffer:
- break;
- case ImGuiLogType_Clipboard:
- if (!g.LogBuffer.empty())
- SetClipboardText(g.LogBuffer.begin());
- break;
- case ImGuiLogType_None:
- IM_ASSERT(0);
- break;
- }
-
- g.LogEnabled = false;
- g.LogType = ImGuiLogType_None;
- g.LogFile = NULL;
- g.LogBuffer.clear();
-}
-
-// Helper to display logging buttons
-// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
-void ImGui::LogButtons()
-{
- ImGuiContext& g = *GImGui;
-
- PushID("LogButtons");
-#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
- const bool log_to_tty = Button("Log To TTY"); SameLine();
-#else
- const bool log_to_tty = false;
-#endif
- const bool log_to_file = Button("Log To File"); SameLine();
- const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
- PushAllowKeyboardFocus(false);
- SetNextItemWidth(80.0f);
- SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
- PopAllowKeyboardFocus();
- PopID();
-
- // Start logging at the end of the function so that the buttons don't appear in the log
- if (log_to_tty)
- LogToTTY();
- if (log_to_file)
- LogToFile();
- if (log_to_clipboard)
- LogToClipboard();
-}
-
-
-//-----------------------------------------------------------------------------
-// [SECTION] SETTINGS
-//-----------------------------------------------------------------------------
-// - UpdateSettings() [Internal]
-// - MarkIniSettingsDirty() [Internal]
-// - CreateNewWindowSettings() [Internal]
-// - FindWindowSettings() [Internal]
-// - FindOrCreateWindowSettings() [Internal]
-// - FindSettingsHandler() [Internal]
-// - ClearIniSettings() [Internal]
-// - LoadIniSettingsFromDisk()
-// - LoadIniSettingsFromMemory()
-// - SaveIniSettingsToDisk()
-// - SaveIniSettingsToMemory()
-// - WindowSettingsHandler_***() [Internal]
-//-----------------------------------------------------------------------------
-
-// Called by NewFrame()
-void ImGui::UpdateSettings()
-{
- // Load settings on first frame (if not explicitly loaded manually before)
- ImGuiContext& g = *GImGui;
- if (!g.SettingsLoaded)
- {
- IM_ASSERT(g.SettingsWindows.empty());
- if (g.IO.IniFilename)
- LoadIniSettingsFromDisk(g.IO.IniFilename);
- g.SettingsLoaded = true;
- }
-
- // Save settings (with a delay after the last modification, so we don't spam disk too much)
- if (g.SettingsDirtyTimer > 0.0f)
- {
- g.SettingsDirtyTimer -= g.IO.DeltaTime;
- if (g.SettingsDirtyTimer <= 0.0f)
- {
- if (g.IO.IniFilename != NULL)
- SaveIniSettingsToDisk(g.IO.IniFilename);
- else
- g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
- g.SettingsDirtyTimer = 0.0f;
- }
- }
-}
-
-void ImGui::MarkIniSettingsDirty()
-{
- ImGuiContext& g = *GImGui;
- if (g.SettingsDirtyTimer <= 0.0f)
- g.SettingsDirtyTimer = g.IO.IniSavingRate;
-}
-
-void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
- if (g.SettingsDirtyTimer <= 0.0f)
- g.SettingsDirtyTimer = g.IO.IniSavingRate;
-}
-
-ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
-{
- ImGuiContext& g = *GImGui;
-
-#if !IMGUI_DEBUG_INI_SETTINGS
- // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
- // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.
- if (const char* p = strstr(name, "###"))
- name = p;
-#endif
- const size_t name_len = strlen(name);
-
- // Allocate chunk
- const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
- ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
- IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
- settings->ID = ImHashStr(name, name_len);
- memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator
-
- return settings;
-}
-
-ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
- if (settings->ID == id)
- return settings;
- return NULL;
-}
-
-ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)
-{
- if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name)))
- return settings;
- return CreateNewWindowSettings(name);
-}
-
-ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
-{
- ImGuiContext& g = *GImGui;
- const ImGuiID type_hash = ImHashStr(type_name);
- for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
- if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
- return &g.SettingsHandlers[handler_n];
- return NULL;
-}
-
-void ImGui::ClearIniSettings()
-{
- ImGuiContext& g = *GImGui;
- g.SettingsIniData.clear();
- for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
- if (g.SettingsHandlers[handler_n].ClearAllFn)
- g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);
-}
-
-void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
-{
- size_t file_data_size = 0;
- char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
- if (!file_data)
- return;
- LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
- IM_FREE(file_data);
-}
-
-// Zero-tolerance, no error reporting, cheap .ini parsing
-void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.Initialized);
- //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
- //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
-
- // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
- // 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..
- if (ini_size == 0)
- ini_size = strlen(ini_data);
- g.SettingsIniData.Buf.resize((int)ini_size + 1);
- char* const buf = g.SettingsIniData.Buf.Data;
- char* const buf_end = buf + ini_size;
- memcpy(buf, ini_data, ini_size);
- buf_end[0] = 0;
-
- // Call pre-read handlers
- // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
- for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
- if (g.SettingsHandlers[handler_n].ReadInitFn)
- g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);
-
- void* entry_data = NULL;
- ImGuiSettingsHandler* entry_handler = NULL;
-
- char* line_end = NULL;
- for (char* line = buf; line < buf_end; line = line_end + 1)
- {
- // Skip new lines markers, then find end of the line
- while (*line == '\n' || *line == '\r')
- line++;
- line_end = line;
- while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
- line_end++;
- line_end[0] = 0;
- if (line[0] == ';')
- continue;
- if (line[0] == '[' && line_end > line && line_end[-1] == ']')
- {
- // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
- line_end[-1] = 0;
- const char* name_end = line_end - 1;
- const char* type_start = line + 1;
- char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
- const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
- if (!type_end || !name_start)
- continue;
- *type_end = 0; // Overwrite first ']'
- name_start++; // Skip second '['
- entry_handler = FindSettingsHandler(type_start);
- entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
- }
- else if (entry_handler != NULL && entry_data != NULL)
- {
- // Let type handler parse the line
- entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
- }
- }
- g.SettingsLoaded = true;
-
- // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
- memcpy(buf, ini_data, ini_size);
-
- // Call post-read handlers
- for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
- if (g.SettingsHandlers[handler_n].ApplyAllFn)
- g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);
-}
-
-void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
-{
- ImGuiContext& g = *GImGui;
- g.SettingsDirtyTimer = 0.0f;
- if (!ini_filename)
- return;
-
- size_t ini_data_size = 0;
- const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
- ImFileHandle f = ImFileOpen(ini_filename, "wt");
- if (!f)
- return;
- ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
- ImFileClose(f);
-}
-
-// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
-const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
-{
- ImGuiContext& g = *GImGui;
- g.SettingsDirtyTimer = 0.0f;
- g.SettingsIniData.Buf.resize(0);
- g.SettingsIniData.Buf.push_back(0);
- for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
- {
- ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
- handler->WriteAllFn(&g, handler, &g.SettingsIniData);
- }
- if (out_size)
- *out_size = (size_t)g.SettingsIniData.size();
- return g.SettingsIniData.c_str();
-}
-
-static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
-{
- ImGuiContext& g = *ctx;
- for (int i = 0; i != g.Windows.Size; i++)
- g.Windows[i]->SettingsOffset = -1;
- g.SettingsWindows.clear();
-}
-
-static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
-{
- ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name);
- ImGuiID id = settings->ID;
- *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
- settings->ID = id;
- settings->WantApply = true;
- return (void*)settings;
-}
-
-static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
-{
- ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
- int x, y;
- int i;
- if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); }
- else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); }
- else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); }
-}
-
-// Apply to existing windows (if any)
-static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
-{
- ImGuiContext& g = *ctx;
- for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
- if (settings->WantApply)
- {
- if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
- ApplyWindowSettings(window, settings);
- settings->WantApply = false;
- }
-}
-
-static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
-{
- // Gather data from windows that were active during this session
- // (if a window wasn't opened in this session we preserve its settings)
- ImGuiContext& g = *ctx;
- for (int i = 0; i != g.Windows.Size; i++)
- {
- ImGuiWindow* window = g.Windows[i];
- if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
- continue;
-
- ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID);
- if (!settings)
- {
- settings = ImGui::CreateNewWindowSettings(window->Name);
- window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
- }
- IM_ASSERT(settings->ID == window->ID);
- settings->Pos = ImVec2ih((short)window->Pos.x, (short)window->Pos.y);
- settings->Size = ImVec2ih((short)window->SizeFull.x, (short)window->SizeFull.y);
- settings->Collapsed = window->Collapsed;
- }
-
- // Write to text buffer
- buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
- for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
- {
- const char* settings_name = settings->GetName();
- buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
- buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
- buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
- buf->appendf("Collapsed=%d\n", settings->Collapsed);
- buf->append("\n");
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// [SECTION] VIEWPORTS, PLATFORM WINDOWS
-//-----------------------------------------------------------------------------
-// - GetMainViewport()
-// - UpdateViewportsNewFrame() [Internal]
-// (this section is more complete in the 'docking' branch)
-//-----------------------------------------------------------------------------
-
-ImGuiViewport* ImGui::GetMainViewport()
-{
- ImGuiContext& g = *GImGui;
- return g.Viewports[0];
-}
-
-// Update viewports and monitor infos
-static void ImGui::UpdateViewportsNewFrame()
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.Viewports.Size == 1);
-
- // Update main viewport with current platform position.
- // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
- ImGuiViewportP* main_viewport = g.Viewports[0];
- main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp;
- main_viewport->Pos = ImVec2(0.0f, 0.0f);
- main_viewport->Size = g.IO.DisplaySize;
-
- for (int n = 0; n < g.Viewports.Size; n++)
- {
- ImGuiViewportP* viewport = g.Viewports[n];
-
- // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again.
- viewport->WorkOffsetMin = viewport->CurrWorkOffsetMin;
- viewport->WorkOffsetMax = viewport->CurrWorkOffsetMax;
- viewport->CurrWorkOffsetMin = viewport->CurrWorkOffsetMax = ImVec2(0.0f, 0.0f);
- viewport->UpdateWorkRect();
- }
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] DOCKING
-//-----------------------------------------------------------------------------
-
-// (this section is filled in the 'docking' branch)
-
-
-//-----------------------------------------------------------------------------
-// [SECTION] PLATFORM DEPENDENT HELPERS
-//-----------------------------------------------------------------------------
-
-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
-
-#ifdef _MSC_VER
-#pragma comment(lib, "user32")
-#pragma comment(lib, "kernel32")
-#endif
-
-// Win32 clipboard implementation
-// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
-static const char* GetClipboardTextFn_DefaultImpl(void*)
-{
- ImGuiContext& g = *GImGui;
- g.ClipboardHandlerData.clear();
- if (!::OpenClipboard(NULL))
- return NULL;
- HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
- if (wbuf_handle == NULL)
- {
- ::CloseClipboard();
- return NULL;
- }
- if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
- {
- int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
- g.ClipboardHandlerData.resize(buf_len);
- ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
- }
- ::GlobalUnlock(wbuf_handle);
- ::CloseClipboard();
- return g.ClipboardHandlerData.Data;
-}
-
-static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
-{
- if (!::OpenClipboard(NULL))
- return;
- const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
- HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
- if (wbuf_handle == NULL)
- {
- ::CloseClipboard();
- return;
- }
- WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
- ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
- ::GlobalUnlock(wbuf_handle);
- ::EmptyClipboard();
- if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
- ::GlobalFree(wbuf_handle);
- ::CloseClipboard();
-}
-
-#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
-
-#include // Use old API to avoid need for separate .mm file
-static PasteboardRef main_clipboard = 0;
-
-// OSX clipboard implementation
-// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
-static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
-{
- if (!main_clipboard)
- PasteboardCreate(kPasteboardClipboard, &main_clipboard);
- PasteboardClear(main_clipboard);
- CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
- if (cf_data)
- {
- PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
- CFRelease(cf_data);
- }
-}
-
-static const char* GetClipboardTextFn_DefaultImpl(void*)
-{
- if (!main_clipboard)
- PasteboardCreate(kPasteboardClipboard, &main_clipboard);
- PasteboardSynchronize(main_clipboard);
-
- ItemCount item_count = 0;
- PasteboardGetItemCount(main_clipboard, &item_count);
- for (ItemCount i = 0; i < item_count; i++)
- {
- PasteboardItemID item_id = 0;
- PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
- CFArrayRef flavor_type_array = 0;
- PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
- for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
- {
- CFDataRef cf_data;
- if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
- {
- ImGuiContext& g = *GImGui;
- g.ClipboardHandlerData.clear();
- int length = (int)CFDataGetLength(cf_data);
- g.ClipboardHandlerData.resize(length + 1);
- CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
- g.ClipboardHandlerData[length] = 0;
- CFRelease(cf_data);
- return g.ClipboardHandlerData.Data;
- }
- }
- }
- return NULL;
-}
-
-#else
-
-// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
-static const char* GetClipboardTextFn_DefaultImpl(void*)
-{
- ImGuiContext& g = *GImGui;
- return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
-}
-
-static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
-{
- ImGuiContext& g = *GImGui;
- g.ClipboardHandlerData.clear();
- const char* text_end = text + strlen(text);
- g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
- memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
- g.ClipboardHandlerData[(int)(text_end - text)] = 0;
-}
-
-#endif
-
-// Win32 API IME support (for Asian languages, etc.)
-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
-
-#include
-#ifdef _MSC_VER
-#pragma comment(lib, "imm32")
-#endif
-
-static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
-{
- // Notify OS Input Method Editor of text input position
- ImGuiIO& io = ImGui::GetIO();
- if (HWND hwnd = (HWND)io.ImeWindowHandle)
- if (HIMC himc = ::ImmGetContext(hwnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ::ImmSetCompositionWindow(himc, &cf);
- ::ImmReleaseContext(hwnd, himc);
- }
-}
-
-#else
-
-static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
-
-#endif
-
-//-----------------------------------------------------------------------------
-// [SECTION] METRICS/DEBUGGER WINDOW
-//-----------------------------------------------------------------------------
-// - RenderViewportThumbnail() [Internal]
-// - RenderViewportsThumbnails() [Internal]
-// - MetricsHelpMarker() [Internal]
-// - ShowMetricsWindow()
-// - DebugNodeColumns() [Internal]
-// - DebugNodeDrawList() [Internal]
-// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
-// - DebugNodeStorage() [Internal]
-// - DebugNodeTabBar() [Internal]
-// - DebugNodeViewport() [Internal]
-// - DebugNodeWindow() [Internal]
-// - DebugNodeWindowSettings() [Internal]
-// - DebugNodeWindowsList() [Internal]
-//-----------------------------------------------------------------------------
-
-#ifndef IMGUI_DISABLE_METRICS_WINDOW
-
-void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- ImVec2 scale = bb.GetSize() / viewport->Size;
- ImVec2 off = bb.Min - viewport->Pos * scale;
- float alpha_mul = 1.0f;
- window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
- for (int i = 0; i != g.Windows.Size; i++)
- {
- ImGuiWindow* thumb_window = g.Windows[i];
- if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
- continue;
-
- ImRect thumb_r = thumb_window->Rect();
- ImRect title_r = thumb_window->TitleBarRect();
- thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale));
- title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
- thumb_r.ClipWithFull(bb);
- title_r.ClipWithFull(bb);
- const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
- window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
- window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
- window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
- window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
- }
- draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
-}
-
-static void RenderViewportsThumbnails()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
- float SCALE = 1.0f / 8.0f;
- ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
- for (int n = 0; n < g.Viewports.Size; n++)
- bb_full.Add(g.Viewports[n]->GetMainRect());
- ImVec2 p = window->DC.CursorPos;
- ImVec2 off = p - bb_full.Min * SCALE;
- for (int n = 0; n < g.Viewports.Size; n++)
- {
- ImGuiViewportP* viewport = g.Viewports[n];
- ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
- ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
- }
- ImGui::Dummy(bb_full.GetSize() * SCALE);
-}
-
-// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
-static void MetricsHelpMarker(const char* desc)
-{
- ImGui::TextDisabled("(?)");
- if (ImGui::IsItemHovered())
- {
- ImGui::BeginTooltip();
- ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
- ImGui::TextUnformatted(desc);
- ImGui::PopTextWrapPos();
- ImGui::EndTooltip();
- }
-}
-
-void ImGui::ShowMetricsWindow(bool* p_open)
-{
- if (!Begin("Dear ImGui Metrics/Debugger", p_open))
- {
- End();
- return;
- }
-
- ImGuiContext& g = *GImGui;
- ImGuiIO& io = g.IO;
- ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
-
- // Basic info
- Text("Dear ImGui %s", GetVersion());
- Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
- Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows);
- Text("%d active allocations", io.MetricsActiveAllocations);
- //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
-
- Separator();
-
- // Debugging enums
- enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
- const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
- 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
- const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
- if (cfg->ShowWindowsRectsType < 0)
- cfg->ShowWindowsRectsType = WRT_WorkRect;
- if (cfg->ShowTablesRectsType < 0)
- cfg->ShowTablesRectsType = TRT_WorkRect;
-
- struct Funcs
- {
- static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
- {
- if (rect_type == TRT_OuterRect) { return table->OuterRect; }
- else if (rect_type == TRT_InnerRect) { return table->InnerRect; }
- else if (rect_type == TRT_WorkRect) { return table->WorkRect; }
- else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; }
- else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; }
- else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; }
- 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); }
- 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); }
- else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
- 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
- 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); }
- 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); }
- 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); }
- IM_ASSERT(0);
- return ImRect();
- }
-
- static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
- {
- if (rect_type == WRT_OuterRect) { return window->Rect(); }
- else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; }
- else if (rect_type == WRT_InnerRect) { return window->InnerRect; }
- else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; }
- else if (rect_type == WRT_WorkRect) { return window->WorkRect; }
- else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
- else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
- else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; }
- IM_ASSERT(0);
- return ImRect();
- }
- };
-
- // Tools
- if (TreeNode("Tools"))
- {
- // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
- if (Button("Item Picker.."))
- DebugStartItemPicker();
- SameLine();
- 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.");
-
- Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
- Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
- SameLine();
- SetNextItemWidth(GetFontSize() * 12);
- cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
- if (cfg->ShowWindowsRects && g.NavWindow != NULL)
- {
- BulletText("'%s':", g.NavWindow->Name);
- Indent();
- for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
- {
- ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
- 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]);
- }
- Unindent();
- }
- Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
- Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
-
- Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
- SameLine();
- SetNextItemWidth(GetFontSize() * 12);
- cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
- if (cfg->ShowTablesRects && g.NavWindow != NULL)
- {
- for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++)
- {
- ImGuiTable* table = g.Tables.GetByIndex(table_n);
- if (table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
- continue;
-
- BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
- if (IsItemHovered())
- GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f);
- Indent();
- char buf[128];
- for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
- {
- if (rect_n >= TRT_ColumnsRect)
- {
- if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
- continue;
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
- ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
- Selectable(buf);
- if (IsItemHovered())
- GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f);
- }
- }
- else
- {
- ImRect r = Funcs::GetTableRect(table, rect_n, -1);
- ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
- Selectable(buf);
- if (IsItemHovered())
- GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f);
- }
- }
- Unindent();
- }
- }
-
- TreePop();
- }
-
- // Windows
- DebugNodeWindowsList(&g.Windows, "Windows");
- //DebugNodeWindowsList(&g.WindowsFocusOrder, "WindowsFocusOrder");
-
- // DrawLists
- int drawlist_count = 0;
- for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
- drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
- if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
- {
- for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
- {
- ImGuiViewportP* viewport = g.Viewports[viewport_i];
- for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
- for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
- DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
- }
- TreePop();
- }
-
- // Viewports
- if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
- {
- Indent(GetTreeNodeToLabelSpacing());
- RenderViewportsThumbnails();
- Unindent(GetTreeNodeToLabelSpacing());
- for (int i = 0; i < g.Viewports.Size; i++)
- DebugNodeViewport(g.Viewports[i]);
- TreePop();
- }
-
- // Details for Popups
- if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
- {
- for (int i = 0; i < g.OpenPopupStack.Size; i++)
- {
- ImGuiWindow* window = g.OpenPopupStack[i].Window;
- 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" : "");
- }
- TreePop();
- }
-
- // Details for TabBars
- if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize()))
- {
- for (int n = 0; n < g.TabBars.GetSize(); n++)
- DebugNodeTabBar(g.TabBars.GetByIndex(n), "TabBar");
- TreePop();
- }
-
- // Details for Tables
-#ifdef IMGUI_HAS_TABLE
- if (TreeNode("Tables", "Tables (%d)", g.Tables.GetSize()))
- {
- for (int n = 0; n < g.Tables.GetSize(); n++)
- DebugNodeTable(g.Tables.GetByIndex(n));
- TreePop();
- }
-#endif // #ifdef IMGUI_HAS_TABLE
-
- // Details for Docking
-#ifdef IMGUI_HAS_DOCK
- if (TreeNode("Docking"))
- {
- TreePop();
- }
-#endif // #ifdef IMGUI_HAS_DOCK
-
- // Settings
- if (TreeNode("Settings"))
- {
- if (SmallButton("Clear"))
- ClearIniSettings();
- SameLine();
- if (SmallButton("Save to memory"))
- SaveIniSettingsToMemory();
- SameLine();
- if (SmallButton("Save to disk"))
- SaveIniSettingsToDisk(g.IO.IniFilename);
- SameLine();
- if (g.IO.IniFilename)
- Text("\"%s\"", g.IO.IniFilename);
- else
- TextUnformatted("");
- Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
- if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
- {
- for (int n = 0; n < g.SettingsHandlers.Size; n++)
- BulletText("%s", g.SettingsHandlers[n].TypeName);
- TreePop();
- }
- if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
- {
- for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
- DebugNodeWindowSettings(settings);
- TreePop();
- }
-
-#ifdef IMGUI_HAS_TABLE
- if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
- {
- for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
- DebugNodeTableSettings(settings);
- TreePop();
- }
-#endif // #ifdef IMGUI_HAS_TABLE
-
-#ifdef IMGUI_HAS_DOCK
-#endif // #ifdef IMGUI_HAS_DOCK
-
- if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
- {
- InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
- TreePop();
- }
- TreePop();
- }
-
- // Misc Details
- if (TreeNode("Internal state"))
- {
- const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
-
- Text("WINDOWING");
- Indent();
- Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
- Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL");
- Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
- Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
- Unindent();
-
- Text("ITEMS");
- Indent();
- Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);
- Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
- Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
- Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
- Unindent();
-
- Text("NAV,FOCUS");
- Indent();
- Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
- Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
- Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
- Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
- Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
- Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
- Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
- Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
- Unindent();
-
- TreePop();
- }
-
- // Overlay: Display windows Rectangles and Begin Order
- if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
- {
- for (int n = 0; n < g.Windows.Size; n++)
- {
- ImGuiWindow* window = g.Windows[n];
- if (!window->WasActive)
- continue;
- ImDrawList* draw_list = GetForegroundDrawList(window);
- if (cfg->ShowWindowsRects)
- {
- ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
- draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
- }
- if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
- {
- char buf[32];
- ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
- float font_size = GetFontSize();
- draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
- draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
- }
- }
- }
-
-#ifdef IMGUI_HAS_TABLE
- // Overlay: Display Tables Rectangles
- if (cfg->ShowTablesRects)
- {
- for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++)
- {
- ImGuiTable* table = g.Tables.GetByIndex(table_n);
- if (table->LastFrameActive < g.FrameCount - 1)
- continue;
- ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
- if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
- {
- for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
- {
- ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
- ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
- float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
- draw_list->AddRect(r.Min, r.Max, col, 0.0f, ~0, thickness);
- }
- }
- else
- {
- ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
- draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
- }
- }
- }
-#endif // #ifdef IMGUI_HAS_TABLE
-
-#ifdef IMGUI_HAS_DOCK
- // Overlay: Display Docking info
- if (show_docking_nodes && g.IO.KeyCtrl)
- {
- }
-#endif // #ifdef IMGUI_HAS_DOCK
-
- End();
-}
-
-// [DEBUG] Display contents of Columns
-void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
-{
- if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
- return;
- BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
- for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
- BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
- TreePop();
-}
-
-// [DEBUG] Display contents of ImDrawList
-void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label)
-{
- ImGuiContext& g = *GImGui;
- ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
- int cmd_count = draw_list->CmdBuffer.Size;
- if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
- cmd_count--;
- 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);
- if (draw_list == GetWindowDrawList())
- {
- SameLine();
- 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)
- if (node_open)
- TreePop();
- return;
- }
-
- ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
- if (window && IsItemHovered())
- fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
- if (!node_open)
- return;
-
- if (window && !window->WasActive)
- TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
-
- for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
- {
- if (pcmd->UserCallback)
- {
- BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
- continue;
- }
-
- char buf[300];
- ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
- pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
- pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
- bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
- if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
- DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
- if (!pcmd_node_open)
- continue;
-
- // Calculate approximate coverage area (touched pixel count)
- // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
- const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
- const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
- float total_area = 0.0f;
- for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
- {
- ImVec2 triangle[3];
- for (int n = 0; n < 3; n++, idx_n++)
- triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
- total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
- }
-
- // Display vertex information summary. Hover to get all triangles drawn in wire-frame
- ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
- Selectable(buf);
- if (IsItemHovered() && fg_draw_list)
- DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
-
- // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
- ImGuiListClipper clipper;
- clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
- while (clipper.Step())
- for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
- {
- char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
- ImVec2 triangle[3];
- for (int n = 0; n < 3; n++, idx_i++)
- {
- const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
- triangle[n] = v.pos;
- buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
- (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
- }
-
- Selectable(buf, false);
- if (fg_draw_list && IsItemHovered())
- {
- ImDrawListFlags backup_flags = fg_draw_list->Flags;
- fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
- fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
- fg_draw_list->Flags = backup_flags;
- }
- }
- TreePop();
- }
- TreePop();
-}
-
-// [DEBUG] Display mesh/aabb of a ImDrawCmd
-void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
-{
- IM_ASSERT(show_mesh || show_aabb);
- ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
- ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
-
- // Draw wire-frame version of all triangles
- ImRect clip_rect = draw_cmd->ClipRect;
- ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
- ImDrawListFlags backup_flags = out_draw_list->Flags;
- out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
- for (unsigned int idx_n = draw_cmd->IdxOffset; idx_n < draw_cmd->IdxOffset + draw_cmd->ElemCount; )
- {
- ImVec2 triangle[3];
- for (int n = 0; n < 3; n++, idx_n++)
- vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
- if (show_mesh)
- out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
- }
- // Draw bounding boxes
- if (show_aabb)
- {
- 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
- out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
- }
- out_draw_list->Flags = backup_flags;
-}
-
-// [DEBUG] Display contents of ImGuiStorage
-void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
-{
- if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
- return;
- for (int n = 0; n < storage->Data.Size; n++)
- {
- const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];
- 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.
- }
- TreePop();
-}
-
-// [DEBUG] Display contents of ImGuiTabBar
-void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
-{
- // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
- char buf[256];
- char* p = buf;
- const char* buf_end = buf + IM_ARRAYSIZE(buf);
- const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
- p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
- IM_UNUSED(p);
- if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
- bool open = TreeNode(tab_bar, "%s", buf);
- if (!is_active) { PopStyleColor(); }
- if (is_active && IsItemHovered())
- {
- ImDrawList* draw_list = GetForegroundDrawList();
- draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
- 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));
- 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));
- }
- if (open)
- {
- for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
- {
- const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
- PushID(tab);
- if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
- if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
- Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f",
- tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "", tab->Offset, tab->Width, tab->ContentWidth);
- PopID();
- }
- TreePop();
- }
-}
-
-void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
-{
- SetNextItemOpen(true, ImGuiCond_Once);
- if (TreeNode("viewport0", "Viewport #%d", 0))
- {
- ImGuiWindowFlags flags = viewport->Flags;
- BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f",
- viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
- viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y);
- BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags,
- (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "",
- (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
- (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "");
- for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
- for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
- DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
- TreePop();
- }
-}
-
-void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
-{
- if (window == NULL)
- {
- BulletText("%s: NULL", label);
- return;
- }
-
- ImGuiContext& g = *GImGui;
- const bool is_active = window->WasActive;
- ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
- if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
- const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
- if (!is_active) { PopStyleColor(); }
- if (IsItemHovered() && is_active)
- GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
- if (!open)
- return;
-
- if (window->MemoryCompacted)
- TextDisabled("Note: some memory buffers have been compacted/freed.");
-
- ImGuiWindowFlags flags = window->Flags;
- DebugNodeDrawList(window, window->DrawList, "DrawList");
- 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);
- BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
- (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
- (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
- (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
- BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
- BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
- BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
- BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
- BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
- if (!window->NavRectRel[0].IsInverted())
- BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y);
- else
- BulletText("NavRectRel[0]: ");
- if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); }
- if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
- if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
- if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
- {
- for (int n = 0; n < window->ColumnsStorage.Size; n++)
- DebugNodeColumns(&window->ColumnsStorage[n]);
- TreePop();
- }
- DebugNodeStorage(&window->StateStorage, "Storage");
- TreePop();
-}
-
-void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
-{
- Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
- settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
-}
-
-void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label)
-{
- if (!TreeNode(label, "%s (%d)", label, windows->Size))
- return;
- Text("(In front-to-back order:)");
- for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
- {
- PushID((*windows)[i]);
- DebugNodeWindow((*windows)[i], "Window");
- PopID();
- }
- TreePop();
-}
-
-#else
-
-void ImGui::ShowMetricsWindow(bool*) {}
-void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
-void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {}
-void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
-void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
-void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
-void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
-void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
-void ImGui::DebugNodeWindowsList(ImVector*, const char*) {}
-void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
-
-#endif
-
-//-----------------------------------------------------------------------------
-
-// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
-// 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.
-#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
-#include "imgui_user.inl"
-#endif
-
-//-----------------------------------------------------------------------------
-
-//#endif // #ifndef IMGUI_DISABLE
diff --git a/demos/DemoImGui/imgui.h b/demos/DemoImGui/imgui.h
deleted file mode 100644
index 3057232..0000000
--- a/demos/DemoImGui/imgui.h
+++ /dev/null
@@ -1,2832 +0,0 @@
-#define WINUSERAPI
-#define _KERNEL32_
-#define _ACRTIMP
-#define _NTSYSTEM_
-#define _GDI32_
-
-// dear imgui, v1.82 WIP
-// (headers)
-
-// Help:
-// - Read FAQ at http://dearimgui.org/faq
-// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
-// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
-// Read imgui.cpp for details, links and comments.
-
-// Resources:
-// - FAQ http://dearimgui.org/faq
-// - Homepage & latest https://github.com/ocornut/imgui
-// - Releases & changelog https://github.com/ocornut/imgui/releases
-// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!)
-// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
-// - Wiki https://github.com/ocornut/imgui/wiki
-// - Issues & support https://github.com/ocornut/imgui/issues
-// - Discussions https://github.com/ocornut/imgui/discussions
-
-/*
-
-Index of this file:
-// [SECTION] Header mess
-// [SECTION] Forward declarations and basic types
-// [SECTION] Dear ImGui end-user API functions
-// [SECTION] Flags & Enumerations
-// [SECTION] Helpers: Memory allocations macros, ImVector<>
-// [SECTION] ImGuiStyle
-// [SECTION] ImGuiIO
-// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
-// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
-// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
-// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
-// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
-// [SECTION] Obsolete functions and types
-
-*/
-
-#pragma once
-
-// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
-#ifdef IMGUI_USER_CONFIG
-#include IMGUI_USER_CONFIG
-#endif
-#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
-#include "imconfig.h"
-#endif
-
-#ifndef IMGUI_DISABLE
-
-//-----------------------------------------------------------------------------
-// [SECTION] Header mess
-//-----------------------------------------------------------------------------
-
-// Includes
-#include // FLT_MIN, FLT_MAX
-#include // va_list, va_start, va_end
-#include // ptrdiff_t, NULL
-#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
-
-// Version
-// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
-#define IMGUI_VERSION "1.82 WIP"
-#define IMGUI_VERSION_NUM 18104
-#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
-#define IMGUI_HAS_TABLE
-
-// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
-// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
-// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)
-#ifndef IMGUI_API
-#define IMGUI_API
-#endif
-#ifndef IMGUI_IMPL_API
-#define IMGUI_IMPL_API IMGUI_API
-#endif
-
-// Helper Macros
-#ifndef IM_ASSERT
-#include
-#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
-#endif
-#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
-#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
-#if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100)
-#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
-#else
-#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
-#endif
-
-// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
-#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__)
-#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
-#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
-#elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__)
-#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
-#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
-#else
-#define IM_FMTARGS(FMT)
-#define IM_FMTLIST(FMT)
-#endif
-
-// Warnings
-#if defined(__clang__)
-#pragma clang diagnostic push
-#pragma clang diagnostic ignored "-Wold-style-cast"
-#if __has_warning("-Wzero-as-null-pointer-constant")
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
-#endif
-#elif defined(__GNUC__)
-#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
-#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
-#endif
-
-//-----------------------------------------------------------------------------
-// [SECTION] Forward declarations and basic types
-//-----------------------------------------------------------------------------
-
-// Forward declarations
-struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
-struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
-struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
-struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
-struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
-struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
-struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
-struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
-struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
-struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
-struct ImFontConfig; // Configuration data when adding a font or merging fonts
-struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
-struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
-struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
-struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
-struct ImGuiIO; // Main configuration and I/O between your application and ImGui
-struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
-struct ImGuiListClipper; // Helper to manually clip large list of items
-struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
-struct ImGuiPayload; // User data payload for drag and drop operations
-struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
-struct ImGuiStorage; // Helper for key->value storage
-struct ImGuiStyle; // Runtime data for styling/colors
-struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
-struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
-struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
-struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
-struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
-
-// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
-// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
-// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
-// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
-typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
-typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
-typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
-typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
-typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
-typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
-typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
-typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
-typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
-typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
-typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
-typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
-typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
-typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
-typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
-typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
-typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
-typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
-typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
-typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
-typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
-typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
-typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
-typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
-typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
-typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
-typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
-typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
-typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
-typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
-typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
-typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
-typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
-typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
-typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
-
-// Other types
-#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']
-typedef void* ImTextureID; // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.
-#endif
-typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string.
-typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
-typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
-typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
-typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
-
-// Character types
-// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
-typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
-typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
-#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
-typedef ImWchar32 ImWchar;
-#else
-typedef ImWchar16 ImWchar;
-#endif
-
-// Basic scalar data types
-typedef signed char ImS8; // 8-bit signed integer
-typedef unsigned char ImU8; // 8-bit unsigned integer
-typedef signed short ImS16; // 16-bit signed integer
-typedef unsigned short ImU16; // 16-bit unsigned integer
-typedef signed int ImS32; // 32-bit signed integer == int
-typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
-#if defined(_MSC_VER) && !defined(__clang__)
-typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
-typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
-#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
-#include
-typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
-typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
-#else
-typedef signed long long ImS64; // 64-bit signed integer (post C++11)
-typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
-#endif
-
-// 2D vector (often used to store positions or sizes)
-struct ImVec2
-{
- float x, y;
- ImVec2() { x = y = 0.0f; }
- ImVec2(float _x, float _y) { x = _x; y = _y; }
- float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
- float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
-#ifdef IM_VEC2_CLASS_EXTRA
- IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
-#endif
-};
-
-// 4D vector (often used to store floating-point colors)
-struct ImVec4
-{
- float x, y, z, w;
- ImVec4() { x = y = z = w = 0.0f; }
- ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
-#ifdef IM_VEC4_CLASS_EXTRA
- IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
-#endif
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] Dear ImGui end-user API functions
-// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
-//-----------------------------------------------------------------------------
-
-namespace ImGui
-{
- // Context creation and access
- // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
- // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
- // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
- IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
- IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
- IMGUI_API ImGuiContext* GetCurrentContext();
- IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
-
- // Main
- IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
- IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
- IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
- IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
- IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
- IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
-
- // Demo, Debug, Information
- IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
- IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
- IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
- IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
- IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
- IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
- IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
- IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
-
- // Styles
- IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
- IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
- IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
-
- // Windows
- // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
- // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
- // which clicking will set the boolean to false when clicked.
- // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
- // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
- // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
- // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
- // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
- // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
- // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
- // - Note that the bottom of window stack always contains a window called "Debug".
- IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
- IMGUI_API void End();
-
- // Child Windows
- // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
- // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
- // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
- // Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
- // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
- // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
- // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
- IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
- IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
- IMGUI_API void EndChild();
-
- // Windows Utilities
- // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
- IMGUI_API bool IsWindowAppearing();
- IMGUI_API bool IsWindowCollapsed();
- IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags = 0); // is current window focused? or its root/child, depending on flags. see flags for options.
- IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags = 0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
- IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
- IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
- IMGUI_API ImVec2 GetWindowSize(); // get current window size
- IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
- IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
-
- // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
- IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
- IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
- IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
- IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
- IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
- IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
- IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
- IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
- IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
- IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
- IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
- IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
- IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
- IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
- IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
- IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
-
- // Content region
- // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
- // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
- IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
- IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
- IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
- IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
- IMGUI_API float GetWindowContentRegionWidth(); //
-
- // Windows Scrolling
- IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
- IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
- IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
- IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
- IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
- IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
- IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
- IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
- IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
- IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
-
- // Parameters stacks (shared)
- IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
- IMGUI_API void PopFont();
- IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
- IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
- IMGUI_API void PopStyleColor(int count = 1);
- IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
- IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
- IMGUI_API void PopStyleVar(int count = 1);
- IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
- IMGUI_API void PopAllowKeyboardFocus();
- IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
- IMGUI_API void PopButtonRepeat();
-
- // Parameters stacks (current window)
- IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
- IMGUI_API void PopItemWidth();
- IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
- IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
- IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
- IMGUI_API void PopTextWrapPos();
-
- // Style read access
- IMGUI_API ImFont* GetFont(); // get current font
- IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
- IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
- IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
- IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
- IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
- IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
-
- // Cursor / Layout
- // - By "cursor" we mean the current output position.
- // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
- // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
- // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
- // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
- // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
- IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
- IMGUI_API void SameLine(float offset_from_start_x = 0.0f, float spacing = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
- IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
- IMGUI_API void Spacing(); // add vertical spacing.
- IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
- IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
- IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
- IMGUI_API void BeginGroup(); // lock horizontal starting position
- IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
- IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
- IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
- IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
- IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
- IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
- IMGUI_API void SetCursorPosY(float local_y); //
- IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
- IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.
- IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
- IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
- IMGUI_API float GetTextLineHeight(); // ~ FontSize
- IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
- IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
- IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
-
- // ID stack/scopes
- // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
- // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
- // - The resulting ID are hashes of the entire stack.
- // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
- // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
- // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
- IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
- IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
- IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
- IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
- IMGUI_API void PopID(); // pop from the ID stack.
- IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
- IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
- IMGUI_API ImGuiID GetID(const void* ptr_id);
-
- // Widgets: Text
- IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
- IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
- IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
- IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
- IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
- IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
- IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
- IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
- IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
- IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
- IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
- IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
- IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
-
- // Widgets: Main
- // - Most widgets return true when the value has been changed or when pressed/selected
- // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
- IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
- IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
- IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
- IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
- IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
- IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
- IMGUI_API bool Checkbox(const char* label, bool* v);
- IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
- IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
- IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
- IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
- IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
- IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
-
- // Widgets: Combo Box
- // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
- // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
- IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
- IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
- IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
- IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
- IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
-
- // Widgets: Drag Sliders
- // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
- // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
- // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
- // - Format string may also be set to NULL or use the default format ("%f" or "%d").
- // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
- // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
- // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
- // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
- // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
- // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
- IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
- IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
- IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
- IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
- IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
- IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
- IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
- IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
- IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
- IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
- IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
- IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
-
- // Widgets: Regular Sliders
- // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
- // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
- // - Format string may also be set to NULL or use the default format ("%f" or "%d").
- // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
- // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
- IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
- IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
- IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
- IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
- IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
- IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
- IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
- IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
- IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
- IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
- IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
- IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
- IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
- IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
-
- // Widgets: Input with Keyboard
- // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
- // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
- IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
- IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
- IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
- IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
- IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
- IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
- IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
- IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
- IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
- IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
- IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
- IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
- IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
- IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
-
- // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
- // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
- // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
- IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
- IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
- IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
- IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
- IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
- IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
-
- // Widgets: Trees
- // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
- IMGUI_API bool TreeNode(const char* label);
- IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
- IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
- IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
- IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
- IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
- IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
- IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
- IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
- IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
- IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
- IMGUI_API void TreePush(const void* ptr_id = NULL); // "
- IMGUI_API void TreePop(); // ~ Unindent()+PopId()
- IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
- IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
- IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
- IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
-
- // Widgets: Selectables
- // - A selectable highlights when hovered, and can display another color when selected.
- // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
- IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
- IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
-
- // Widgets: List Boxes
- // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.
- // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items.
- // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
- // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
- // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
- IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
- IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
- IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
- IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
-
- // Widgets: Data Plotting
- // - Consider using ImPlot (https://github.com/epezent/implot)
- IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
- IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
- IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
- IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
-
- // Widgets: Value() Helpers.
- // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
- IMGUI_API void Value(const char* prefix, bool b);
- IMGUI_API void Value(const char* prefix, int v);
- IMGUI_API void Value(const char* prefix, unsigned int v);
- IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
-
- // Widgets: Menus
- // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
- // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
- // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
- IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
- IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
- IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
- IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
- IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
- IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
- IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
- IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
-
- // Tooltips
- // - Tooltip are windows following the mouse. They do not take focus away.
- IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
- IMGUI_API void EndTooltip();
- IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
- IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
-
- // Popups, Modals
- // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
- // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
- // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
- // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
- // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
- // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
- // This is sometimes leading to confusing mistakes. May rework this in the future.
- // Popups: begin/end functions
- // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
- // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
- IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
- IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
- IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
- // Popups: open/close functions
- // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
- // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
- // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
- // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
- // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
- IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
- IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
- IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
- // Popups: open+begin combined functions helpers
- // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
- // - They are convenient to easily create context menus, hence the name.
- // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
- // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
- IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
- IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
- IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
- // Popups: test function
- // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
- // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
- // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
- IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
-
- // Tables
- // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
- // - Full-featured replacement for old Columns API.
- // - See Demo->Tables for demo code.
- // - See top of imgui_tables.cpp for general commentary.
- // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
- // The typical call flow is:
- // - 1. Call BeginTable().
- // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
- // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
- // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
- // - 5. Populate contents:
- // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
- // - If you are using tables as a sort of grid, where every columns is holding the same type of contents,
- // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
- // TableNextColumn() will automatically wrap-around into the next row if needed.
- // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
- // - Summary of possible call flow:
- // --------------------------------------------------------------------------------------------------------
- // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
- // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
- // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
- // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
- // --------------------------------------------------------------------------------------------------------
- // - 5. Call EndTable()
- IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
- IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
- IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
- IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
- IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
- // Tables: Headers & Columns declaration
- // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
- // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
- // Headers are required to perform: reordering, sorting, and opening the context menu.
- // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
- // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
- // some advanced use cases (e.g. adding custom widgets in header row).
- // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
- IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
- IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
- IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
- IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
- // Tables: Sorting
- // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
- // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
- // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may
- // wastefully sort your data every frame!
- // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
- IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
- // Tables: Miscellaneous functions
- // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
- IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
- IMGUI_API int TableGetColumnIndex(); // return current column index.
- IMGUI_API int TableGetRowIndex(); // return current row index.
- IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
- IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
- IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
-
- // Legacy Columns API (2020: prefer using Tables!)
- // - You can also use SameLine(pos_x) to mimic simplified columns.
- IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
- IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
- IMGUI_API int GetColumnIndex(); // get current column index
- IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
- IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
- IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
- IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
- IMGUI_API int GetColumnsCount();
-
- // Tab Bars, Tabs
- IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
- IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
- IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
- IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
- IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
- IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
-
- // Logging/Capture
- // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
- IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
- IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
- IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
- IMGUI_API void LogFinish(); // stop logging (close file, etc.)
- IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
- IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
- IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
-
- // Drag and Drop
- // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
- // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
- // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
- // - An item can be both drag source and drop target.
- IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
- IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
- IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
- IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
- IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
- IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
- IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
-
- // Clipping
- // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
- IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
- IMGUI_API void PopClipRect();
-
- // Focus, Activation
- // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
- IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
- IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
-
- // Item/Widgets Utilities
- // - Most of the functions are referring to the previous Item that has been submitted.
- // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
- IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
- IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
- IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
- IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
- IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
- IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
- IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
- IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
- IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
- IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
- IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
- IMGUI_API bool IsAnyItemActive(); // is any item active?
- IMGUI_API bool IsAnyItemFocused(); // is any item focused?
- IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
- IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
- IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
- IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
-
- // Viewports
- // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
- // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
- // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
- IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport.
-
- // Miscellaneous Utilities
- IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
- IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
- IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
- IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
- IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
- IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
- IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
- IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
- IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
- IMGUI_API ImGuiStorage* GetStateStorage();
- IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
- IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
- IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
-
- // Text Utilities
- IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
-
- // Color Utilities
- IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
- IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
- IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
- IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
-
- // Inputs Utilities: Keyboard
- // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
- // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
- IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
- IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
- IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
- IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)?
- IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
- IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
-
- // Inputs Utilities: Mouse
- // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
- // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
- // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
- IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
- IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down)
- IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
- IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)
- IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
- IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
- IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
- IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
- IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
- IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
- IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
- IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
- IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
- IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type
- IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
-
- // Clipboard Utilities
- // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
- IMGUI_API const char* GetClipboardText();
- IMGUI_API void SetClipboardText(const char* text);
-
- // Settings/.Ini Utilities
- // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
- // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
- IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
- IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size = 0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
- IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
- IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
-
- // Debug Utilities
- IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
-
- // Memory Allocators
- // - Those functions are not reliant on the current context.
- // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
- // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
- IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
- IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
- IMGUI_API void* MemAlloc(size_t size);
- IMGUI_API void MemFree(void* ptr);
-
-} // namespace ImGui
-
-//-----------------------------------------------------------------------------
-// [SECTION] Flags & Enumerations
-//-----------------------------------------------------------------------------
-
-// Flags for ImGui::Begin()
-enum ImGuiWindowFlags_
-{
- ImGuiWindowFlags_None = 0,
- ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
- ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
- ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
- ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
- ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
- ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
- ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
- ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
- ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
- ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
- ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
- ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
- ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
- ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
- ImGuiWindowFlags_AlwaysVerticalScrollbar = 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
- ImGuiWindowFlags_AlwaysHorizontalScrollbar = 1 << 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
- ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
- ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
- ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
- ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
- ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
- ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
- ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
-
- // [Internal]
- ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
- ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
- ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
- ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
- ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
- ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
-
- // [Obsolete]
- //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
-};
-
-// Flags for ImGui::InputText()
-enum ImGuiInputTextFlags_
-{
- ImGuiInputTextFlags_None = 0,
- ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
- ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
- ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
- ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
- ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
- ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
- ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
- ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
- ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
- ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
- ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
- ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
- ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
- ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode
- ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
- ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
- ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
- ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
- ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
- ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
- // [Internal]
- ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline()
- ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data
-
- // Obsolete names (will be removed soon)
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
-#endif
-};
-
-// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
-enum ImGuiTreeNodeFlags_
-{
- ImGuiTreeNodeFlags_None = 0,
- ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
- ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
- ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
- ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
- ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
- ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
- ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
- ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
- ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
- ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
- ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
- ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
- ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
- ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
- //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
- ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
-};
-
-// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
-// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
-// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
-// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
-// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
-// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
-// and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.
-// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
-enum ImGuiPopupFlags_
-{
- ImGuiPopupFlags_None = 0,
- ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
- ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
- ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
- ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
- ImGuiPopupFlags_MouseButtonDefault_ = 1,
- ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
- ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
- ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
- ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
- ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel
-};
-
-// Flags for ImGui::Selectable()
-enum ImGuiSelectableFlags_
-{
- ImGuiSelectableFlags_None = 0,
- ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
- ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
- ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
- ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
- ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one
-};
-
-// Flags for ImGui::BeginCombo()
-enum ImGuiComboFlags_
-{
- ImGuiComboFlags_None = 0,
- ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
- ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
- ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
- ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
- ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
- ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
- ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
- ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
-};
-
-// Flags for ImGui::BeginTabBar()
-enum ImGuiTabBarFlags_
-{
- ImGuiTabBarFlags_None = 0,
- ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
- ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
- ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
- ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
- ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
- ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
- ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
- ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
- ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
- ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
-};
-
-// Flags for ImGui::BeginTabItem()
-enum ImGuiTabItemFlags_
-{
- ImGuiTabItemFlags_None = 0,
- ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
- ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
- ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
- ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
- ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
- ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
- ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
- ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
-};
-
-// Flags for ImGui::BeginTable()
-// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
-// - Important! Sizing policies have complex and subtle side effects, more so than you would expect.
-// Read comments/demos carefully + experiment with live demos to get acquainted with them.
-// - The DEFAULT sizing policies are:
-// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
-// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
-// - When ScrollX is off:
-// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
-// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
-// - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all).
-// - Stretch Columns will share the remaining width.
-// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
-// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
-// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
-// - When ScrollX is on:
-// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
-// - Columns sizing policy allowed: Fixed/Auto mostly.
-// - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed.
-// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
-// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
-// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
-// - Read on documentation at the top of imgui_tables.cpp for details.
-enum ImGuiTableFlags_
-{
- // Features
- ImGuiTableFlags_None = 0,
- ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
- ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
- ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
- ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
- ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
- ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
- // Decorations
- ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
- ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
- ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
- ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
- ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
- ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
- ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
- ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
- ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
- ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
- ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style
- ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style
- // Sizing Policy (read above for defaults)
- ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
- ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
- ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
- ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
- // Sizing Extra Options
- ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
- ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
- ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
- ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
- // Clipping
- ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
- // Padding
- ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers.
- ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding.
- ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
- // Scrolling
- ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.
- ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
- // Sorting
- ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
- ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
-
- // [Internal] Combinations and masks
- ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame
-
- // Obsolete names (will be removed soon)
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12
- //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01
-#endif
-};
-
-// Flags for ImGui::TableSetupColumn()
-enum ImGuiTableColumnFlags_
-{
- // Input configuration flags
- ImGuiTableColumnFlags_None = 0,
- ImGuiTableColumnFlags_DefaultHide = 1 << 0, // Default as a hidden/disabled column.
- ImGuiTableColumnFlags_DefaultSort = 1 << 1, // Default as a sorting column.
- ImGuiTableColumnFlags_WidthStretch = 1 << 2, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
- ImGuiTableColumnFlags_WidthFixed = 1 << 3, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
- ImGuiTableColumnFlags_NoResize = 1 << 4, // Disable manual resizing.
- ImGuiTableColumnFlags_NoReorder = 1 << 5, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
- ImGuiTableColumnFlags_NoHide = 1 << 6, // Disable ability to hide/disable this column.
- ImGuiTableColumnFlags_NoClip = 1 << 7, // Disable clipping for this column (all NoClip columns will render in a same draw command).
- ImGuiTableColumnFlags_NoSort = 1 << 8, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
- ImGuiTableColumnFlags_NoSortAscending = 1 << 9, // Disable ability to sort in the ascending direction.
- ImGuiTableColumnFlags_NoSortDescending = 1 << 10, // Disable ability to sort in the descending direction.
- ImGuiTableColumnFlags_NoHeaderWidth = 1 << 11, // Disable header text width contribution to automatic column width.
- ImGuiTableColumnFlags_PreferSortAscending = 1 << 12, // Make the initial sort direction Ascending when first sorting on this column (default).
- ImGuiTableColumnFlags_PreferSortDescending = 1 << 13, // Make the initial sort direction Descending when first sorting on this column.
- ImGuiTableColumnFlags_IndentEnable = 1 << 14, // Use current Indent value when entering cell (default for column 0).
- ImGuiTableColumnFlags_IndentDisable = 1 << 15, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
-
- // Output status flags, read-only via TableGetColumnFlags()
- ImGuiTableColumnFlags_IsEnabled = 1 << 20, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
- ImGuiTableColumnFlags_IsVisible = 1 << 21, // Status: is visible == is enabled AND not clipped by scrolling.
- ImGuiTableColumnFlags_IsSorted = 1 << 22, // Status: is currently part of the sort specs
- ImGuiTableColumnFlags_IsHovered = 1 << 23, // Status: is hovered by mouse
-
- // [Internal] Combinations and masks
- ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
- ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
- ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
- ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
-
- // Obsolete names (will be removed soon)
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents.
-#endif
-};
-
-// Flags for ImGui::TableNextRow()
-enum ImGuiTableRowFlags_
-{
- ImGuiTableRowFlags_None = 0,
- ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width)
-};
-
-// Enum for ImGui::TableSetBgColor()
-// Background colors are rendering in 3 layers:
-// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
-// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
-// - Layer 2: draw with CellBg color if set.
-// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color.
-// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
-// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
-// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
-enum ImGuiTableBgTarget_
-{
- ImGuiTableBgTarget_None = 0,
- ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
- ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
- ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color)
-};
-
-// Flags for ImGui::IsWindowFocused()
-enum ImGuiFocusedFlags_
-{
- ImGuiFocusedFlags_None = 0,
- ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
- ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
- ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
- ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
-};
-
-// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
-// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
-// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
-enum ImGuiHoveredFlags_
-{
- ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
- ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
- ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
- ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
- ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
- //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
- ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
- ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window
- ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
- ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
- ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
-};
-
-// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
-enum ImGuiDragDropFlags_
-{
- ImGuiDragDropFlags_None = 0,
- // BeginDragDropSource() flags
- ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
- ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
- ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
- ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
- ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
- ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
- // AcceptDragDropPayload() flags
- ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
- ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
- ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
- ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
-};
-
-// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
-#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
-#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
-
-// A primary data type
-enum ImGuiDataType_
-{
- ImGuiDataType_S8, // signed char / char (with sensible compilers)
- ImGuiDataType_U8, // unsigned char
- ImGuiDataType_S16, // short
- ImGuiDataType_U16, // unsigned short
- ImGuiDataType_S32, // int
- ImGuiDataType_U32, // unsigned int
- ImGuiDataType_S64, // long long / __int64
- ImGuiDataType_U64, // unsigned long long / unsigned __int64
- ImGuiDataType_Float, // float
- ImGuiDataType_Double, // double
- ImGuiDataType_COUNT
-};
-
-// A cardinal direction
-enum ImGuiDir_
-{
- ImGuiDir_None = -1,
- ImGuiDir_Left = 0,
- ImGuiDir_Right = 1,
- ImGuiDir_Up = 2,
- ImGuiDir_Down = 3,
- ImGuiDir_COUNT
-};
-
-// A sorting direction
-enum ImGuiSortDirection_
-{
- ImGuiSortDirection_None = 0,
- ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
- ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
-};
-
-// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
-enum ImGuiKey_
-{
- ImGuiKey_Tab,
- ImGuiKey_LeftArrow,
- ImGuiKey_RightArrow,
- ImGuiKey_UpArrow,
- ImGuiKey_DownArrow,
- ImGuiKey_PageUp,
- ImGuiKey_PageDown,
- ImGuiKey_Home,
- ImGuiKey_End,
- ImGuiKey_Insert,
- ImGuiKey_Delete,
- ImGuiKey_Backspace,
- ImGuiKey_Space,
- ImGuiKey_Enter,
- ImGuiKey_Escape,
- ImGuiKey_KeyPadEnter,
- ImGuiKey_A, // for text edit CTRL+A: select all
- ImGuiKey_C, // for text edit CTRL+C: copy
- ImGuiKey_V, // for text edit CTRL+V: paste
- ImGuiKey_X, // for text edit CTRL+X: cut
- ImGuiKey_Y, // for text edit CTRL+Y: redo
- ImGuiKey_Z, // for text edit CTRL+Z: undo
- ImGuiKey_COUNT
-};
-
-// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)
-enum ImGuiKeyModFlags_
-{
- ImGuiKeyModFlags_None = 0,
- ImGuiKeyModFlags_Ctrl = 1 << 0,
- ImGuiKeyModFlags_Shift = 1 << 1,
- ImGuiKeyModFlags_Alt = 1 << 2,
- ImGuiKeyModFlags_Super = 1 << 3
-};
-
-// Gamepad/Keyboard navigation
-// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
-// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
-// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.
-enum ImGuiNavInput_
-{
- // Gamepad Mapping
- ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
- ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
- ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
- ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
- ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
- ImGuiNavInput_DpadRight, //
- ImGuiNavInput_DpadUp, //
- ImGuiNavInput_DpadDown, //
- ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
- ImGuiNavInput_LStickRight, //
- ImGuiNavInput_LStickUp, //
- ImGuiNavInput_LStickDown, //
- ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
- ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
- ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
- ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
-
- // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
- // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
- ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
- ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
- ImGuiNavInput_KeyRight_, // move right
- ImGuiNavInput_KeyUp_, // move up
- ImGuiNavInput_KeyDown_, // move down
- ImGuiNavInput_COUNT,
- ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
-};
-
-// Configuration flags stored in io.ConfigFlags. Set by user/application.
-enum ImGuiConfigFlags_
-{
- ImGuiConfigFlags_None = 0,
- ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
- ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad.
- ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
- ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
- ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
- ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
-
- // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
- ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
- ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
-};
-
-// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
-enum ImGuiBackendFlags_
-{
- ImGuiBackendFlags_None = 0,
- ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
- ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
- ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
- ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
-};
-
-// Enumeration for PushStyleColor() / PopStyleColor()
-enum ImGuiCol_
-{
- ImGuiCol_Text,
- ImGuiCol_TextDisabled,
- ImGuiCol_WindowBg, // Background of normal windows
- ImGuiCol_ChildBg, // Background of child windows
- ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
- ImGuiCol_Border,
- ImGuiCol_BorderShadow,
- ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
- ImGuiCol_FrameBgHovered,
- ImGuiCol_FrameBgActive,
- ImGuiCol_TitleBg,
- ImGuiCol_TitleBgActive,
- ImGuiCol_TitleBgCollapsed,
- ImGuiCol_MenuBarBg,
- ImGuiCol_ScrollbarBg,
- ImGuiCol_ScrollbarGrab,
- ImGuiCol_ScrollbarGrabHovered,
- ImGuiCol_ScrollbarGrabActive,
- ImGuiCol_CheckMark,
- ImGuiCol_SliderGrab,
- ImGuiCol_SliderGrabActive,
- ImGuiCol_Button,
- ImGuiCol_ButtonHovered,
- ImGuiCol_ButtonActive,
- ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
- ImGuiCol_HeaderHovered,
- ImGuiCol_HeaderActive,
- ImGuiCol_Separator,
- ImGuiCol_SeparatorHovered,
- ImGuiCol_SeparatorActive,
- ImGuiCol_ResizeGrip,
- ImGuiCol_ResizeGripHovered,
- ImGuiCol_ResizeGripActive,
- ImGuiCol_Tab,
- ImGuiCol_TabHovered,
- ImGuiCol_TabActive,
- ImGuiCol_TabUnfocused,
- ImGuiCol_TabUnfocusedActive,
- ImGuiCol_PlotLines,
- ImGuiCol_PlotLinesHovered,
- ImGuiCol_PlotHistogram,
- ImGuiCol_PlotHistogramHovered,
- ImGuiCol_TableHeaderBg, // Table header background
- ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
- ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
- ImGuiCol_TableRowBg, // Table row background (even rows)
- ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
- ImGuiCol_TextSelectedBg,
- ImGuiCol_DragDropTarget,
- ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
- ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
- ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
- ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
- ImGuiCol_COUNT
-};
-
-// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
-// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
-// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
-// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
-// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
-// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
-// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
-enum ImGuiStyleVar_
-{
- // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
- ImGuiStyleVar_Alpha, // float Alpha
- ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
- ImGuiStyleVar_WindowRounding, // float WindowRounding
- ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
- ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
- ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
- ImGuiStyleVar_ChildRounding, // float ChildRounding
- ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
- ImGuiStyleVar_PopupRounding, // float PopupRounding
- ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
- ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
- ImGuiStyleVar_FrameRounding, // float FrameRounding
- ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
- ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
- ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
- ImGuiStyleVar_IndentSpacing, // float IndentSpacing
- ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
- ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
- ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
- ImGuiStyleVar_GrabMinSize, // float GrabMinSize
- ImGuiStyleVar_GrabRounding, // float GrabRounding
- ImGuiStyleVar_TabRounding, // float TabRounding
- ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
- ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
- ImGuiStyleVar_COUNT
-};
-
-// Flags for InvisibleButton() [extended in imgui_internal.h]
-enum ImGuiButtonFlags_
-{
- ImGuiButtonFlags_None = 0,
- ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
- ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
- ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
-
- // [Internal]
- ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
- ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
-};
-
-// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
-enum ImGuiColorEditFlags_
-{
- ImGuiColorEditFlags_None = 0,
- ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
- ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
- ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
- ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
- ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
- ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
- ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
- ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
- ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
- ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
-
- // User Options (right-click on widget to change some of them).
- ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
- ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
- ImGuiColorEditFlags_AlphaPreviewHalf = 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
- ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
- ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
- ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
- ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
- ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
- ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
- ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
- ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
- ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
- ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
-
- // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
- // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
- ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
-
- // [Internal] Masks
- ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
- ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
- ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
- ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
-
- // Obsolete names (will be removed)
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
-#endif
-};
-
-// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
-// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
-enum ImGuiSliderFlags_
-{
- ImGuiSliderFlags_None = 0,
- ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
- ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
- ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
- ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
- ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
-
- // Obsolete names (will be removed)
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79]
-#endif
-};
-
-// Identify a mouse button.
-// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
-enum ImGuiMouseButton_
-{
- ImGuiMouseButton_Left = 0,
- ImGuiMouseButton_Right = 1,
- ImGuiMouseButton_Middle = 2,
- ImGuiMouseButton_COUNT = 5
-};
-
-// Enumeration for GetMouseCursor()
-// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
-enum ImGuiMouseCursor_
-{
- ImGuiMouseCursor_None = -1,
- ImGuiMouseCursor_Arrow = 0,
- ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
- ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
- ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
- ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
- ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
- ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
- ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
- ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
- ImGuiMouseCursor_COUNT
-};
-
-// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
-// Represent a condition.
-// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
-enum ImGuiCond_
-{
- ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
- ImGuiCond_Always = 1 << 0, // No condition (always set the variable)
- ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
- ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
- ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] Helpers: Memory allocations macros, ImVector<>
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
-// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
-// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions.
-//-----------------------------------------------------------------------------
-
-struct ImNewWrapper {};
-inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
-inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
-#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
-#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
-#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
-#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
-template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
-
-//-----------------------------------------------------------------------------
-// ImVector<>
-// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
-//-----------------------------------------------------------------------------
-// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
-// - We use std-like naming convention here, which is a little unusual for this codebase.
-// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
-// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
-// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
-//-----------------------------------------------------------------------------
-
-template
-struct ImVector
-{
- int Size;
- int Capacity;
- T* Data;
-
- // Provide standard typedefs but we don't use them ourselves.
- typedef T value_type;
- typedef value_type* iterator;
- typedef const value_type* const_iterator;
-
- // Constructors, destructor
- inline ImVector() { Size = Capacity = 0; Data = NULL; }
- inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
- inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
- inline ~ImVector() { if (Data) IM_FREE(Data); }
-
- inline bool empty() const { return Size == 0; }
- inline int size() const { return Size; }
- inline int size_in_bytes() const { return Size * (int)sizeof(T); }
- inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
- inline int capacity() const { return Capacity; }
- inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
- inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
-
- inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }
- inline T* begin() { return Data; }
- inline const T* begin() const { return Data; }
- inline T* end() { return Data + Size; }
- inline const T* end() const { return Data + Size; }
- inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
- inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
- inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
- inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
- inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
-
- inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
- inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
- inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
- inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
- inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
-
- // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
- inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
- inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
- inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
- inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
- inline T* erase(const T* it, const T* it_last) { IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; }
- inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
- inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
- inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
- inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
- inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
- inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
- inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
- inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImGuiStyle
-//-----------------------------------------------------------------------------
-// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
-// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
-// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
-//-----------------------------------------------------------------------------
-
-struct ImGuiStyle
-{
- float Alpha; // Global alpha applies to everything in Dear ImGui.
- ImVec2 WindowPadding; // Padding within a window.
- float WindowRounding; // 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.
- float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
- ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
- ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
- ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
- float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
- float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
- float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
- float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
- ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
- float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
- float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
- ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
- ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
- ImVec2 CellPadding; // Padding within a table cell
- ImVec2 TouchExtraPadding; // 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!
- float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
- float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
- float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
- float ScrollbarRounding; // Radius of grab corners for scrollbar.
- float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
- float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
- float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
- float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
- float TabBorderSize; // Thickness of border around tabs.
- float TabMinWidthForCloseButton; // 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.
- ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
- ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
- ImVec2 SelectableTextAlign; // 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.
- ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
- ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
- float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
- bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
- bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
- bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
- float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
- float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
- ImVec4 Colors[ImGuiCol_COUNT];
-
- IMGUI_API ImGuiStyle();
- IMGUI_API void ScaleAllSizes(float scale_factor);
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImGuiIO
-//-----------------------------------------------------------------------------
-// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
-// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
-//-----------------------------------------------------------------------------
-
-struct ImGuiIO
-{
- //------------------------------------------------------------------
- // Configuration (fill once) // Default value
- //------------------------------------------------------------------
-
- ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
- ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
- ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size)
- float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
- float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
- const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
- const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
- float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
- float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
- float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
- int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
- float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
- float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
- void* UserData; // = NULL // Store your own data for retrieval by callbacks.
-
- ImFontAtlas* Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture.
- float FontGlobalScale; // = 1.0f // Global scale all fonts
- bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
- ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
- ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
-
- // Miscellaneous options
- bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
- bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
- bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
- bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
- bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
- bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
- float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
-
- //------------------------------------------------------------------
- // Platform Functions
- // (the imgui_impl_xxxx backend files are setting those up for you)
- //------------------------------------------------------------------
-
- // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
- const char* BackendPlatformName; // = NULL
- const char* BackendRendererName; // = NULL
- void* BackendPlatformUserData; // = NULL // User data for platform backend
- void* BackendRendererUserData; // = NULL // User data for renderer backend
- void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
-
- // Optional: Access OS clipboard
- // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
- const char* (*GetClipboardTextFn)(void* user_data);
- void (*SetClipboardTextFn)(void* user_data, const char* text);
- void* ClipboardUserData;
-
- // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
- // (default to use native imm32 api on Windows)
- void (*ImeSetInputScreenPosFn)(int x, int y);
- void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
-
- //------------------------------------------------------------------
- // Input - Fill before calling NewFrame()
- //------------------------------------------------------------------
-
- ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
- bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
- float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
- float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
- bool KeyCtrl; // Keyboard modifier pressed: Control
- bool KeyShift; // Keyboard modifier pressed: Shift
- bool KeyAlt; // Keyboard modifier pressed: Alt
- bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
- bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
- float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
-
- // Functions
- IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input
- IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate
- IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
- IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
-
- //------------------------------------------------------------------
- // Output - Updated by NewFrame() or EndFrame()/Render()
- // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
- // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
- //------------------------------------------------------------------
-
- bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
- bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
- bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
- bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
- bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
- bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
- bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
- float Framerate; // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
- int MetricsRenderVertices; // Vertices output during last call to Render()
- int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
- int MetricsRenderWindows; // Number of visible windows
- int MetricsActiveWindows; // Number of active windows
- int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
- ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
-
- //------------------------------------------------------------------
- // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
- //------------------------------------------------------------------
-
- ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
- ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
- ImVec2 MouseClickedPos[5]; // Position at time of clicking
- double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
- bool MouseClicked[5]; // Mouse button went from !Down to Down
- bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
- bool MouseReleased[5]; // Mouse button went from Down to !Down
- bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
- bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
- float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
- float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
- ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
- float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
- float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
- float KeysDownDurationPrev[512]; // Previous duration the key has been down
- float NavInputsDownDuration[ImGuiNavInput_COUNT];
- float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
- float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
- ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
- ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
-
- IMGUI_API ImGuiIO();
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] Misc data structures
-//-----------------------------------------------------------------------------
-
-// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
-// The callback function should return 0 by default.
-// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
-// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
-// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
-// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
-// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
-// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
-// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
-struct ImGuiInputTextCallbackData
-{
- ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
- ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
- void* UserData; // What user passed to InputText() // Read-only
-
- // Arguments for the different callback events
- // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
- // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
- ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
- ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
- char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
- int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
- int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
- bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
- int CursorPos; // // Read-write // [Completion,History,Always]
- int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
- int SelectionEnd; // // Read-write // [Completion,History,Always]
-
- // Helper functions for text manipulation.
- // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
- IMGUI_API ImGuiInputTextCallbackData();
- IMGUI_API void DeleteChars(int pos, int bytes_count);
- IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
- void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
- void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
- bool HasSelection() const { return SelectionStart != SelectionEnd; }
-};
-
-// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
-// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
-struct ImGuiSizeCallbackData
-{
- void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
- ImVec2 Pos; // Read-only. Window position, for reference.
- ImVec2 CurrentSize; // Read-only. Current window size.
- ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
-};
-
-// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
-struct ImGuiPayload
-{
- // Members
- void* Data; // Data (copied and owned by dear imgui)
- int DataSize; // Data size
-
- // [Internal]
- ImGuiID SourceId; // Source item id
- ImGuiID SourceParentId; // Source parent id (if available)
- int DataFrameCount; // Data timestamp
- char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
- bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
- bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
-
- ImGuiPayload() { Clear(); }
- void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
- bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
- bool IsPreview() const { return Preview; }
- bool IsDelivery() const { return Delivery; }
-};
-
-// Sorting specification for one column of a table (sizeof == 12 bytes)
-struct ImGuiTableColumnSortSpecs
-{
- ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
- ImS16 ColumnIndex; // Index of the column
- ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
- ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
-
- ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
-};
-
-// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
-// Obtained by calling TableGetSortSpecs().
-// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
-// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
-struct ImGuiTableSortSpecs
-{
- const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
- int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
- bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
-
- ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
-//-----------------------------------------------------------------------------
-
-// Helper: Unicode defines
-#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
-#ifdef IMGUI_USE_WCHAR32
-#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
-#else
-#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
-#endif
-
-// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
-// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
-struct ImGuiOnceUponAFrame
-{
- ImGuiOnceUponAFrame() { RefFrame = -1; }
- mutable int RefFrame;
- operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
-};
-
-// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
-struct ImGuiTextFilter
-{
- IMGUI_API ImGuiTextFilter(const char* default_filter = "");
- IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
- IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
- IMGUI_API void Build();
- void Clear() { InputBuf[0] = 0; Build(); }
- bool IsActive() const { return !Filters.empty(); }
-
- // [Internal]
- struct ImGuiTextRange
- {
- const char* b;
- const char* e;
-
- ImGuiTextRange() { b = e = NULL; }
- ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
- bool empty() const { return b == e; }
- IMGUI_API void split(char separator, ImVector* out) const;
- };
- char InputBuf[256];
- ImVectorFilters;
- int CountGrep;
-};
-
-// Helper: Growable text buffer for logging/accumulating text
-// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
-struct ImGuiTextBuffer
-{
- ImVector Buf;
- IMGUI_API static char EmptyString[1];
-
- ImGuiTextBuffer() { }
- inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
- const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
- const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
- int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
- bool empty() const { return Buf.Size <= 1; }
- void clear() { Buf.clear(); }
- void reserve(int capacity) { Buf.reserve(capacity); }
- const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
- IMGUI_API void append(const char* str, const char* str_end = NULL);
- IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
- IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
-};
-
-// Helper: Key->Value storage
-// Typically you don't have to worry about this since a storage is held within each Window.
-// We use it to e.g. store collapse state for a tree (Int 0/1)
-// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
-// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
-// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
-// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
-// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
-struct ImGuiStorage
-{
- // [Internal]
- struct ImGuiStoragePair
- {
- ImGuiID key;
- union { int val_i; float val_f; void* val_p; };
- ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
- ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
- ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
- };
-
- ImVector Data;
-
- // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
- // - Set***() functions find pair, insertion on demand if missing.
- // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
- void Clear() { Data.clear(); }
- IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
- IMGUI_API void SetInt(ImGuiID key, int val);
- IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
- IMGUI_API void SetBool(ImGuiID key, bool val);
- IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
- IMGUI_API void SetFloat(ImGuiID key, float val);
- IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
- IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
-
- // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
- // - 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.
- // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
- // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
- IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
- IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
- IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
- IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
-
- // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
- IMGUI_API void SetAllInt(int val);
-
- // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
- IMGUI_API void BuildSortByKey();
-};
-
-// Helper: Manually clip large list of items.
-// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse
-// clipping based on visibility to save yourself from processing those items at all.
-// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
-// (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null)
-// Usage:
-// ImGuiListClipper clipper;
-// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
-// while (clipper.Step())
-// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
-// ImGui::Text("line number %d", i);
-// Generally what happens is:
-// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
-// - User code submit one element.
-// - Clipper can measure the height of the first element
-// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
-// - User code submit visible elements.
-struct ImGuiListClipper
-{
- int DisplayStart;
- int DisplayEnd;
-
- // [Internal]
- int ItemsCount;
- int StepNo;
- int ItemsFrozen;
- float ItemsHeight;
- float StartPosY;
-
- IMGUI_API ImGuiListClipper();
- IMGUI_API ~ImGuiListClipper();
-
- // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
- // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
- IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
- IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
- IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
-
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
-#endif
-};
-
-// Helpers macros to generate 32-bit encoded colors
-#ifdef IMGUI_USE_BGRA_PACKED_COLOR
-#define IM_COL32_R_SHIFT 16
-#define IM_COL32_G_SHIFT 8
-#define IM_COL32_B_SHIFT 0
-#define IM_COL32_A_SHIFT 24
-#define IM_COL32_A_MASK 0xFF000000
-#else
-#define IM_COL32_R_SHIFT 0
-#define IM_COL32_G_SHIFT 8
-#define IM_COL32_B_SHIFT 16
-#define IM_COL32_A_SHIFT 24
-#define IM_COL32_A_MASK 0xFF000000
-#endif
-#define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; }
- ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
- ImColor(const ImVec4& col) { Value = col; }
- inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
- inline operator ImVec4() const { return Value; }
-
- // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
- inline void SetHSV(float h, float s, float v, float a = 1.0f) { ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
- static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); }
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
-// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
-//-----------------------------------------------------------------------------
-
-// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
-#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
-#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
-#endif
-
-// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
-// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
-// you can poke into the draw list for that! Draw callback may be useful for example to:
-// A) Change your GPU render state,
-// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
-// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
-// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
-#ifndef ImDrawCallback
-typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
-#endif
-
-// Special Draw callback value to request renderer backend to reset the graphics/render state.
-// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
-// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
-// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
-#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
-
-// Typically, 1 command = 1 GPU draw call (unless command is a callback)
-// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
-// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
-// Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields.
-// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
-struct ImDrawCmd
-{
- ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
- ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
- unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
- unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
- unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
- ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
- void* UserCallbackData; // 4-8 // The draw callback code can access this.
-
- ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
-};
-
-// Vertex index, default to 16-bit
-// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended).
-// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h.
-#ifndef ImDrawIdx
-typedef unsigned short ImDrawIdx;
-#endif
-
-// Vertex layout
-#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
-struct ImDrawVert
-{
- ImVec2 pos;
- ImVec2 uv;
- ImU32 col;
-};
-#else
-// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
-// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
-// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up.
-// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
-IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
-#endif
-
-// [Internal] For use by ImDrawList
-struct ImDrawCmdHeader
-{
- ImVec4 ClipRect;
- ImTextureID TextureId;
- unsigned int VtxOffset;
-};
-
-// [Internal] For use by ImDrawListSplitter
-struct ImDrawChannel
-{
- ImVector _CmdBuffer;
- ImVector _IdxBuffer;
-};
-
-
-// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
-// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
-struct ImDrawListSplitter
-{
- int _Current; // Current channel number (0)
- int _Count; // Number of active channels (1+)
- ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
-
- inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
- inline ~ImDrawListSplitter() { ClearFreeMemory(); }
- inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
- IMGUI_API void ClearFreeMemory();
- IMGUI_API void Split(ImDrawList* draw_list, int count);
- IMGUI_API void Merge(ImDrawList* draw_list);
- IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
-};
-
-// Flags for ImDrawList functions
-// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
-enum ImDrawFlags_
-{
- ImDrawFlags_None = 0,
- ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
- ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
- ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
- ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
- ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
- ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
- ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
- ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
- ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
- ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
- ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
- ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
- ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone
-};
-
-// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
-// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
-enum ImDrawListFlags_
-{
- ImDrawListFlags_None = 0,
- ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
- ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering.
- ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
- ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
-};
-
-// Draw command list
-// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
-// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
-// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
-// access the current window draw list and draw custom primitives.
-// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
-// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
-// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
-// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
-struct ImDrawList
-{
- // This is what you have to render
- ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
- ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
- ImVector VtxBuffer; // Vertex buffer.
- ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
-
- // [Internal, used while building lists]
- unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
- const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
- const char* _OwnerName; // Pointer to owner window's name for debugging
- ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
- ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
- ImVector _ClipRectStack; // [Internal]
- ImVector _TextureIdStack; // [Internal]
- ImVector _Path; // [Internal] current path building
- ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
- ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
- float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
-
- // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
- ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
-
- ~ImDrawList() { _ClearFreeMemory(); }
- IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
- IMGUI_API void PushClipRectFullScreen();
- IMGUI_API void PopClipRect();
- IMGUI_API void PushTextureID(ImTextureID texture_id);
- IMGUI_API void PopTextureID();
- inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
- inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
-
- // Primitives
- // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
- // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
- // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
- // In future versions we will use textures to provide cheaper and higher-quality circles.
- // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
- IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
- IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
- IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
- IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
- IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
- IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
- IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
- IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
- IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
- IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
- IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
- IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
- IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
- IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
- IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
- IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
- IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
- IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
-
- // Image primitives
- // - Read FAQ to understand what ImTextureID is.
- // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
- // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
- IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
- IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
- IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
-
- // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
- inline void PathClear() { _Path.Size = 0; }
- inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
- inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
- inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
- inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
- IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
- IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
- IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
- IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
- IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
-
- // Advanced
- IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
- IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
- IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
-
- // Advanced: Channels
- // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
- // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
- // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
- // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
- // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
- inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
- inline void ChannelsMerge() { _Splitter.Merge(this); }
- inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
-
- // Advanced: Primitives allocations
- // - We render triangles (three vertices)
- // - All primitives needs to be reserved via PrimReserve() beforehand.
- IMGUI_API void PrimReserve(int idx_count, int vtx_count);
- IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
- IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
- IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
- IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
- inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
- inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
- inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
-
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); }
- inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); }
-#endif
-
- // [Internal helpers]
- IMGUI_API void _ResetForNewFrame();
- IMGUI_API void _ClearFreeMemory();
- IMGUI_API void _PopUnusedDrawCmd();
- IMGUI_API void _OnChangedClipRect();
- IMGUI_API void _OnChangedTextureID();
- IMGUI_API void _OnChangedVtxOffset();
- IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
- IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
- IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
-};
-
-// All draw data to render a Dear ImGui frame
-// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
-// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
-struct ImDrawData
-{
- bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
- int CmdListsCount; // Number of ImDrawList* to render
- int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
- int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
- ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
- ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
- ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
- ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
-
- // Functions
- ImDrawData() { Clear(); }
- void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext!
- IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
- IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
-//-----------------------------------------------------------------------------
-
-struct ImFontConfig
-{
- void* FontData; // // TTF/OTF data
- int FontDataSize; // // TTF/OTF data size
- bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
- int FontNo; // 0 // Index of font within TTF/OTF file
- float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
- int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
- int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
- bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
- ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
- ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
- const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
- float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
- float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
- bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
- unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
- float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
- ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
-
- // [Internal]
- char Name[40]; // Name (strictly to ease debugging)
- ImFont* DstFont;
-
- IMGUI_API ImFontConfig();
-};
-
-// Hold rendering data for one glyph.
-// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
-struct ImFontGlyph
-{
- unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
- unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
- unsigned int Codepoint : 30; // 0x0000..0x10FFFF
- float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
- float X0, Y0, X1, Y1; // Glyph corners
- float U0, V0, U1, V1; // Texture coordinates
-};
-
-// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
-// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
-struct ImFontGlyphRangesBuilder
-{
- ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
-
- ImFontGlyphRangesBuilder() { Clear(); }
- inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
- inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
- inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
- inline void AddChar(ImWchar c) { SetBit(c); } // Add character
- IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
- IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
- IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges
-};
-
-// See ImFontAtlas::AddCustomRectXXX functions.
-struct ImFontAtlasCustomRect
-{
- unsigned short Width, Height; // Input // Desired rectangle dimension
- unsigned short X, Y; // Output // Packed position in Atlas
- unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
- float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
- ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
- ImFont* Font; // Input // For custom font glyphs only: target font
- ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
- bool IsPacked() const { return X != 0xFFFF; }
-};
-
-// Flags for ImFontAtlas build
-enum ImFontAtlasFlags_
-{
- ImFontAtlasFlags_None = 0,
- ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
- ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
- ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
-};
-
-// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
-// - One or more fonts.
-// - Custom graphics data needed to render the shapes needed by Dear ImGui.
-// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
-// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
-// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
-// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
-// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
-// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
-// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
-// Common pitfalls:
-// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
-// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
-// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
-// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
-// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
-// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
-struct ImFontAtlas
-{
- IMGUI_API ImFontAtlas();
- IMGUI_API ~ImFontAtlas();
- IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
- IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
- IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
- IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
- IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
- IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
- IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
- IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
- IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
- IMGUI_API void Clear(); // Clear all input and output.
-
- // Build atlas, retrieve pixel data.
- // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
- // The pitch is always = Width * BytesPerPixels (1 or 4)
- // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
- // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
- IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
- IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
- IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
- bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
- void SetTexID(ImTextureID id) { TexID = id; }
-
- //-------------------------------------------
- // Glyph Ranges
- //-------------------------------------------
-
- // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
- // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
- // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
- IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
- IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
- IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
- IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
- IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
- IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
- IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
- IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
-
- //-------------------------------------------
- // [BETA] Custom Rectangles/Glyphs API
- //-------------------------------------------
-
- // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
- // - After calling Build(), you can query the rectangle position and render your pixels.
- // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.
- // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
- // so you can render e.g. custom colorful icons and use them as regular glyphs.
- // - Read docs/FONTS.md for more details about using colorful icons.
- // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
- IMGUI_API int AddCustomRectRegular(int width, int height);
- IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
- ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
-
- // [Internal]
- IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
- IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
-
- //-------------------------------------------
- // Members
- //-------------------------------------------
-
- ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
- ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
- int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
- int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.
- bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
-
- // [Internal]
- // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
- bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
- unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
- unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
- int TexWidth; // Texture width calculated during Build().
- int TexHeight; // Texture height calculated during Build().
- ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
- ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
- ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
- ImVector CustomRects; // Rectangles for packing custom texture data into the atlas.
- ImVector ConfigData; // Configuration data
- ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
-
- // [Internal] Font builder
- const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
- unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
-
- // [Internal] Packing data
- int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
- int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
-
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
- typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
-#endif
-};
-
-// Font runtime data and rendering
-// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
-struct ImFont
-{
- // Members: Hot ~20/24 bytes (for CalcTextSize)
- ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
- float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
- float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
-
- // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
- ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
- ImVector Glyphs; // 12-16 // out // // All glyphs.
- const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
-
- // Members: Cold ~32/40 bytes
- ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
- const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
- short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
- ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar()
- ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering.
- bool DirtyLookupTables; // 1 // out //
- float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
- float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
- int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
- ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX + 1) / 4096 / 8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
-
- // Methods
- IMGUI_API ImFont();
- IMGUI_API ~ImFont();
- IMGUI_API const ImFontGlyph* FindGlyph(ImWchar c) const;
- IMGUI_API const ImFontGlyph* FindGlyphNoFallback(ImWchar c) const;
- float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
- bool IsLoaded() const { return ContainerAtlas != NULL; }
- const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; }
-
- // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
- // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
- IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
- IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
- IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
- IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
-
- // [Internal] Don't use!
- IMGUI_API void BuildLookupTable();
- IMGUI_API void ClearOutputData();
- IMGUI_API void GrowIndex(int new_size);
- IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
- IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
- IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
- IMGUI_API void SetFallbackChar(ImWchar c);
- IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] Viewports
-//-----------------------------------------------------------------------------
-
-// Flags stored in ImGuiViewport::Flags
-enum ImGuiViewportFlags_
-{
- ImGuiViewportFlags_None = 0,
- ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
- ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
- ImGuiViewportFlags_OwnedByApp = 1 << 2 // Platform Window: is created/managed by the application (rather than a dear imgui backend)
-};
-
-// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
-// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
-// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
-// - About Main Area vs Work Area:
-// - Main Area = entire viewport.
-// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
-// - Windows are generally trying to stay within the Work Area of their host viewport.
-struct ImGuiViewport
-{
- ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
- ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
- ImVec2 Size; // Main Area: Size of the viewport.
- ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
- ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
-
- ImGuiViewport() { memset(this, 0, sizeof(*this)); }
-
- // Helpers
- ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
- ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] Obsolete functions and types
-// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
-// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
-//-----------------------------------------------------------------------------
-
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-namespace ImGui
-{
- // OBSOLETED in 1.81 (from February 2021)
- IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
- static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
- static inline void ListBoxFooter() { EndListBox(); }
- // OBSOLETED in 1.79 (from August 2020)
- static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
- // OBSOLETED in 1.78 (from June 2020)
- // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.
- // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
- IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
- IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
- static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }
- static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); }
- static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); }
- static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); }
- IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power);
- IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power);
- static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }
- static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }
- static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }
- static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }
- // OBSOLETED in 1.77 (from June 2020)
- static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
- // OBSOLETED in 1.72 (from April 2019)
- static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
- // OBSOLETED in 1.71 (from June 2019)
- static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
- // OBSOLETED in 1.70 (from May 2019)
- static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; }
- // OBSOLETED in 1.69 (from Mar 2019)
- static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); }
-}
-
-// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
-typedef ImDrawFlags ImDrawCornerFlags;
-enum ImDrawCornerFlags_
-{
- ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
- ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
- ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
- ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
- ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
- ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
- ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
- ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
- ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
- ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight
-};
-
-#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-
-//-----------------------------------------------------------------------------
-
-#if defined(__clang__)
-#pragma clang diagnostic pop
-#elif defined(__GNUC__)
-#pragma GCC diagnostic pop
-#endif
-
-// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
-#ifdef IMGUI_INCLUDE_IMGUI_USER_H
-#include "imgui_user.h"
-#endif
-
-#endif // #ifndef IMGUI_DISABLE
diff --git a/demos/DemoImGui/imgui_demo.cpp b/demos/DemoImGui/imgui_demo.cpp
deleted file mode 100644
index b7689ed..0000000
--- a/demos/DemoImGui/imgui_demo.cpp
+++ /dev/null
@@ -1,7665 +0,0 @@
-// dear imgui, v1.82 WIP
-// (demo code)
-
-// Help:
-// - Read FAQ at http://dearimgui.org/faq
-// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
-// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
-// Read imgui.cpp for more details, documentation and comments.
-// Get latest version at https://github.com/ocornut/imgui
-
-// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
-// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other
-// coders will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available
-// debug menu of your game/app! Removing this file from your project is hindering access to documentation for everyone
-// in your team, likely leading you to poorer usage of the library.
-// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
-// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be
-// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
-// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference.
-// Thank you,
-// -Your beloved friend, imgui_demo.cpp (which you won't delete)
-
-// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
-// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls,
-// so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to
-// gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller
-// in size. It also happens to be a convenient way of storing simple UI related information as long as your function
-// doesn't need to be reentrant or used in multiple threads. This might be a pattern you will want to use in your code,
-// but most of the real data you would be editing is likely going to be stored outside your functions.
-
-// The Demo code in this file is designed to be easy to copy-and-paste in into your application!
-// Because of this:
-// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace.
-// - We try to declare static variables in the local scope, as close as possible to the code using them.
-// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API.
-// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided
-// by imgui_internal.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional
-// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.
-// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp.
-
-// Navigating this file:
-// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
-// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
-
-/*
-
-Index of this file:
-
-// [SECTION] Forward Declarations, Helpers
-// [SECTION] Demo Window / ShowDemoWindow()
-// - sub section: ShowDemoWindowWidgets()
-// - sub section: ShowDemoWindowLayout()
-// - sub section: ShowDemoWindowPopups()
-// - sub section: ShowDemoWindowTables()
-// - sub section: ShowDemoWindowMisc()
-// [SECTION] About Window / ShowAboutWindow()
-// [SECTION] Style Editor / ShowStyleEditor()
-// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
-// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
-// [SECTION] Example App: Debug Log / ShowExampleAppLog()
-// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()
-// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()
-// [SECTION] Example App: Long Text / ShowExampleAppLongText()
-// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()
-// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()
-// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay()
-// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()
-// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles()
-// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
-// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
-
-*/
-
-#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
-#define _CRT_SECURE_NO_WARNINGS
-#endif
-
-#include "imgui.h"
-#ifndef IMGUI_DISABLE
-
-// System includes
-#include // toupper
-#include // INT_MIN, INT_MAX
-#include // sqrtf, powf, cosf, sinf, floorf, ceilf
-#include // vsnprintf, sscanf, printf
-#include // NULL, malloc, free, atoi
-#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
-#include // intptr_t
-#else
-#include // intptr_t
-#endif
-
-// Visual Studio warnings
-#ifdef _MSC_VER
-#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#endif
-
-// Clang/GCC warnings with -Weverything
-#if defined(__clang__)
-#if __has_warning("-Wunknown-warning-option")
-#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!
-#endif
-#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
-#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
-#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code)
-#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type
-#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal
-#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.
-#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used.
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
-#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.
-#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
-#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
-#elif defined(__GNUC__)
-#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
-#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
-#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure)
-#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
-#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
-#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
-#endif
-
-// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!)
-#ifdef _WIN32
-#define IM_NEWLINE "\r\n"
-#else
-#define IM_NEWLINE "\n"
-#endif
-
-// Helpers
-#if defined(_MSC_VER) && !defined(snprintf)
-#define snprintf _snprintf
-#endif
-#if defined(_MSC_VER) && !defined(vsnprintf)
-#define vsnprintf _vsnprintf
-#endif
-
-// Format specifiers, printing 64-bit hasn't been decently standardized...
-// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself.
-#ifdef _MSC_VER
-#define IM_PRId64 "I64d"
-#define IM_PRIu64 "I64u"
-#else
-#define IM_PRId64 "lld"
-#define IM_PRIu64 "llu"
-#endif
-
-// Helpers macros
-// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste,
-// but making an exception here as those are largely simplifying code...
-// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo.
-#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B))
-#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B))
-#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V))
-
-// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
-#ifndef IMGUI_CDECL
-#ifdef _MSC_VER
-#define IMGUI_CDECL __cdecl
-#else
-#define IMGUI_CDECL
-#endif
-#endif
-
-//-----------------------------------------------------------------------------
-// [SECTION] Forward Declarations, Helpers
-//-----------------------------------------------------------------------------
-
-#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
-
-// Forward Declarations
-static void ShowExampleAppDocuments(bool* p_open);
-static void ShowExampleAppMainMenuBar();
-static void ShowExampleAppConsole(bool* p_open);
-static void ShowExampleAppLog(bool* p_open);
-static void ShowExampleAppLayout(bool* p_open);
-static void ShowExampleAppPropertyEditor(bool* p_open);
-static void ShowExampleAppLongText(bool* p_open);
-static void ShowExampleAppAutoResize(bool* p_open);
-static void ShowExampleAppConstrainedResize(bool* p_open);
-static void ShowExampleAppSimpleOverlay(bool* p_open);
-static void ShowExampleAppFullscreen(bool* p_open);
-static void ShowExampleAppWindowTitles(bool* p_open);
-static void ShowExampleAppCustomRendering(bool* p_open);
-static void ShowExampleMenuFile();
-
-// Helper to display a little (?) mark which shows a tooltip when hovered.
-// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md)
-static void HelpMarker(const char* desc)
-{
- ImGui::TextDisabled("(?)");
- if (ImGui::IsItemHovered())
- {
- ImGui::BeginTooltip();
- ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
- ImGui::TextUnformatted(desc);
- ImGui::PopTextWrapPos();
- ImGui::EndTooltip();
- }
-}
-
-// Helper to display basic user controls.
-void ImGui::ShowUserGuide()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGui::BulletText("Double-click on title bar to collapse window.");
- ImGui::BulletText(
- "Click and drag on lower corner to resize window\n"
- "(double-click to auto fit window to its contents).");
- ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
- ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
- if (io.FontAllowUserScaling)
- ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
- ImGui::BulletText("While inputing text:\n");
- ImGui::Indent();
- ImGui::BulletText("CTRL+Left/Right to word jump.");
- ImGui::BulletText("CTRL+A or double-click to select all.");
- ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
- ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");
- ImGui::BulletText("ESCAPE to revert.");
- ImGui::BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract.");
- ImGui::Unindent();
- ImGui::BulletText("With keyboard navigation enabled:");
- ImGui::Indent();
- ImGui::BulletText("Arrow keys to navigate.");
- ImGui::BulletText("Space to activate a widget.");
- ImGui::BulletText("Return to input text into a widget.");
- ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");
- ImGui::BulletText("Alt to jump to the menu layer of a window.");
- ImGui::BulletText("CTRL+Tab to select a window.");
- ImGui::Unindent();
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Demo Window / ShowDemoWindow()
-//-----------------------------------------------------------------------------
-// - ShowDemoWindowWidgets()
-// - ShowDemoWindowLayout()
-// - ShowDemoWindowPopups()
-// - ShowDemoWindowTables()
-// - ShowDemoWindowColumns()
-// - ShowDemoWindowMisc()
-//-----------------------------------------------------------------------------
-
-// We split the contents of the big ShowDemoWindow() function into smaller functions
-// (because the link time of very large functions grow non-linearly)
-static void ShowDemoWindowWidgets();
-static void ShowDemoWindowLayout();
-static void ShowDemoWindowPopups();
-static void ShowDemoWindowTables();
-static void ShowDemoWindowColumns();
-static void ShowDemoWindowMisc();
-
-// Demonstrate most Dear ImGui features (this is big function!)
-// You may execute this function to experiment with the UI and understand what it does.
-// You may then search for keywords in the code when you are interested by a specific feature.
-void ImGui::ShowDemoWindow(bool* p_open)
-{
- // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup
- // Most ImGui functions would normally just crash if the context is missing.
- IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!");
-
- // Examples Apps (accessible from the "Examples" menu)
- static bool show_app_main_menu_bar = false;
- static bool show_app_documents = false;
-
- static bool show_app_console = false;
- static bool show_app_log = false;
- static bool show_app_layout = false;
- static bool show_app_property_editor = false;
- static bool show_app_long_text = false;
- static bool show_app_auto_resize = false;
- static bool show_app_constrained_resize = false;
- static bool show_app_simple_overlay = false;
- static bool show_app_fullscreen = false;
- static bool show_app_window_titles = false;
- static bool show_app_custom_rendering = false;
-
- if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
- if (show_app_documents) ShowExampleAppDocuments(&show_app_documents);
-
- if (show_app_console) ShowExampleAppConsole(&show_app_console);
- if (show_app_log) ShowExampleAppLog(&show_app_log);
- if (show_app_layout) ShowExampleAppLayout(&show_app_layout);
- if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor);
- if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text);
- if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize);
- if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize);
- if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay);
- if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen);
- if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles);
- if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
-
- // Dear ImGui Apps (accessible from the "Tools" menu)
- static bool show_app_metrics = false;
- static bool show_app_style_editor = false;
- static bool show_app_about = false;
-
- if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); }
- if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); }
- if (show_app_style_editor)
- {
- ImGui::Begin("Dear ImGui Style Editor", &show_app_style_editor);
- ImGui::ShowStyleEditor();
- ImGui::End();
- }
-
- // Demonstrate the various window flags. Typically you would just use the default!
- static bool no_titlebar = false;
- static bool no_scrollbar = false;
- static bool no_menu = false;
- static bool no_move = false;
- static bool no_resize = false;
- static bool no_collapse = false;
- static bool no_close = false;
- static bool no_nav = false;
- static bool no_background = false;
- static bool no_bring_to_front = false;
-
- ImGuiWindowFlags window_flags = 0;
- if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar;
- if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
- if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar;
- if (no_move) window_flags |= ImGuiWindowFlags_NoMove;
- if (no_resize) window_flags |= ImGuiWindowFlags_NoResize;
- if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
- if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
- if (no_background) window_flags |= ImGuiWindowFlags_NoBackground;
- if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;
- if (no_close) p_open = NULL; // Don't pass our bool* to Begin
-
- // We specify a default position/size in case there's no data in the .ini file.
- // We only do it to make the demo applications a little more welcoming, but typically this isn't required.
- const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver);
- ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);
-
- // Main body of the Demo window starts here.
- if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags))
- {
- // Early out if the window is collapsed, as an optimization.
- ImGui::End();
- return;
- }
-
- // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.
-
- // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)
- //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f);
-
- // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.
- ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
-
- // Menu Bar
- if (ImGui::BeginMenuBar())
- {
- if (ImGui::BeginMenu("Menu"))
- {
- ShowExampleMenuFile();
- ImGui::EndMenu();
- }
- if (ImGui::BeginMenu("Examples"))
- {
- ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);
- ImGui::MenuItem("Console", NULL, &show_app_console);
- ImGui::MenuItem("Log", NULL, &show_app_log);
- ImGui::MenuItem("Simple layout", NULL, &show_app_layout);
- ImGui::MenuItem("Property editor", NULL, &show_app_property_editor);
- ImGui::MenuItem("Long text display", NULL, &show_app_long_text);
- ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize);
- ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize);
- ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay);
- ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen);
- ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles);
- ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering);
- ImGui::MenuItem("Documents", NULL, &show_app_documents);
- ImGui::EndMenu();
- }
- if (ImGui::BeginMenu("Tools"))
- {
- ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics);
- ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);
- ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about);
- ImGui::EndMenu();
- }
- ImGui::EndMenuBar();
- }
-
- ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION);
- ImGui::Spacing();
-
- if (ImGui::CollapsingHeader("Help"))
- {
- ImGui::Text("ABOUT THIS DEMO:");
- ImGui::BulletText("Sections below are demonstrating many aspects of the library.");
- ImGui::BulletText("The \"Examples\" menu above leads to more demo contents.");
- ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n"
- "and Metrics/Debugger (general purpose Dear ImGui debugging tool).");
- ImGui::Separator();
-
- ImGui::Text("PROGRAMMER GUIDE:");
- ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
- ImGui::BulletText("See comments in imgui.cpp.");
- ImGui::BulletText("See example applications in the examples/ folder.");
- ImGui::BulletText("Read the FAQ at http://www.dearimgui.org/faq/");
- ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
- ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
- ImGui::Separator();
-
- ImGui::Text("USER GUIDE:");
- ImGui::ShowUserGuide();
- }
-
- if (ImGui::CollapsingHeader("Configuration"))
- {
- ImGuiIO& io = ImGui::GetIO();
-
- if (ImGui::TreeNode("Configuration##2"))
- {
- ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
- ImGui::SameLine(); HelpMarker("Enable keyboard controls.");
- ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
- ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");
- ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);
- ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");
- ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse);
- if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
- {
- // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it:
- if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f)
- {
- ImGui::SameLine();
- ImGui::Text("<>");
- }
- if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Space)))
- io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;
- }
- ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
- ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.");
- ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
- ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)");
- ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);
- ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).");
- ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
- ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.");
- ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
- ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
- ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
- ImGui::Text("Also see Style->Rendering for rendering options.");
- ImGui::TreePop();
- ImGui::Separator();
- }
-
- if (ImGui::TreeNode("Backend Flags"))
- {
- HelpMarker(
- "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n"
- "Here we expose then as read-only fields to avoid breaking interactions with your backend.");
-
- // Make a local copy to avoid modifying actual backend flags.
- ImGuiBackendFlags backend_flags = io.BackendFlags;
- ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &backend_flags, ImGuiBackendFlags_HasGamepad);
- ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &backend_flags, ImGuiBackendFlags_HasMouseCursors);
- ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &backend_flags, ImGuiBackendFlags_HasSetMousePos);
- ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);
- ImGui::TreePop();
- ImGui::Separator();
- }
-
- if (ImGui::TreeNode("Style"))
- {
- HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.");
- ImGui::ShowStyleEditor();
- ImGui::TreePop();
- ImGui::Separator();
- }
-
- if (ImGui::TreeNode("Capture/Logging"))
- {
- HelpMarker(
- "The logging API redirects all text output so you can easily capture the content of "
- "a window or a block. Tree nodes can be automatically expanded.\n"
- "Try opening any of the contents below in this window and then click one of the \"Log To\" button.");
- ImGui::LogButtons();
-
- HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output.");
- if (ImGui::Button("Copy \"Hello, world!\" to clipboard"))
- {
- ImGui::LogToClipboard();
- ImGui::LogText("Hello, world!");
- ImGui::LogFinish();
- }
- ImGui::TreePop();
- }
- }
-
- if (ImGui::CollapsingHeader("Window options"))
- {
- if (ImGui::BeginTable("split", 3))
- {
- ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar);
- ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar);
- ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu);
- ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move);
- ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize);
- ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse);
- ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close);
- ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav);
- ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background);
- ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front);
- ImGui::EndTable();
- }
- }
-
- // All demo contents
- ShowDemoWindowWidgets();
- ShowDemoWindowLayout();
- ShowDemoWindowPopups();
- ShowDemoWindowTables();
- ShowDemoWindowMisc();
-
- // End of ShowDemoWindow()
- ImGui::PopItemWidth();
- ImGui::End();
-}
-
-static void ShowDemoWindowWidgets()
-{
- if (!ImGui::CollapsingHeader("Widgets"))
- return;
-
- if (ImGui::TreeNode("Basic"))
- {
- static int clicked = 0;
- if (ImGui::Button("Button"))
- clicked++;
- if (clicked & 1)
- {
- ImGui::SameLine();
- ImGui::Text("Thanks for clicking me!");
- }
-
- static bool check = true;
- ImGui::Checkbox("checkbox", &check);
-
- static int e = 0;
- ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine();
- ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();
- ImGui::RadioButton("radio c", &e, 2);
-
- // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.
- for (int i = 0; i < 7; i++)
- {
- if (i > 0)
- ImGui::SameLine();
- ImGui::PushID(i);
- ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f));
- ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f));
- ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f));
- ImGui::Button("Click");
- ImGui::PopStyleColor(3);
- ImGui::PopID();
- }
-
- // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements
- // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!)
- // See 'Demo->Layout->Text Baseline Alignment' for details.
- ImGui::AlignTextToFramePadding();
- ImGui::Text("Hold to repeat:");
- ImGui::SameLine();
-
- // Arrow buttons with Repeater
- static int counter = 0;
- float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
- ImGui::PushButtonRepeat(true);
- if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; }
- ImGui::SameLine(0.0f, spacing);
- if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; }
- ImGui::PopButtonRepeat();
- ImGui::SameLine();
- ImGui::Text("%d", counter);
-
- ImGui::Text("Hover over me");
- if (ImGui::IsItemHovered())
- ImGui::SetTooltip("I am a tooltip");
-
- ImGui::SameLine();
- ImGui::Text("- or me");
- if (ImGui::IsItemHovered())
- {
- ImGui::BeginTooltip();
- ImGui::Text("I am a fancy tooltip");
- static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
- ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));
- ImGui::EndTooltip();
- }
-
- ImGui::Separator();
-
- ImGui::LabelText("label", "Value");
-
- {
- // Using the _simplified_ one-liner Combo() api here
- // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api.
- const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" };
- static int item_current = 0;
- ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items));
- ImGui::SameLine(); HelpMarker(
- "Using the simplified one-liner Combo API here.\nRefer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API.");
- }
-
- {
- // To wire InputText() with std::string or any other custom string type,
- // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
- static char str0[128] = "Hello, world!";
- ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
- ImGui::SameLine(); HelpMarker(
- "USER:\n"
- "Hold SHIFT or use mouse to select text.\n"
- "CTRL+Left/Right to word jump.\n"
- "CTRL+A or double-click to select all.\n"
- "CTRL+X,CTRL+C,CTRL+V clipboard.\n"
- "CTRL+Z,CTRL+Y undo/redo.\n"
- "ESCAPE to revert.\n\n"
- "PROGRAMMER:\n"
- "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() "
- "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated "
- "in imgui_demo.cpp).");
-
- static char str1[128] = "";
- ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1));
-
- static int i0 = 123;
- ImGui::InputInt("input int", &i0);
- ImGui::SameLine(); HelpMarker(
- "You can apply arithmetic operators +,*,/ on numerical values.\n"
- " e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\n"
- "Use +- to subtract.");
-
- static float f0 = 0.001f;
- ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f");
-
- static double d0 = 999999.00000001;
- ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f");
-
- static float f1 = 1.e10f;
- ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e");
- ImGui::SameLine(); HelpMarker(
- "You can input value using the scientific notation,\n"
- " e.g. \"1e+8\" becomes \"100000000\".");
-
- static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
- ImGui::InputFloat3("input float3", vec4a);
- }
-
- {
- static int i1 = 50, i2 = 42;
- ImGui::DragInt("drag int", &i1, 1);
- ImGui::SameLine(); HelpMarker(
- "Click and drag to edit value.\n"
- "Hold SHIFT/ALT for faster/slower edit.\n"
- "Double-click or CTRL+click to input value.");
-
- ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp);
-
- static float f1 = 1.00f, f2 = 0.0067f;
- ImGui::DragFloat("drag float", &f1, 0.005f);
- ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns");
- }
-
- {
- static int i1 = 0;
- ImGui::SliderInt("slider int", &i1, -1, 3);
- ImGui::SameLine(); HelpMarker("CTRL+click to input value.");
-
- static float f1 = 0.123f, f2 = 0.0f;
- ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");
- ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic);
-
- static float angle = 0.0f;
- ImGui::SliderAngle("slider angle", &angle);
-
- // Using the format string to display a name instead of an integer.
- // Here we completely omit '%d' from the format string, so it'll only display a name.
- // This technique can also be used with DragInt().
- enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT };
- static int elem = Element_Fire;
- const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" };
- const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown";
- ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name);
- ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.");
- }
-
- {
- static float col1[3] = { 1.0f, 0.0f, 0.2f };
- static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
- ImGui::ColorEdit3("color 1", col1);
- ImGui::SameLine(); HelpMarker(
- "Click on the color square to open a color picker.\n"
- "Click and hold to use drag and drop.\n"
- "Right-click on the color square to show options.\n"
- "CTRL+click on individual component to input value.\n");
-
- ImGui::ColorEdit4("color 2", col2);
- }
-
- {
- // Using the _simplified_ one-liner ListBox() api here
- // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api.
- const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };
- static int item_current = 1;
- ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4);
- ImGui::SameLine(); HelpMarker(
- "Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.");
- }
-
- ImGui::TreePop();
- }
-
- // Testing ImGuiOnceUponAFrame helper.
- //static ImGuiOnceUponAFrame once;
- //for (int i = 0; i < 5; i++)
- // if (once)
- // ImGui::Text("This will be displayed only once.");
-
- if (ImGui::TreeNode("Trees"))
- {
- if (ImGui::TreeNode("Basic trees"))
- {
- for (int i = 0; i < 5; i++)
- {
- // Use SetNextItemOpen() so set the default state of a node to be open. We could
- // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!
- if (i == 0)
- ImGui::SetNextItemOpen(true, ImGuiCond_Once);
-
- if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i))
- {
- ImGui::Text("blah blah");
- ImGui::SameLine();
- if (ImGui::SmallButton("button")) {}
- ImGui::TreePop();
- }
- }
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Advanced, with Selectable nodes"))
- {
- HelpMarker(
- "This is a more typical looking tree with selectable nodes.\n"
- "Click to select, CTRL+Click to toggle, click on arrows or double-click to open.");
- static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;
- static bool align_label_with_current_x_position = false;
- static bool test_drag_and_drop = false;
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
- ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
- ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
- ImGui::Text("Hello!");
- if (align_label_with_current_x_position)
- ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
-
- // 'selection_mask' is dumb representation of what may be user-side selection state.
- // You may retain selection state inside or outside your objects in whatever format you see fit.
- // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end
- /// of the loop. May be a pointer to your own node type, etc.
- static int selection_mask = (1 << 2);
- int node_clicked = -1;
- for (int i = 0; i < 6; i++)
- {
- // Disable the default "open on single-click behavior" + set Selected flag according to our selection.
- ImGuiTreeNodeFlags node_flags = base_flags;
- const bool is_selected = (selection_mask & (1 << i)) != 0;
- if (is_selected)
- node_flags |= ImGuiTreeNodeFlags_Selected;
- if (i < 3)
- {
- // Items 0..2 are Tree Node
- bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
- if (ImGui::IsItemClicked())
- node_clicked = i;
- if (test_drag_and_drop && ImGui::BeginDragDropSource())
- {
- ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
- ImGui::Text("This is a drag and drop source");
- ImGui::EndDragDropSource();
- }
- if (node_open)
- {
- ImGui::BulletText("Blah blah\nBlah Blah");
- ImGui::TreePop();
- }
- }
- else
- {
- // Items 3..5 are Tree Leaves
- // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can
- // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().
- node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
- ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
- if (ImGui::IsItemClicked())
- node_clicked = i;
- if (test_drag_and_drop && ImGui::BeginDragDropSource())
- {
- ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
- ImGui::Text("This is a drag and drop source");
- ImGui::EndDragDropSource();
- }
- }
- }
- if (node_clicked != -1)
- {
- // Update selection state
- // (process outside of tree loop to avoid visual inconsistencies during the clicking frame)
- if (ImGui::GetIO().KeyCtrl)
- selection_mask ^= (1 << node_clicked); // CTRL+click to toggle
- else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection
- selection_mask = (1 << node_clicked); // Click to single-select
- }
- if (align_label_with_current_x_position)
- ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
- ImGui::TreePop();
- }
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Collapsing Headers"))
- {
- static bool closable_group = true;
- ImGui::Checkbox("Show 2nd header", &closable_group);
- if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None))
- {
- ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
- for (int i = 0; i < 5; i++)
- ImGui::Text("Some content %d", i);
- }
- if (ImGui::CollapsingHeader("Header with a close button", &closable_group))
- {
- ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
- for (int i = 0; i < 5; i++)
- ImGui::Text("More content %d", i);
- }
- /*
- if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet))
- ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
- */
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Bullets"))
- {
- ImGui::BulletText("Bullet point 1");
- ImGui::BulletText("Bullet point 2\nOn multiple lines");
- if (ImGui::TreeNode("Tree node"))
- {
- ImGui::BulletText("Another bullet point");
- ImGui::TreePop();
- }
- ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");
- ImGui::Bullet(); ImGui::SmallButton("Button");
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Text"))
- {
- if (ImGui::TreeNode("Colorful Text"))
- {
- // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
- ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink");
- ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow");
- ImGui::TextDisabled("Disabled");
- ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.");
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Word Wrapping"))
- {
- // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
- ImGui::TextWrapped(
- "This text should automatically wrap on the edge of the window. The current implementation "
- "for text wrapping follows simple rules suitable for English and possibly other languages.");
- ImGui::Spacing();
-
- static float wrap_width = 200.0f;
- ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f");
-
- ImDrawList* draw_list = ImGui::GetWindowDrawList();
- for (int n = 0; n < 2; n++)
- {
- ImGui::Text("Test paragraph %d:", n);
- ImVec2 pos = ImGui::GetCursorScreenPos();
- ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y);
- ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight());
- ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
- if (n == 0)
- ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);
- else
- ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh");
-
- // Draw actual text bounding box, following by marker of our expected limit (should not overlap!)
- draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255));
- draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255));
- ImGui::PopTextWrapPos();
- }
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("UTF-8 Text"))
- {
- // UTF-8 test with Japanese characters
- // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.)
- // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
- // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you
- // can save your source files as 'UTF-8 without signature').
- // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8
- // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants.
- // Don't do this in your application! Please use u8"text in any language" in your application!
- // Note that characters values are preserved even by InputText() if the font cannot be displayed,
- // so you can safely copy & paste garbled characters into another application.
- ImGui::TextWrapped(
- "CJK text will only appears if the font was loaded with the appropriate CJK character ranges. "
- "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. "
- "Read docs/FONTS.md for details.");
- ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string.
- ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
- static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
- //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis
- ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));
- ImGui::TreePop();
- }
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Images"))
- {
- ImGuiIO& io = ImGui::GetIO();
- ImGui::TextWrapped(
- "Below we are displaying the font texture (which is the only texture we have access to in this demo). "
- "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. "
- "Hover the texture for a zoomed view!");
-
- // Below we are displaying the font texture because it is the only texture we have access to inside the demo!
- // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that
- // will be passed to the rendering backend via the ImDrawCmd structure.
- // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top
- // of their respective source file to specify what they expect to be stored in ImTextureID, for example:
- // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer
- // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.
- // More:
- // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers
- // to ImGui::Image(), and gather width/height through your own functions, etc.
- // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer,
- // it will help you debug issues if you are confused about it.
- // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
- // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
- // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
- ImTextureID my_tex_id = io.Fonts->TexID;
- float my_tex_w = (float)io.Fonts->TexWidth;
- float my_tex_h = (float)io.Fonts->TexHeight;
- {
- ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
- ImVec2 pos = ImGui::GetCursorScreenPos();
- ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left
- ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right
- ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
- ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white
- ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col);
- if (ImGui::IsItemHovered())
- {
- ImGui::BeginTooltip();
- float region_sz = 32.0f;
- float region_x = io.MousePos.x - pos.x - region_sz * 0.5f;
- float region_y = io.MousePos.y - pos.y - region_sz * 0.5f;
- float zoom = 4.0f;
- if (region_x < 0.0f) { region_x = 0.0f; }
- else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; }
- if (region_y < 0.0f) { region_y = 0.0f; }
- else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; }
- ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y);
- ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz);
- ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);
- ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);
- ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col);
- ImGui::EndTooltip();
- }
- }
- ImGui::TextWrapped("And now some textured buttons..");
- static int pressed_count = 0;
- for (int i = 0; i < 8; i++)
- {
- ImGui::PushID(i);
- int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding)
- ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible
- ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left
- ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture
- ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background
- ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
- if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col))
- pressed_count += 1;
- ImGui::PopID();
- ImGui::SameLine();
- }
- ImGui::NewLine();
- ImGui::Text("Pressed %d times.", pressed_count);
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Combo"))
- {
- // Expose flags as checkbox for the demo
- static ImGuiComboFlags flags = 0;
- ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft);
- ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo");
- if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton))
- flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both
- if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview))
- flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both
-
- // Using the generic BeginCombo() API, you have full control over how to display the combo contents.
- // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
- // stored in the object itself, etc.)
- const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
- static int item_current_idx = 0; // Here we store our selection data as an index.
- const char* combo_label = items[item_current_idx]; // Label to preview before opening the combo (technically it could be anything)
- if (ImGui::BeginCombo("combo 1", combo_label, flags))
- {
- for (int n = 0; n < IM_ARRAYSIZE(items); n++)
- {
- const bool is_selected = (item_current_idx == n);
- if (ImGui::Selectable(items[n], is_selected))
- item_current_idx = n;
-
- // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
- if (is_selected)
- ImGui::SetItemDefaultFocus();
- }
- ImGui::EndCombo();
- }
-
- // Simplified one-liner Combo() API, using values packed in a single constant string
- static int item_current_2 = 0;
- ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
-
- // Simplified one-liner Combo() using an array of const char*
- static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview
- ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items));
-
- // Simplified one-liner Combo() using an accessor function
- struct Funcs { static bool ItemGetter(void* data, int n, const char** out_str) { *out_str = ((const char**)data)[n]; return true; } };
- static int item_current_4 = 0;
- ImGui::Combo("combo 4 (function)", &item_current_4, &Funcs::ItemGetter, items, IM_ARRAYSIZE(items));
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("List boxes"))
- {
- // Using the generic BeginListBox() API, you have full control over how to display the combo contents.
- // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
- // stored in the object itself, etc.)
- const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
- static int item_current_idx = 0; // Here we store our selection data as an index.
- if (ImGui::BeginListBox("listbox 1"))
- {
- for (int n = 0; n < IM_ARRAYSIZE(items); n++)
- {
- const bool is_selected = (item_current_idx == n);
- if (ImGui::Selectable(items[n], is_selected))
- item_current_idx = n;
-
- // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
- if (is_selected)
- ImGui::SetItemDefaultFocus();
- }
- ImGui::EndListBox();
- }
-
- // Custom size: use all width, 5 items tall
- ImGui::Text("Full-width:");
- if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing())))
- {
- for (int n = 0; n < IM_ARRAYSIZE(items); n++)
- {
- const bool is_selected = (item_current_idx == n);
- if (ImGui::Selectable(items[n], is_selected))
- item_current_idx = n;
-
- // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
- if (is_selected)
- ImGui::SetItemDefaultFocus();
- }
- ImGui::EndListBox();
- }
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Selectables"))
- {
- // Selectable() has 2 overloads:
- // - The one taking "bool selected" as a read-only selection information.
- // When Selectable() has been clicked it returns true and you can alter selection state accordingly.
- // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases)
- // The earlier is more flexible, as in real application your selection may be stored in many different ways
- // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc).
- if (ImGui::TreeNode("Basic"))
- {
- static bool selection[5] = { false, true, false, false, false };
- ImGui::Selectable("1. I am selectable", &selection[0]);
- ImGui::Selectable("2. I am selectable", &selection[1]);
- ImGui::Text("3. I am not selectable");
- ImGui::Selectable("4. I am selectable", &selection[3]);
- if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick))
- if (ImGui::IsMouseDoubleClicked(0))
- selection[4] = !selection[4];
- ImGui::TreePop();
- }
- if (ImGui::TreeNode("Selection State: Single Selection"))
- {
- static int selected = -1;
- for (int n = 0; n < 5; n++)
- {
- char buf[32];
- sprintf(buf, "Object %d", n);
- if (ImGui::Selectable(buf, selected == n))
- selected = n;
- }
- ImGui::TreePop();
- }
- if (ImGui::TreeNode("Selection State: Multiple Selection"))
- {
- HelpMarker("Hold CTRL and click to select multiple items.");
- static bool selection[5] = { false, false, false, false, false };
- for (int n = 0; n < 5; n++)
- {
- char buf[32];
- sprintf(buf, "Object %d", n);
- if (ImGui::Selectable(buf, selection[n]))
- {
- if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held
- memset(selection, 0, sizeof(selection));
- selection[n] ^= 1;
- }
- }
- ImGui::TreePop();
- }
- if (ImGui::TreeNode("Rendering more text into the same line"))
- {
- // Using the Selectable() override that takes "bool* p_selected" parameter,
- // this function toggle your bool value automatically.
- static bool selected[3] = { false, false, false };
- ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");
- ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes");
- ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");
- ImGui::TreePop();
- }
- if (ImGui::TreeNode("In columns"))
- {
- static bool selected[10] = {};
-
- if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))
- {
- for (int i = 0; i < 10; i++)
- {
- char label[32];
- sprintf(label, "Item %d", i);
- ImGui::TableNextColumn();
- ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap
- }
- ImGui::EndTable();
- }
- ImGui::Separator();
- if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))
- {
- for (int i = 0; i < 10; i++)
- {
- char label[32];
- sprintf(label, "Item %d", i);
- ImGui::TableNextRow();
- ImGui::TableNextColumn();
- ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns);
- ImGui::TableNextColumn();
- ImGui::Text("Some other contents");
- ImGui::TableNextColumn();
- ImGui::Text("123456");
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
- if (ImGui::TreeNode("Grid"))
- {
- static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } };
-
- // Add in a bit of silly fun...
- const float time = (float)ImGui::GetTime();
- const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected...
- if (winning_state)
- ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f)));
-
- for (int y = 0; y < 4; y++)
- for (int x = 0; x < 4; x++)
- {
- if (x > 0)
- ImGui::SameLine();
- ImGui::PushID(y * 4 + x);
- if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50)))
- {
- // Toggle clicked cell + toggle neighbors
- selected[y][x] ^= 1;
- if (x > 0) { selected[y][x - 1] ^= 1; }
- if (x < 3) { selected[y][x + 1] ^= 1; }
- if (y > 0) { selected[y - 1][x] ^= 1; }
- if (y < 3) { selected[y + 1][x] ^= 1; }
- }
- ImGui::PopID();
- }
-
- if (winning_state)
- ImGui::PopStyleVar();
- ImGui::TreePop();
- }
- if (ImGui::TreeNode("Alignment"))
- {
- HelpMarker(
- "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item "
- "basis using PushStyleVar(). You'll probably want to always keep your default situation to "
- "left-align otherwise it becomes difficult to layout multiple items on a same line");
- static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true };
- for (int y = 0; y < 3; y++)
- {
- for (int x = 0; x < 3; x++)
- {
- ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f);
- char name[32];
- sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y);
- if (x > 0) ImGui::SameLine();
- ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment);
- ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80));
- ImGui::PopStyleVar();
- }
- }
- ImGui::TreePop();
- }
- ImGui::TreePop();
- }
-
- // To wire InputText() with std::string or any other custom string type,
- // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
- if (ImGui::TreeNode("Text Input"))
- {
- if (ImGui::TreeNode("Multi-line Text Input"))
- {
- // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize
- // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.
- static char text[1024 * 16] =
- "/*\n"
- " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
- " the hexadecimal encoding of one offending instruction,\n"
- " more formally, the invalid operand with locked CMPXCHG8B\n"
- " instruction bug, is a design flaw in the majority of\n"
- " Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
- " processors (all in the P5 microarchitecture).\n"
- "*/\n\n"
- "label:\n"
- "\tlock cmpxchg8b eax\n";
-
- static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;
- HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)");
- ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
- ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput);
- ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
- ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Filtered Text Input"))
- {
- struct TextFilters
- {
- // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i'
- static int FilterImGuiLetters(ImGuiInputTextCallbackData* data)
- {
- if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar))
- return 0;
- return 1;
- }
- };
-
- static char buf1[64] = ""; ImGui::InputText("default", buf1, 64);
- static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal);
- static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
- static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase);
- static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank);
- static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Password Input"))
- {
- static char password[64] = "password123";
- ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
- ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
- ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
- ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password));
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Completion, History, Edit Callbacks"))
- {
- struct Funcs
- {
- static int MyCallback(ImGuiInputTextCallbackData* data)
- {
- if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion)
- {
- data->InsertChars(data->CursorPos, "..");
- }
- else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory)
- {
- if (data->EventKey == ImGuiKey_UpArrow)
- {
- data->DeleteChars(0, data->BufTextLen);
- data->InsertChars(0, "Pressed Up!");
- data->SelectAll();
- }
- else if (data->EventKey == ImGuiKey_DownArrow)
- {
- data->DeleteChars(0, data->BufTextLen);
- data->InsertChars(0, "Pressed Down!");
- data->SelectAll();
- }
- }
- else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit)
- {
- // Toggle casing of first character
- char c = data->Buf[0];
- if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32;
- data->BufDirty = true;
-
- // Increment a counter
- int* p_int = (int*)data->UserData;
- *p_int = *p_int + 1;
- }
- return 0;
- }
- };
- static char buf1[64];
- ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback);
- ImGui::SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.");
-
- static char buf2[64];
- ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback);
- ImGui::SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.");
-
- static char buf3[64];
- static int edit_count = 0;
- ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count);
- ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edits + count edits.");
- ImGui::SameLine(); ImGui::Text("(%d)", edit_count);
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Resize Callback"))
- {
- // To wire InputText() with std::string or any other custom string type,
- // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper
- // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
- HelpMarker(
- "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n"
- "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");
- struct Funcs
- {
- static int MyResizeCallback(ImGuiInputTextCallbackData* data)
- {
- if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)
- {
- ImVector* my_str = (ImVector*)data->UserData;
- IM_ASSERT(my_str->begin() == data->Buf);
- my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1
- data->Buf = my_str->begin();
- }
- return 0;
- }
-
- // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace.
- // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)'
- static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)
- {
- IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
- return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str);
- }
- };
-
- // For this demo we are using ImVector as a string container.
- // Note that because we need to store a terminating zero character, our size/capacity are 1 more
- // than usually reported by a typical string class.
- static ImVector my_str;
- if (my_str.empty())
- my_str.push_back(0);
- Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16));
- ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity());
- ImGui::TreePop();
- }
-
- ImGui::TreePop();
- }
-
- // Tabs
- if (ImGui::TreeNode("Tabs"))
- {
- if (ImGui::TreeNode("Basic"))
- {
- ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;
- if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
- {
- if (ImGui::BeginTabItem("Avocado"))
- {
- ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah");
- ImGui::EndTabItem();
- }
- if (ImGui::BeginTabItem("Broccoli"))
- {
- ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah");
- ImGui::EndTabItem();
- }
- if (ImGui::BeginTabItem("Cucumber"))
- {
- ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");
- ImGui::EndTabItem();
- }
- ImGui::EndTabBar();
- }
- ImGui::Separator();
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Advanced & Close Button"))
- {
- // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).
- static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;
- ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable);
- ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);
- ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
- ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);
- if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
- tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
- if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
- tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
- if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
- tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
-
- // Tab Bar
- const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" };
- static bool opened[4] = { true, true, true, true }; // Persistent user state
- for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
- {
- if (n > 0) { ImGui::SameLine(); }
- ImGui::Checkbox(names[n], &opened[n]);
- }
-
- // Passing a bool* to BeginTabItem() is similar to passing one to Begin():
- // the underlying bool will be set to false when the tab is closed.
- if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
- {
- for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
- if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None))
- {
- ImGui::Text("This is the %s tab!", names[n]);
- if (n & 1)
- ImGui::Text("I am an odd tab.");
- ImGui::EndTabItem();
- }
- ImGui::EndTabBar();
- }
- ImGui::Separator();
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags"))
- {
- static ImVector active_tabs;
- static int next_tab_id = 0;
- if (next_tab_id == 0) // Initialize with some default tabs
- for (int i = 0; i < 3; i++)
- active_tabs.push_back(next_tab_id++);
-
- // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.
- // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...
- // but they tend to make more sense together)
- static bool show_leading_button = true;
- static bool show_trailing_button = true;
- ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button);
- ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);
-
- // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs
- static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;
- ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
- if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
- tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
- if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
- tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
-
- if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
- {
- // Demo a Leading TabItemButton(): click the "?" button to open a menu
- if (show_leading_button)
- if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))
- ImGui::OpenPopup("MyHelpMenu");
- if (ImGui::BeginPopup("MyHelpMenu"))
- {
- ImGui::Selectable("Hello!");
- ImGui::EndPopup();
- }
-
- // Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+")
- // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end.
- if (show_trailing_button)
- if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))
- active_tabs.push_back(next_tab_id++); // Add new tab
-
- // Submit our regular tabs
- for (int n = 0; n < active_tabs.Size; )
- {
- bool open = true;
- char name[16];
- snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]);
- if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None))
- {
- ImGui::Text("This is the %s tab!", name);
- ImGui::EndTabItem();
- }
-
- if (!open)
- active_tabs.erase(active_tabs.Data + n);
- else
- n++;
- }
-
- ImGui::EndTabBar();
- }
- ImGui::Separator();
- ImGui::TreePop();
- }
- ImGui::TreePop();
- }
-
- // Plot/Graph widgets are not very good.
- // Consider writing your own, or using a third-party one, see:
- // - ImPlot https://github.com/epezent/implot
- // - others https://github.com/ocornut/imgui/wiki/Useful-Widgets
- if (ImGui::TreeNode("Plots Widgets"))
- {
- static bool animate = true;
- ImGui::Checkbox("Animate", &animate);
-
- static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
- ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr));
-
- // Fill an array of contiguous float values to plot
- // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float
- // and the sizeof() of your structure in the "stride" parameter.
- static float values[90] = {};
- static int values_offset = 0;
- static double refresh_time = 0.0;
- if (!animate || refresh_time == 0.0)
- refresh_time = ImGui::GetTime();
- while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo
- {
- static float phase = 0.0f;
- values[values_offset] = cosf(phase);
- values_offset = (values_offset + 1) % IM_ARRAYSIZE(values);
- phase += 0.10f * values_offset;
- refresh_time += 1.0f / 60.0f;
- }
-
- // Plots can display overlay texts
- // (in this example, we will display an average value)
- {
- float average = 0.0f;
- for (int n = 0; n < IM_ARRAYSIZE(values); n++)
- average += values[n];
- average /= (float)IM_ARRAYSIZE(values);
- char overlay[32];
- sprintf(overlay, "avg %f", average);
- ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f));
- }
- ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f));
-
- // Use functions to generate output
- // FIXME: This is rather awkward because current plot API only pass in indices.
- // We probably want an API passing floats and user provide sample rate/count.
- struct Funcs
- {
- static float Sin(void*, int i) { return sinf(i * 0.1f); }
- static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; }
- };
- static int func_type = 0, display_count = 70;
- ImGui::Separator();
- ImGui::SetNextItemWidth(100);
- ImGui::Combo("func", &func_type, "Sin\0Saw\0");
- ImGui::SameLine();
- ImGui::SliderInt("Sample count", &display_count, 1, 400);
- float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;
- ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
- ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
- ImGui::Separator();
-
- // Animate a simple progress bar
- static float progress = 0.0f, progress_dir = 1.0f;
- if (animate)
- {
- progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime;
- if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; }
- if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; }
- }
-
- // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width,
- // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.
- ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f));
- ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
- ImGui::Text("Progress Bar");
-
- float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f);
- char buf[32];
- sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753);
- ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf);
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Color/Picker Widgets"))
- {
- static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f);
-
- static bool alpha_preview = true;
- static bool alpha_half_preview = false;
- static bool drag_and_drop = true;
- static bool options_menu = true;
- static bool hdr = false;
- ImGui::Checkbox("With Alpha Preview", &alpha_preview);
- ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview);
- ImGui::Checkbox("With Drag and Drop", &drag_and_drop);
- ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options.");
- ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.");
- ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions);
-
- ImGui::Text("Color widget:");
- ImGui::SameLine(); HelpMarker(
- "Click on the color square to open a color picker.\n"
- "CTRL+click on individual component to input value.\n");
- ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags);
-
- ImGui::Text("Color widget HSV with Alpha:");
- ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags);
-
- ImGui::Text("Color widget with Float Display:");
- ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags);
-
- ImGui::Text("Color button with Picker:");
- ImGui::SameLine(); HelpMarker(
- "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n"
- "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only "
- "be used for the tooltip and picker popup.");
- ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags);
-
- ImGui::Text("Color button with Custom Picker Popup:");
-
- // Generate a default palette. The palette will persist and can be edited.
- static bool saved_palette_init = true;
- static ImVec4 saved_palette[32] = {};
- if (saved_palette_init)
- {
- for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
- {
- ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f,
- saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);
- saved_palette[n].w = 1.0f; // Alpha
- }
- saved_palette_init = false;
- }
-
- static ImVec4 backup_color;
- bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags);
- ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);
- open_popup |= ImGui::Button("Palette");
- if (open_popup)
- {
- ImGui::OpenPopup("mypicker");
- backup_color = color;
- }
- if (ImGui::BeginPopup("mypicker"))
- {
- ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!");
- ImGui::Separator();
- ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);
- ImGui::SameLine();
-
- ImGui::BeginGroup(); // Lock X position
- ImGui::Text("Current");
- ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40));
- ImGui::Text("Previous");
- if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)))
- color = backup_color;
- ImGui::Separator();
- ImGui::Text("Palette");
- for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
- {
- ImGui::PushID(n);
- if ((n % 8) != 0)
- ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y);
-
- ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip;
- if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20)))
- color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!
-
- // Allow user to drop colors into each palette entry. Note that ColorButton() is already a
- // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag.
- if (ImGui::BeginDragDropTarget())
- {
- if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
- memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3);
- if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
- memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4);
- ImGui::EndDragDropTarget();
- }
-
- ImGui::PopID();
- }
- ImGui::EndGroup();
- ImGui::EndPopup();
- }
-
- ImGui::Text("Color button only:");
- static bool no_border = false;
- ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border);
- ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80));
-
- ImGui::Text("Color picker:");
- static bool alpha = true;
- static bool alpha_bar = true;
- static bool side_preview = true;
- static bool ref_color = false;
- static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f);
- static int display_mode = 0;
- static int picker_mode = 0;
- ImGui::Checkbox("With Alpha", &alpha);
- ImGui::Checkbox("With Alpha Bar", &alpha_bar);
- ImGui::Checkbox("With Side Preview", &side_preview);
- if (side_preview)
- {
- ImGui::SameLine();
- ImGui::Checkbox("With Ref Color", &ref_color);
- if (ref_color)
- {
- ImGui::SameLine();
- ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags);
- }
- }
- ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0");
- ImGui::SameLine(); HelpMarker(
- "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, "
- "but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex "
- "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions().");
- ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0");
- ImGui::SameLine(); HelpMarker("User can right-click the picker to change mode.");
- ImGuiColorEditFlags flags = misc_flags;
- if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4()
- if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar;
- if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview;
- if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar;
- if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel;
- if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays
- if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode
- if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV;
- if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex;
- ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL);
-
- ImGui::Text("Set defaults in code:");
- ImGui::SameLine(); HelpMarker(
- "SetColorEditOptions() is designed to allow you to set boot-time default.\n"
- "We don't have Push/Pop functions because you can force options on a per-widget basis if needed,"
- "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid"
- "encouraging you to persistently save values that aren't forward-compatible.");
- if (ImGui::Button("Default: Uint8 + HSV + Hue Bar"))
- ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar);
- if (ImGui::Button("Default: Float + HDR + Hue Wheel"))
- ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);
-
- // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)
- static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!
- ImGui::Spacing();
- ImGui::Text("HSV encoded colors");
- ImGui::SameLine(); HelpMarker(
- "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV"
- "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the"
- "added benefit that you can manipulate hue values with the picker even when saturation or value are zero.");
- ImGui::Text("Color widget with InputHSV:");
- ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
- ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
- ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f);
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Drag/Slider Flags"))
- {
- // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!
- static ImGuiSliderFlags flags = ImGuiSliderFlags_None;
- ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp);
- ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click.");
- ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic);
- ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values).");
- ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat);
- ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).");
- ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput);
- ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget.");
-
- // Drags
- static float drag_f = 0.5f;
- static int drag_i = 50;
- ImGui::Text("Underlying float value: %f", drag_f);
- ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags);
- ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags);
- ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags);
- ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags);
- ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags);
-
- // Sliders
- static float slider_f = 0.5f;
- static int slider_i = 50;
- ImGui::Text("Underlying float value: %f", slider_f);
- ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags);
- ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags);
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Range Widgets"))
- {
- static float begin = 10, end = 90;
- static int begin_i = 100, end_i = 1000;
- ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp);
- ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units");
- ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units");
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Data Types"))
- {
- // DragScalar/InputScalar/SliderScalar functions allow various data types
- // - signed/unsigned
- // - 8/16/32/64-bits
- // - integer/float/double
- // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum
- // to pass the type, and passing all arguments by pointer.
- // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types.
- // In practice, if you frequently use a given type that is not covered by the normal API entry points,
- // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*,
- // and then pass their address to the generic function. For example:
- // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld")
- // {
- // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);
- // }
-
- // Setup limits (as helper variables so we can take their address, as explained above)
- // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2.
- #ifndef LLONG_MIN
- ImS64 LLONG_MIN = -9223372036854775807LL - 1;
- ImS64 LLONG_MAX = 9223372036854775807LL;
- ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1);
- #endif
- const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127;
- const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255;
- const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767;
- const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535;
- const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2;
- const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2;
- const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2;
- const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2;
- const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f;
- const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0;
-
- // State
- static char s8_v = 127;
- static ImU8 u8_v = 255;
- static short s16_v = 32767;
- static ImU16 u16_v = 65535;
- static ImS32 s32_v = -1;
- static ImU32 u32_v = (ImU32)-1;
- static ImS64 s64_v = -1;
- static ImU64 u64_v = (ImU64)-1;
- static float f32_v = 0.123f;
- static double f64_v = 90000.01234567890123456789;
-
- const float drag_speed = 0.2f;
- static bool drag_clamp = false;
- ImGui::Text("Drags:");
- ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp);
- ImGui::SameLine(); HelpMarker(
- "As with every widgets in dear imgui, we never modify values unless there is a user interaction.\n"
- "You can override the clamping limits by using CTRL+Click to input a value.");
- ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL);
- ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms");
- ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);
- ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms");
- ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL);
- ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms");
- ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);
- ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);
- ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f");
- ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic);
- ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams");
- ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic);
-
- ImGui::Text("Sliders");
- ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d");
- ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u");
- ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d");
- ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u");
- ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d");
- ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d");
- ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d");
- ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u");
- ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u");
- ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u");
- ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" IM_PRId64);
- ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" IM_PRId64);
- ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" IM_PRId64);
- ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" IM_PRIu64 " ms");
- ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" IM_PRIu64 " ms");
- ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" IM_PRIu64 " ms");
- ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one);
- ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic);
- ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e");
- ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams");
- ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic);
- ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams");
-
- ImGui::Text("Sliders (reverse)");
- ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d");
- ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u");
- ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d");
- ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u");
- ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" IM_PRId64);
- ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" IM_PRIu64 " ms");
-
- static bool inputs_step = true;
- ImGui::Text("Inputs");
- ImGui::Checkbox("Show step buttons", &inputs_step);
- ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d");
- ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u");
- ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d");
- ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u");
- ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d");
- ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal);
- ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u");
- ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal);
- ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL);
- ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL);
- ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL);
- ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL);
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Multi-component Widgets"))
- {
- static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
- static int vec4i[4] = { 1, 5, 100, 255 };
-
- ImGui::InputFloat2("input float2", vec4f);
- ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f);
- ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f);
- ImGui::InputInt2("input int2", vec4i);
- ImGui::DragInt2("drag int2", vec4i, 1, 0, 255);
- ImGui::SliderInt2("slider int2", vec4i, 0, 255);
- ImGui::Spacing();
-
- ImGui::InputFloat3("input float3", vec4f);
- ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f);
- ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f);
- ImGui::InputInt3("input int3", vec4i);
- ImGui::DragInt3("drag int3", vec4i, 1, 0, 255);
- ImGui::SliderInt3("slider int3", vec4i, 0, 255);
- ImGui::Spacing();
-
- ImGui::InputFloat4("input float4", vec4f);
- ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f);
- ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f);
- ImGui::InputInt4("input int4", vec4i);
- ImGui::DragInt4("drag int4", vec4i, 1, 0, 255);
- ImGui::SliderInt4("slider int4", vec4i, 0, 255);
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Vertical Sliders"))
- {
- const float spacing = 4;
- ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing));
-
- static int int_value = 0;
- ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5);
- ImGui::SameLine();
-
- static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f };
- ImGui::PushID("set1");
- for (int i = 0; i < 7; i++)
- {
- if (i > 0) ImGui::SameLine();
- ImGui::PushID(i);
- ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f));
- ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f));
- ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f));
- ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f));
- ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, "");
- if (ImGui::IsItemActive() || ImGui::IsItemHovered())
- ImGui::SetTooltip("%.3f", values[i]);
- ImGui::PopStyleColor(4);
- ImGui::PopID();
- }
- ImGui::PopID();
-
- ImGui::SameLine();
- ImGui::PushID("set2");
- static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };
- const int rows = 3;
- const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows));
- for (int nx = 0; nx < 4; nx++)
- {
- if (nx > 0) ImGui::SameLine();
- ImGui::BeginGroup();
- for (int ny = 0; ny < rows; ny++)
- {
- ImGui::PushID(nx * rows + ny);
- ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, "");
- if (ImGui::IsItemActive() || ImGui::IsItemHovered())
- ImGui::SetTooltip("%.3f", values2[nx]);
- ImGui::PopID();
- }
- ImGui::EndGroup();
- }
- ImGui::PopID();
-
- ImGui::SameLine();
- ImGui::PushID("set3");
- for (int i = 0; i < 4; i++)
- {
- if (i > 0) ImGui::SameLine();
- ImGui::PushID(i);
- ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);
- ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec");
- ImGui::PopStyleVar();
- ImGui::PopID();
- }
- ImGui::PopID();
- ImGui::PopStyleVar();
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Drag and Drop"))
- {
- if (ImGui::TreeNode("Drag and drop in standard widgets"))
- {
- // ColorEdit widgets automatically act as drag source and drag target.
- // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F
- // to allow your own widgets to use colors in their drag and drop interaction.
- // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo.
- HelpMarker("You can drag from the color squares.");
- static float col1[3] = { 1.0f, 0.0f, 0.2f };
- static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
- ImGui::ColorEdit3("color 1", col1);
- ImGui::ColorEdit4("color 2", col2);
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Drag and drop to copy/swap items"))
- {
- enum Mode
- {
- Mode_Copy,
- Mode_Move,
- Mode_Swap
- };
- static int mode = 0;
- if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();
- if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();
- if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }
- static const char* names[9] =
- {
- "Bobby", "Beatrice", "Betty",
- "Brianna", "Barry", "Bernard",
- "Bibi", "Blaine", "Bryn"
- };
- for (int n = 0; n < IM_ARRAYSIZE(names); n++)
- {
- ImGui::PushID(n);
- if ((n % 3) != 0)
- ImGui::SameLine();
- ImGui::Button(names[n], ImVec2(60, 60));
-
- // Our buttons are both drag sources and drag targets here!
- if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None))
- {
- // Set payload to carry the index of our item (could be anything)
- ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int));
-
- // Display preview (could be anything, e.g. when dragging an image we could decide to display
- // the filename and a small preview of the image, etc.)
- if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); }
- if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); }
- if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); }
- ImGui::EndDragDropSource();
- }
- if (ImGui::BeginDragDropTarget())
- {
- if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL"))
- {
- IM_ASSERT(payload->DataSize == sizeof(int));
- int payload_n = *(const int*)payload->Data;
- if (mode == Mode_Copy)
- {
- names[n] = names[payload_n];
- }
- if (mode == Mode_Move)
- {
- names[n] = names[payload_n];
- names[payload_n] = "";
- }
- if (mode == Mode_Swap)
- {
- const char* tmp = names[n];
- names[n] = names[payload_n];
- names[payload_n] = tmp;
- }
- }
- ImGui::EndDragDropTarget();
- }
- ImGui::PopID();
- }
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Drag to reorder items (simple)"))
- {
- // Simple reordering
- HelpMarker(
- "We don't use the drag and drop api at all here! "
- "Instead we query when the item is held but not hovered, and order items accordingly.");
- static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" };
- for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)
- {
- const char* item = item_names[n];
- ImGui::Selectable(item);
-
- if (ImGui::IsItemActive() && !ImGui::IsItemHovered())
- {
- int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);
- if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names))
- {
- item_names[n] = item_names[n_next];
- item_names[n_next] = item;
- ImGui::ResetMouseDragDelta();
- }
- }
- }
- ImGui::TreePop();
- }
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Querying Status (Edited/Active/Focused/Hovered etc.)"))
- {
- // Select an item type
- const char* item_names[] =
- {
- "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputFloat",
- "InputFloat3", "ColorEdit4", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox"
- };
- static int item_type = 1;
- ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names));
- ImGui::SameLine();
- HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().");
-
- // Submit selected item item so we can query their status in the code following it.
- bool ret = false;
- static bool b = false;
- static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
- static char str[16] = {};
- if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction
- if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button
- if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater)
- if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox
- if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
- if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing)
- if (item_type == 6) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input
- if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
- if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
- if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
- if (item_type == 10){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node
- if (item_type == 11){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
- if (item_type == 12){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); }
- if (item_type == 13){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
-
- // Display the values of IsItemHovered() and other common item state functions.
- // Note that the ImGuiHoveredFlags_XXX flags can be combined.
- // Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
- // we query every state in a single call to avoid storing them and to simplify the code.
- ImGui::BulletText(
- "Return value = %d\n"
- "IsItemFocused() = %d\n"
- "IsItemHovered() = %d\n"
- "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n"
- "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n"
- "IsItemHovered(_AllowWhenOverlapped) = %d\n"
- "IsItemHovered(_RectOnly) = %d\n"
- "IsItemActive() = %d\n"
- "IsItemEdited() = %d\n"
- "IsItemActivated() = %d\n"
- "IsItemDeactivated() = %d\n"
- "IsItemDeactivatedAfterEdit() = %d\n"
- "IsItemVisible() = %d\n"
- "IsItemClicked() = %d\n"
- "IsItemToggledOpen() = %d\n"
- "GetItemRectMin() = (%.1f, %.1f)\n"
- "GetItemRectMax() = (%.1f, %.1f)\n"
- "GetItemRectSize() = (%.1f, %.1f)",
- ret,
- ImGui::IsItemFocused(),
- ImGui::IsItemHovered(),
- ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
- ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
- ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped),
- ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),
- ImGui::IsItemActive(),
- ImGui::IsItemEdited(),
- ImGui::IsItemActivated(),
- ImGui::IsItemDeactivated(),
- ImGui::IsItemDeactivatedAfterEdit(),
- ImGui::IsItemVisible(),
- ImGui::IsItemClicked(),
- ImGui::IsItemToggledOpen(),
- ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y,
- ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,
- ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y
- );
-
- static bool embed_all_inside_a_child_window = false;
- ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window);
- if (embed_all_inside_a_child_window)
- ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), true);
-
- // Testing IsWindowFocused() function with its various flags.
- // Note that the ImGuiFocusedFlags_XXX flags can be combined.
- ImGui::BulletText(
- "IsWindowFocused() = %d\n"
- "IsWindowFocused(_ChildWindows) = %d\n"
- "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"
- "IsWindowFocused(_RootWindow) = %d\n"
- "IsWindowFocused(_AnyWindow) = %d\n",
- ImGui::IsWindowFocused(),
- ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),
- ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),
- ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
- ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
-
- // Testing IsWindowHovered() function with its various flags.
- // Note that the ImGuiHoveredFlags_XXX flags can be combined.
- ImGui::BulletText(
- "IsWindowHovered() = %d\n"
- "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"
- "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
- "IsWindowHovered(_ChildWindows) = %d\n"
- "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
- "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
- "IsWindowHovered(_RootWindow) = %d\n"
- "IsWindowHovered(_AnyWindow) = %d\n",
- ImGui::IsWindowHovered(),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow));
-
- ImGui::BeginChild("child", ImVec2(0, 50), true);
- ImGui::Text("This is another child window for testing the _ChildWindows flag.");
- ImGui::EndChild();
- if (embed_all_inside_a_child_window)
- ImGui::EndChild();
-
- static char unused_str[] = "This widget is only here to be able to tab-out of the widgets above.";
- ImGui::InputText("unused", unused_str, IM_ARRAYSIZE(unused_str), ImGuiInputTextFlags_ReadOnly);
-
- // Calling IsItemHovered() after begin returns the hovered status of the title bar.
- // This is useful in particular if you want to create a context menu associated to the title bar of a window.
- static bool test_window = false;
- ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);
- if (test_window)
- {
- ImGui::Begin("Title bar Hovered/Active tests", &test_window);
- if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered()
- {
- if (ImGui::MenuItem("Close")) { test_window = false; }
- ImGui::EndPopup();
- }
- ImGui::Text(
- "IsItemHovered() after begin = %d (== is title bar hovered)\n"
- "IsItemActive() after begin = %d (== is window being clicked/moved)\n",
- ImGui::IsItemHovered(), ImGui::IsItemActive());
- ImGui::End();
- }
-
- ImGui::TreePop();
- }
-}
-
-static void ShowDemoWindowLayout()
-{
- if (!ImGui::CollapsingHeader("Layout & Scrolling"))
- return;
-
- if (ImGui::TreeNode("Child windows"))
- {
- HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.");
- static bool disable_mouse_wheel = false;
- static bool disable_menu = false;
- ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel);
- ImGui::Checkbox("Disable Menu", &disable_menu);
-
- // Child 1: no border, enable horizontal scrollbar
- {
- ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar;
- if (disable_mouse_wheel)
- window_flags |= ImGuiWindowFlags_NoScrollWithMouse;
- ImGui::BeginChild("ChildL", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags);
- for (int i = 0; i < 100; i++)
- ImGui::Text("%04d: scrollable region", i);
- ImGui::EndChild();
- }
-
- ImGui::SameLine();
-
- // Child 2: rounded border
- {
- ImGuiWindowFlags window_flags = ImGuiWindowFlags_None;
- if (disable_mouse_wheel)
- window_flags |= ImGuiWindowFlags_NoScrollWithMouse;
- if (!disable_menu)
- window_flags |= ImGuiWindowFlags_MenuBar;
- ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
- ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags);
- if (!disable_menu && ImGui::BeginMenuBar())
- {
- if (ImGui::BeginMenu("Menu"))
- {
- ShowExampleMenuFile();
- ImGui::EndMenu();
- }
- ImGui::EndMenuBar();
- }
- if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))
- {
- for (int i = 0; i < 100; i++)
- {
- char buf[32];
- sprintf(buf, "%03d", i);
- ImGui::TableNextColumn();
- ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
- }
- ImGui::EndTable();
- }
- ImGui::EndChild();
- ImGui::PopStyleVar();
- }
-
- ImGui::Separator();
-
- // Demonstrate a few extra things
- // - Changing ImGuiCol_ChildBg (which is transparent black in default styles)
- // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window)
- // You can also call SetNextWindowPos() to position the child window. The parent window will effectively
- // layout from this position.
- // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from
- // the POV of the parent window). See 'Demo->Querying Status (Active/Focused/Hovered etc.)' for details.
- {
- static int offset_x = 0;
- ImGui::SetNextItemWidth(100);
- ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000);
-
- ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x);
- ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));
- ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None);
- for (int n = 0; n < 50; n++)
- ImGui::Text("Some test %d", n);
- ImGui::EndChild();
- bool child_is_hovered = ImGui::IsItemHovered();
- ImVec2 child_rect_min = ImGui::GetItemRectMin();
- ImVec2 child_rect_max = ImGui::GetItemRectMax();
- ImGui::PopStyleColor();
- ImGui::Text("Hovered: %d", child_is_hovered);
- ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y);
- }
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Widgets Width"))
- {
- // Use SetNextItemWidth() to set the width of a single upcoming item.
- // Use PushItemWidth()/PopItemWidth() to set the width of a group of items.
- // In real code use you'll probably want to choose width values that are proportional to your font size
- // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc.
-
- static float f = 0.0f;
- static bool show_indented_items = true;
- ImGui::Checkbox("Show indented items", &show_indented_items);
-
- ImGui::Text("SetNextItemWidth/PushItemWidth(100)");
- ImGui::SameLine(); HelpMarker("Fixed width.");
- ImGui::PushItemWidth(100);
- ImGui::DragFloat("float##1b", &f);
- if (show_indented_items)
- {
- ImGui::Indent();
- ImGui::DragFloat("float (indented)##1b", &f);
- ImGui::Unindent();
- }
- ImGui::PopItemWidth();
-
- ImGui::Text("SetNextItemWidth/PushItemWidth(-100)");
- ImGui::SameLine(); HelpMarker("Align to right edge minus 100");
- ImGui::PushItemWidth(-100);
- ImGui::DragFloat("float##2a", &f);
- if (show_indented_items)
- {
- ImGui::Indent();
- ImGui::DragFloat("float (indented)##2b", &f);
- ImGui::Unindent();
- }
- ImGui::PopItemWidth();
-
- ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)");
- ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)");
- ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f);
- ImGui::DragFloat("float##3a", &f);
- if (show_indented_items)
- {
- ImGui::Indent();
- ImGui::DragFloat("float (indented)##3b", &f);
- ImGui::Unindent();
- }
- ImGui::PopItemWidth();
-
- ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)");
- ImGui::SameLine(); HelpMarker("Align to right edge minus half");
- ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);
- ImGui::DragFloat("float##4a", &f);
- if (show_indented_items)
- {
- ImGui::Indent();
- ImGui::DragFloat("float (indented)##4b", &f);
- ImGui::Unindent();
- }
- ImGui::PopItemWidth();
-
- // Demonstrate using PushItemWidth to surround three items.
- // Calling SetNextItemWidth() before each of them would have the same effect.
- ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)");
- ImGui::SameLine(); HelpMarker("Align to right edge");
- ImGui::PushItemWidth(-FLT_MIN);
- ImGui::DragFloat("##float5a", &f);
- if (show_indented_items)
- {
- ImGui::Indent();
- ImGui::DragFloat("float (indented)##5b", &f);
- ImGui::Unindent();
- }
- ImGui::PopItemWidth();
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Basic Horizontal Layout"))
- {
- ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)");
-
- // Text
- ImGui::Text("Two items: Hello"); ImGui::SameLine();
- ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");
-
- // Adjust spacing
- ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20);
- ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");
-
- // Button
- ImGui::AlignTextToFramePadding();
- ImGui::Text("Normal buttons"); ImGui::SameLine();
- ImGui::Button("Banana"); ImGui::SameLine();
- ImGui::Button("Apple"); ImGui::SameLine();
- ImGui::Button("Corniflower");
-
- // Button
- ImGui::Text("Small buttons"); ImGui::SameLine();
- ImGui::SmallButton("Like this one"); ImGui::SameLine();
- ImGui::Text("can fit within a text block.");
-
- // Aligned to arbitrary position. Easy/cheap column.
- ImGui::Text("Aligned");
- ImGui::SameLine(150); ImGui::Text("x=150");
- ImGui::SameLine(300); ImGui::Text("x=300");
- ImGui::Text("Aligned");
- ImGui::SameLine(150); ImGui::SmallButton("x=150");
- ImGui::SameLine(300); ImGui::SmallButton("x=300");
-
- // Checkbox
- static bool c1 = false, c2 = false, c3 = false, c4 = false;
- ImGui::Checkbox("My", &c1); ImGui::SameLine();
- ImGui::Checkbox("Tailor", &c2); ImGui::SameLine();
- ImGui::Checkbox("Is", &c3); ImGui::SameLine();
- ImGui::Checkbox("Rich", &c4);
-
- // Various
- static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f;
- ImGui::PushItemWidth(80);
- const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" };
- static int item = -1;
- ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine();
- ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine();
- ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine();
- ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f);
- ImGui::PopItemWidth();
-
- ImGui::PushItemWidth(80);
- ImGui::Text("Lists:");
- static int selection[4] = { 0, 1, 2, 3 };
- for (int i = 0; i < 4; i++)
- {
- if (i > 0) ImGui::SameLine();
- ImGui::PushID(i);
- ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items));
- ImGui::PopID();
- //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i);
- }
- ImGui::PopItemWidth();
-
- // Dummy
- ImVec2 button_sz(40, 40);
- ImGui::Button("A", button_sz); ImGui::SameLine();
- ImGui::Dummy(button_sz); ImGui::SameLine();
- ImGui::Button("B", button_sz);
-
- // Manually wrapping
- // (we should eventually provide this as an automatic layout feature, but for now you can do it manually)
- ImGui::Text("Manually wrapping:");
- ImGuiStyle& style = ImGui::GetStyle();
- int buttons_count = 20;
- float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x;
- for (int n = 0; n < buttons_count; n++)
- {
- ImGui::PushID(n);
- ImGui::Button("Box", button_sz);
- float last_button_x2 = ImGui::GetItemRectMax().x;
- float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line
- if (n + 1 < buttons_count && next_button_x2 < window_visible_x2)
- ImGui::SameLine();
- ImGui::PopID();
- }
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Groups"))
- {
- HelpMarker(
- "BeginGroup() basically locks the horizontal position for new line. "
- "EndGroup() bundles the whole group so that you can use \"item\" functions such as "
- "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.");
- ImGui::BeginGroup();
- {
- ImGui::BeginGroup();
- ImGui::Button("AAA");
- ImGui::SameLine();
- ImGui::Button("BBB");
- ImGui::SameLine();
- ImGui::BeginGroup();
- ImGui::Button("CCC");
- ImGui::Button("DDD");
- ImGui::EndGroup();
- ImGui::SameLine();
- ImGui::Button("EEE");
- ImGui::EndGroup();
- if (ImGui::IsItemHovered())
- ImGui::SetTooltip("First group hovered");
- }
- // Capture the group size and create widgets using the same size
- ImVec2 size = ImGui::GetItemRectSize();
- const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f };
- ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size);
-
- ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y));
- ImGui::SameLine();
- ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y));
- ImGui::EndGroup();
- ImGui::SameLine();
-
- ImGui::Button("LEVERAGE\nBUZZWORD", size);
- ImGui::SameLine();
-
- if (ImGui::BeginListBox("List", size))
- {
- ImGui::Selectable("Selected", true);
- ImGui::Selectable("Not Selected", false);
- ImGui::EndListBox();
- }
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Text Baseline Alignment"))
- {
- {
- ImGui::BulletText("Text baseline:");
- ImGui::SameLine(); HelpMarker(
- "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. "
- "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets.");
- ImGui::Indent();
-
- ImGui::Text("KO Blahblah"); ImGui::SameLine();
- ImGui::Button("Some framed item"); ImGui::SameLine();
- HelpMarker("Baseline of button will look misaligned with text..");
-
- // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.
- // (because we don't know what's coming after the Text() statement, we need to move the text baseline
- // down by FramePadding.y ahead of time)
- ImGui::AlignTextToFramePadding();
- ImGui::Text("OK Blahblah"); ImGui::SameLine();
- ImGui::Button("Some framed item"); ImGui::SameLine();
- HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y");
-
- // SmallButton() uses the same vertical padding as Text
- ImGui::Button("TEST##1"); ImGui::SameLine();
- ImGui::Text("TEST"); ImGui::SameLine();
- ImGui::SmallButton("TEST##2");
-
- // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.
- ImGui::AlignTextToFramePadding();
- ImGui::Text("Text aligned to framed item"); ImGui::SameLine();
- ImGui::Button("Item##1"); ImGui::SameLine();
- ImGui::Text("Item"); ImGui::SameLine();
- ImGui::SmallButton("Item##2"); ImGui::SameLine();
- ImGui::Button("Item##3");
-
- ImGui::Unindent();
- }
-
- ImGui::Spacing();
-
- {
- ImGui::BulletText("Multi-line text:");
- ImGui::Indent();
- ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
- ImGui::Text("Hello\nWorld"); ImGui::SameLine();
- ImGui::Text("Banana");
-
- ImGui::Text("Banana"); ImGui::SameLine();
- ImGui::Text("Hello\nWorld"); ImGui::SameLine();
- ImGui::Text("One\nTwo\nThree");
-
- ImGui::Button("HOP##1"); ImGui::SameLine();
- ImGui::Text("Banana"); ImGui::SameLine();
- ImGui::Text("Hello\nWorld"); ImGui::SameLine();
- ImGui::Text("Banana");
-
- ImGui::Button("HOP##2"); ImGui::SameLine();
- ImGui::Text("Hello\nWorld"); ImGui::SameLine();
- ImGui::Text("Banana");
- ImGui::Unindent();
- }
-
- ImGui::Spacing();
-
- {
- ImGui::BulletText("Misc items:");
- ImGui::Indent();
-
- // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button.
- ImGui::Button("80x80", ImVec2(80, 80));
- ImGui::SameLine();
- ImGui::Button("50x50", ImVec2(50, 50));
- ImGui::SameLine();
- ImGui::Button("Button()");
- ImGui::SameLine();
- ImGui::SmallButton("SmallButton()");
-
- // Tree
- const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
- ImGui::Button("Button##1");
- ImGui::SameLine(0.0f, spacing);
- if (ImGui::TreeNode("Node##1"))
- {
- // Placeholder tree data
- for (int i = 0; i < 6; i++)
- ImGui::BulletText("Item %d..", i);
- ImGui::TreePop();
- }
-
- // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget.
- // Otherwise you can use SmallButton() (smaller fit).
- ImGui::AlignTextToFramePadding();
-
- // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add
- // other contents below the node.
- bool node_open = ImGui::TreeNode("Node##2");
- ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");
- if (node_open)
- {
- // Placeholder tree data
- for (int i = 0; i < 6; i++)
- ImGui::BulletText("Item %d..", i);
- ImGui::TreePop();
- }
-
- // Bullet
- ImGui::Button("Button##3");
- ImGui::SameLine(0.0f, spacing);
- ImGui::BulletText("Bullet text");
-
- ImGui::AlignTextToFramePadding();
- ImGui::BulletText("Node");
- ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4");
- ImGui::Unindent();
- }
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Scrolling"))
- {
- // Vertical scroll functions
- HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.");
-
- static int track_item = 50;
- static bool enable_track = true;
- static bool enable_extra_decorations = false;
- static float scroll_to_off_px = 0.0f;
- static float scroll_to_pos_px = 200.0f;
-
- ImGui::Checkbox("Decoration", &enable_extra_decorations);
-
- ImGui::Checkbox("Track", &enable_track);
- ImGui::PushItemWidth(100);
- ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");
-
- bool scroll_to_off = ImGui::Button("Scroll Offset");
- ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px");
-
- bool scroll_to_pos = ImGui::Button("Scroll To Pos");
- ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px");
- ImGui::PopItemWidth();
-
- if (scroll_to_off || scroll_to_pos)
- enable_track = false;
-
- ImGuiStyle& style = ImGui::GetStyle();
- float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5;
- if (child_w < 1.0f)
- child_w = 1.0f;
- ImGui::PushID("##VerticalScrolling");
- for (int i = 0; i < 5; i++)
- {
- if (i > 0) ImGui::SameLine();
- ImGui::BeginGroup();
- const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" };
- ImGui::TextUnformatted(names[i]);
-
- const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;
- const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);
- const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), true, child_flags);
- if (ImGui::BeginMenuBar())
- {
- ImGui::TextUnformatted("abc");
- ImGui::EndMenuBar();
- }
- if (scroll_to_off)
- ImGui::SetScrollY(scroll_to_off_px);
- if (scroll_to_pos)
- ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f);
- if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items
- {
- for (int item = 0; item < 100; item++)
- {
- if (enable_track && item == track_item)
- {
- ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
- ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom
- }
- else
- {
- ImGui::Text("Item %d", item);
- }
- }
- }
- float scroll_y = ImGui::GetScrollY();
- float scroll_max_y = ImGui::GetScrollMaxY();
- ImGui::EndChild();
- ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y);
- ImGui::EndGroup();
- }
- ImGui::PopID();
-
- // Horizontal scroll functions
- ImGui::Spacing();
- HelpMarker(
- "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n"
- "Because the clipping rectangle of most window hides half worth of WindowPadding on the "
- "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the "
- "equivalent SetScrollFromPosY(+1) wouldn't.");
- ImGui::PushID("##HorizontalScrolling");
- for (int i = 0; i < 5; i++)
- {
- float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f;
- ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0);
- ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);
- bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), true, child_flags);
- if (scroll_to_off)
- ImGui::SetScrollX(scroll_to_off_px);
- if (scroll_to_pos)
- ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f);
- if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items
- {
- for (int item = 0; item < 100; item++)
- {
- if (enable_track && item == track_item)
- {
- ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
- ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right
- }
- else
- {
- ImGui::Text("Item %d", item);
- }
- ImGui::SameLine();
- }
- }
- float scroll_x = ImGui::GetScrollX();
- float scroll_max_x = ImGui::GetScrollMaxX();
- ImGui::EndChild();
- ImGui::SameLine();
- const char* names[] = { "Left", "25%", "Center", "75%", "Right" };
- ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x);
- ImGui::Spacing();
- }
- ImGui::PopID();
-
- // Miscellaneous Horizontal Scrolling Demo
- HelpMarker(
- "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n"
- "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin().");
- static int lines = 7;
- ImGui::SliderInt("Lines", &lines, 1, 15);
- ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);
- ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));
- ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30);
- ImGui::BeginChild("scrolling", scrolling_child_size, true, ImGuiWindowFlags_HorizontalScrollbar);
- for (int line = 0; line < lines; line++)
- {
- // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine()
- // If you want to create your own time line for a real application you may be better off manipulating
- // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets
- // yourself. You may also want to use the lower-level ImDrawList API.
- int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3);
- for (int n = 0; n < num_buttons; n++)
- {
- if (n > 0) ImGui::SameLine();
- ImGui::PushID(n + line * 1000);
- char num_buf[16];
- sprintf(num_buf, "%d", n);
- const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf;
- float hue = n * 0.05f;
- ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f));
- ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f));
- ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f));
- ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f));
- ImGui::PopStyleColor(3);
- ImGui::PopID();
- }
- }
- float scroll_x = ImGui::GetScrollX();
- float scroll_max_x = ImGui::GetScrollMaxX();
- ImGui::EndChild();
- ImGui::PopStyleVar(2);
- float scroll_x_delta = 0.0f;
- ImGui::SmallButton("<<");
- if (ImGui::IsItemActive())
- scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;
- ImGui::SameLine();
- ImGui::Text("Scroll from code"); ImGui::SameLine();
- ImGui::SmallButton(">>");
- if (ImGui::IsItemActive())
- scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;
- ImGui::SameLine();
- ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x);
- if (scroll_x_delta != 0.0f)
- {
- // Demonstrate a trick: you can use Begin to set yourself in the context of another window
- // (here we are already out of your child window)
- ImGui::BeginChild("scrolling");
- ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);
- ImGui::EndChild();
- }
- ImGui::Spacing();
-
- static bool show_horizontal_contents_size_demo_window = false;
- ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window);
-
- if (show_horizontal_contents_size_demo_window)
- {
- static bool show_h_scrollbar = true;
- static bool show_button = true;
- static bool show_tree_nodes = true;
- static bool show_text_wrapped = false;
- static bool show_columns = true;
- static bool show_tab_bar = true;
- static bool show_child = false;
- static bool explicit_content_size = false;
- static float contents_size_x = 300.0f;
- if (explicit_content_size)
- ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f));
- ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0);
- ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0));
- ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0));
- HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles.");
- ImGui::Checkbox("H-scrollbar", &show_h_scrollbar);
- ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten)
- ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width
- ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size
- ImGui::Checkbox("Columns", &show_columns); // Will use contents size
- ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size
- ImGui::Checkbox("Child", &show_child); // Will grow and use contents size
- ImGui::Checkbox("Explicit content size", &explicit_content_size);
- ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY());
- if (explicit_content_size)
- {
- ImGui::SameLine();
- ImGui::SetNextItemWidth(100);
- ImGui::DragFloat("##csx", &contents_size_x);
- ImVec2 p = ImGui::GetCursorScreenPos();
- ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE);
- ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE);
- ImGui::Dummy(ImVec2(0, 10));
- }
- ImGui::PopStyleVar(2);
- ImGui::Separator();
- if (show_button)
- {
- ImGui::Button("this is a 300-wide button", ImVec2(300, 0));
- }
- if (show_tree_nodes)
- {
- bool open = true;
- if (ImGui::TreeNode("this is a tree node"))
- {
- if (ImGui::TreeNode("another one of those tree node..."))
- {
- ImGui::Text("Some tree contents");
- ImGui::TreePop();
- }
- ImGui::TreePop();
- }
- ImGui::CollapsingHeader("CollapsingHeader", &open);
- }
- if (show_text_wrapped)
- {
- ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle.");
- }
- if (show_columns)
- {
- ImGui::Text("Tables:");
- if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders))
- {
- for (int n = 0; n < 4; n++)
- {
- ImGui::TableNextColumn();
- ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x);
- }
- ImGui::EndTable();
- }
- ImGui::Text("Columns:");
- ImGui::Columns(4);
- for (int n = 0; n < 4; n++)
- {
- ImGui::Text("Width %.2f", ImGui::GetColumnWidth());
- ImGui::NextColumn();
- }
- ImGui::Columns(1);
- }
- if (show_tab_bar && ImGui::BeginTabBar("Hello"))
- {
- if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); }
- if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); }
- if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); }
- if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); }
- ImGui::EndTabBar();
- }
- if (show_child)
- {
- ImGui::BeginChild("child", ImVec2(0, 0), true);
- ImGui::EndChild();
- }
- ImGui::End();
- }
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Clipping"))
- {
- static ImVec2 size(100.0f, 100.0f);
- static ImVec2 offset(30.0f, 30.0f);
- ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f");
- ImGui::TextWrapped("(Click and drag to scroll)");
-
- for (int n = 0; n < 3; n++)
- {
- if (n > 0)
- ImGui::SameLine();
- ImGui::PushID(n);
- ImGui::BeginGroup(); // Lock X position
-
- ImGui::InvisibleButton("##empty", size);
- if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left))
- {
- offset.x += ImGui::GetIO().MouseDelta.x;
- offset.y += ImGui::GetIO().MouseDelta.y;
- }
- const ImVec2 p0 = ImGui::GetItemRectMin();
- const ImVec2 p1 = ImGui::GetItemRectMax();
- const char* text_str = "Line 1 hello\nLine 2 clip me!";
- const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y);
- ImDrawList* draw_list = ImGui::GetWindowDrawList();
-
- switch (n)
- {
- case 0:
- HelpMarker(
- "Using ImGui::PushClipRect():\n"
- "Will alter ImGui hit-testing logic + ImDrawList rendering.\n"
- "(use this if you want your clipping rectangle to affect interactions)");
- ImGui::PushClipRect(p0, p1, true);
- draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
- draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);
- ImGui::PopClipRect();
- break;
- case 1:
- HelpMarker(
- "Using ImDrawList::PushClipRect():\n"
- "Will alter ImDrawList rendering only.\n"
- "(use this as a shortcut if you are only using ImDrawList calls)");
- draw_list->PushClipRect(p0, p1, true);
- draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
- draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);
- draw_list->PopClipRect();
- break;
- case 2:
- HelpMarker(
- "Using ImDrawList::AddText() with a fine ClipRect:\n"
- "Will alter only this specific ImDrawList::AddText() rendering.\n"
- "(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)");
- ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert.
- draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
- draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect);
- break;
- }
- ImGui::EndGroup();
- ImGui::PopID();
- }
-
- ImGui::TreePop();
- }
-}
-
-static void ShowDemoWindowPopups()
-{
- if (!ImGui::CollapsingHeader("Popups & Modal windows"))
- return;
-
- // The properties of popups windows are:
- // - They block normal mouse hovering detection outside them. (*)
- // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
- // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as
- // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup().
- // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even
- // when normally blocked by a popup.
- // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close
- // popups at any time.
-
- // Typical use for regular windows:
- // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End();
- // Typical use for popups:
- // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); }
-
- // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state.
- // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.
-
- if (ImGui::TreeNode("Popups"))
- {
- ImGui::TextWrapped(
- "When a popup is active, it inhibits interacting with windows that are behind the popup. "
- "Clicking outside the popup closes it.");
-
- static int selected_fish = -1;
- const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" };
- static bool toggles[] = { true, false, false, false, false };
-
- // Simple selection popup (if you want to show the current selection inside the Button itself,
- // you may want to build a string using the "###" operator to preserve a constant ID with a variable label)
- if (ImGui::Button("Select.."))
- ImGui::OpenPopup("my_select_popup");
- ImGui::SameLine();
- ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]);
- if (ImGui::BeginPopup("my_select_popup"))
- {
- ImGui::Text("Aquarium");
- ImGui::Separator();
- for (int i = 0; i < IM_ARRAYSIZE(names); i++)
- if (ImGui::Selectable(names[i]))
- selected_fish = i;
- ImGui::EndPopup();
- }
-
- // Showing a menu with toggles
- if (ImGui::Button("Toggle.."))
- ImGui::OpenPopup("my_toggle_popup");
- if (ImGui::BeginPopup("my_toggle_popup"))
- {
- for (int i = 0; i < IM_ARRAYSIZE(names); i++)
- ImGui::MenuItem(names[i], "", &toggles[i]);
- if (ImGui::BeginMenu("Sub-menu"))
- {
- ImGui::MenuItem("Click me");
- ImGui::EndMenu();
- }
-
- ImGui::Separator();
- ImGui::Text("Tooltip here");
- if (ImGui::IsItemHovered())
- ImGui::SetTooltip("I am a tooltip over a popup");
-
- if (ImGui::Button("Stacked Popup"))
- ImGui::OpenPopup("another popup");
- if (ImGui::BeginPopup("another popup"))
- {
- for (int i = 0; i < IM_ARRAYSIZE(names); i++)
- ImGui::MenuItem(names[i], "", &toggles[i]);
- if (ImGui::BeginMenu("Sub-menu"))
- {
- ImGui::MenuItem("Click me");
- if (ImGui::Button("Stacked Popup"))
- ImGui::OpenPopup("another popup");
- if (ImGui::BeginPopup("another popup"))
- {
- ImGui::Text("I am the last one here.");
- ImGui::EndPopup();
- }
- ImGui::EndMenu();
- }
- ImGui::EndPopup();
- }
- ImGui::EndPopup();
- }
-
- // Call the more complete ShowExampleMenuFile which we use in various places of this demo
- if (ImGui::Button("File Menu.."))
- ImGui::OpenPopup("my_file_popup");
- if (ImGui::BeginPopup("my_file_popup"))
- {
- ShowExampleMenuFile();
- ImGui::EndPopup();
- }
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Context menus"))
- {
- // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing:
- // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
- // OpenPopup(id);
- // return BeginPopup(id);
- // For more advanced uses you may want to replicate and customize this code.
- // See details in BeginPopupContextItem().
- static float value = 0.5f;
- ImGui::Text("Value = %.3f (<-- right-click here)", value);
- if (ImGui::BeginPopupContextItem("item context menu"))
- {
- if (ImGui::Selectable("Set to zero")) value = 0.0f;
- if (ImGui::Selectable("Set to PI")) value = 3.1415f;
- ImGui::SetNextItemWidth(-FLT_MIN);
- ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f);
- ImGui::EndPopup();
- }
-
- // We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the
- // Begin() call. So here we will make it that clicking on the text field with the right mouse button (1)
- // will toggle the visibility of the popup above.
- ImGui::Text("(You can also right-click me to open the same popup as above.)");
- ImGui::OpenPopupOnItemClick("item context menu", 1);
-
- // When used after an item that has an ID (e.g.Button), we can skip providing an ID to BeginPopupContextItem().
- // BeginPopupContextItem() will use the last item ID as the popup ID.
- // In addition here, we want to include your editable label inside the button label.
- // We use the ### operator to override the ID (read FAQ about ID for details)
- static char name[32] = "Label1";
- char buf[64];
- sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label
- ImGui::Button(buf);
- if (ImGui::BeginPopupContextItem())
- {
- ImGui::Text("Edit name:");
- ImGui::InputText("##edit", name, IM_ARRAYSIZE(name));
- if (ImGui::Button("Close"))
- ImGui::CloseCurrentPopup();
- ImGui::EndPopup();
- }
- ImGui::SameLine(); ImGui::Text("(<-- right-click here)");
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Modals"))
- {
- ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside.");
-
- if (ImGui::Button("Delete.."))
- ImGui::OpenPopup("Delete?");
-
- // Always center this window when appearing
- ImVec2 center = ImGui::GetMainViewport()->GetCenter();
- ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
-
- if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
- {
- ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");
- ImGui::Separator();
-
- //static int unused_i = 0;
- //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0");
-
- static bool dont_ask_me_next_time = false;
- ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
- ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time);
- ImGui::PopStyleVar();
-
- if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); }
- ImGui::SetItemDefaultFocus();
- ImGui::SameLine();
- if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); }
- ImGui::EndPopup();
- }
-
- if (ImGui::Button("Stacked modals.."))
- ImGui::OpenPopup("Stacked 1");
- if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar))
- {
- if (ImGui::BeginMenuBar())
- {
- if (ImGui::BeginMenu("File"))
- {
- if (ImGui::MenuItem("Some menu item")) {}
- ImGui::EndMenu();
- }
- ImGui::EndMenuBar();
- }
- ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.");
-
- // Testing behavior of widgets stacking their own regular popups over the modal.
- static int item = 1;
- static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
- ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
- ImGui::ColorEdit4("color", color);
-
- if (ImGui::Button("Add another modal.."))
- ImGui::OpenPopup("Stacked 2");
-
- // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which
- // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value
- // of the bool actually doesn't matter here.
- bool unused_open = true;
- if (ImGui::BeginPopupModal("Stacked 2", &unused_open))
- {
- ImGui::Text("Hello from Stacked The Second!");
- if (ImGui::Button("Close"))
- ImGui::CloseCurrentPopup();
- ImGui::EndPopup();
- }
-
- if (ImGui::Button("Close"))
- ImGui::CloseCurrentPopup();
- ImGui::EndPopup();
- }
-
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Menus inside a regular window"))
- {
- ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
- ImGui::Separator();
-
- // Note: As a quirk in this very specific example, we want to differentiate the parent of this menu from the
- // parent of the various popup menus above. To do so we are encloding the items in a PushID()/PopID() block
- // to make them two different menusets. If we don't, opening any popup above and hovering our menu here would
- // open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it,
- // which is the desired behavior for regular menus.
- ImGui::PushID("foo");
- ImGui::MenuItem("Menu item", "CTRL+M");
- if (ImGui::BeginMenu("Menu inside a regular window"))
- {
- ShowExampleMenuFile();
- ImGui::EndMenu();
- }
- ImGui::PopID();
- ImGui::Separator();
- ImGui::TreePop();
- }
-}
-
-// Dummy data structure that we use for the Table demo.
-// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure if defined inside the demo function)
-namespace
-{
-// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code.
-// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID.
-// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex)
-// If you don't use sorting, you will generally never care about giving column an ID!
-enum MyItemColumnID
-{
- MyItemColumnID_ID,
- MyItemColumnID_Name,
- MyItemColumnID_Action,
- MyItemColumnID_Quantity,
- MyItemColumnID_Description
-};
-
-struct MyItem
-{
- int ID;
- const char* Name;
- int Quantity;
-
- // We have a problem which is affecting _only this demo_ and should not affect your code:
- // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(),
- // however qsort doesn't allow passing user data to comparing function.
- // As a workaround, we are storing the sort specs in a static/global for the comparing function to access.
- // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global.
- // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called
- // very often by the sorting algorithm it would be a little wasteful.
- static const ImGuiTableSortSpecs* s_current_sort_specs;
-
- // Compare function to be used by qsort()
- static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs)
- {
- const MyItem* a = (const MyItem*)lhs;
- const MyItem* b = (const MyItem*)rhs;
- for (int n = 0; n < s_current_sort_specs->SpecsCount; n++)
- {
- // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn()
- // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler!
- const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n];
- int delta = 0;
- switch (sort_spec->ColumnUserID)
- {
- case MyItemColumnID_ID: delta = (a->ID - b->ID); break;
- case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break;
- case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break;
- case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break;
- default: IM_ASSERT(0); break;
- }
- if (delta > 0)
- return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1;
- if (delta < 0)
- return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;
- }
-
- // qsort() is instable so always return a way to differenciate items.
- // Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs.
- return (a->ID - b->ID);
- }
-};
-const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL;
-}
-
-// Make the UI compact because there are so many fields
-static void PushStyleCompact()
-{
- ImGuiStyle& style = ImGui::GetStyle();
- ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f)));
- ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f)));
-}
-
-static void PopStyleCompact()
-{
- ImGui::PopStyleVar(2);
-}
-
-// Show a combo box with a choice of sizing policies
-static void EditTableSizingFlags(ImGuiTableFlags* p_flags)
-{
- struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; };
- static const EnumDesc policies[] =
- {
- { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." },
- { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." },
- { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." },
- { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." },
- { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." }
- };
- int idx;
- for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++)
- if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_))
- break;
- const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : "";
- if (ImGui::BeginCombo("Sizing Policy", preview_text))
- {
- for (int n = 0; n < IM_ARRAYSIZE(policies); n++)
- if (ImGui::Selectable(policies[n].Name, idx == n))
- *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value;
- ImGui::EndCombo();
- }
- ImGui::SameLine();
- ImGui::TextDisabled("(?)");
- if (ImGui::IsItemHovered())
- {
- ImGui::BeginTooltip();
- ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f);
- for (int m = 0; m < IM_ARRAYSIZE(policies); m++)
- {
- ImGui::Separator();
- ImGui::Text("%s:", policies[m].Name);
- ImGui::Separator();
- ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f);
- ImGui::TextUnformatted(policies[m].Tooltip);
- }
- ImGui::PopTextWrapPos();
- ImGui::EndTooltip();
- }
-}
-
-static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags)
-{
- ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide);
- ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort);
- if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch))
- *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch);
- if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed))
- *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed);
- ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize);
- ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder);
- ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide);
- ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip);
- ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort);
- ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending);
- ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending);
- ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth);
- ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending);
- ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending);
- ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0");
- ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0");
-}
-
-static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags)
-{
- ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled);
- ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible);
- ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted);
- ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered);
-}
-
-static void ShowDemoWindowTables()
-{
- //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
- if (!ImGui::CollapsingHeader("Tables & Columns"))
- return;
-
- // Using those as a base value to create width/height that are factor of the size of our font
- const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x;
- const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing();
-
- ImGui::PushID("Tables");
-
- int open_action = -1;
- if (ImGui::Button("Open all"))
- open_action = 1;
- ImGui::SameLine();
- if (ImGui::Button("Close all"))
- open_action = 0;
- ImGui::SameLine();
-
- // Options
- static bool disable_indent = false;
- ImGui::Checkbox("Disable tree indentation", &disable_indent);
- ImGui::SameLine();
- HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width.");
- ImGui::Separator();
- if (disable_indent)
- ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f);
-
- // About Styling of tables
- // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs.
- // There are however a few settings that a shared and part of the ImGuiStyle structure:
- // style.CellPadding // Padding within each cell
- // style.Colors[ImGuiCol_TableHeaderBg] // Table header background
- // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders
- // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders
- // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows)
- // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows)
-
- // Demos
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Basic"))
- {
- // Here we will showcase three different ways to output a table.
- // They are very simple variations of a same thing!
-
- // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column.
- // In many situations, this is the most flexible and easy to use pattern.
- HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop.");
- if (ImGui::BeginTable("table1", 3))
- {
- for (int row = 0; row < 4; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 3; column++)
- {
- ImGui::TableSetColumnIndex(column);
- ImGui::Text("Row %d Column %d", row, column);
- }
- }
- ImGui::EndTable();
- }
-
- // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex().
- // This is generally more convenient when you have code manually submitting the contents of each columns.
- HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.");
- if (ImGui::BeginTable("table2", 3))
- {
- for (int row = 0; row < 4; row++)
- {
- ImGui::TableNextRow();
- ImGui::TableNextColumn();
- ImGui::Text("Row %d", row);
- ImGui::TableNextColumn();
- ImGui::Text("Some contents");
- ImGui::TableNextColumn();
- ImGui::Text("123.456");
- }
- ImGui::EndTable();
- }
-
- // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(),
- // as TableNextColumn() will automatically wrap around and create new roes as needed.
- // This is generally more convenient when your cells all contains the same type of data.
- HelpMarker(
- "Only using TableNextColumn(), which tends to be convenient for tables where every cells contains the same type of contents.\n"
- "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition.");
- if (ImGui::BeginTable("table3", 3))
- {
- for (int item = 0; item < 14; item++)
- {
- ImGui::TableNextColumn();
- ImGui::Text("Item %d", item);
- }
- ImGui::EndTable();
- }
-
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Borders, background"))
- {
- // Expose a few Borders related flags interactively
- enum ContentsType { CT_Text, CT_FillButton };
- static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;
- static bool display_headers = false;
- static int contents_type = CT_Text;
-
- PushStyleCompact();
- ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);
- ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders);
- ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH");
- ImGui::Indent();
-
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH);
- ImGui::Indent();
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);
- ImGui::Unindent();
-
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);
- ImGui::Indent();
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV);
- ImGui::Unindent();
-
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner);
- ImGui::Unindent();
-
- ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:");
- ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text);
- ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton);
- ImGui::Checkbox("Display headers", &display_headers);
- ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers");
- PopStyleCompact();
-
- if (ImGui::BeginTable("table1", 3, flags))
- {
- // Display headers so we can inspect their interaction with borders.
- // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details)
- if (display_headers)
- {
- ImGui::TableSetupColumn("One");
- ImGui::TableSetupColumn("Two");
- ImGui::TableSetupColumn("Three");
- ImGui::TableHeadersRow();
- }
-
- for (int row = 0; row < 5; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 3; column++)
- {
- ImGui::TableSetColumnIndex(column);
- char buf[32];
- sprintf(buf, "Hello %d,%d", column, row);
- if (contents_type == CT_Text)
- ImGui::TextUnformatted(buf);
- else if (contents_type)
- ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
- }
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Resizable, stretch"))
- {
- // By default, if we don't enable ScrollX the sizing policy for each columns is "Stretch"
- // Each columns maintain a sizing weight, and they will occupy all available width.
- static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;
- PushStyleCompact();
- ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);
- ImGui::SameLine(); HelpMarker("Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize borders are still showing when unchecking this.");
- PopStyleCompact();
-
- if (ImGui::BeginTable("table1", 3, flags))
- {
- for (int row = 0; row < 5; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 3; column++)
- {
- ImGui::TableSetColumnIndex(column);
- ImGui::Text("Hello %d,%d", column, row);
- }
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Resizable, fixed"))
- {
- // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set)
- // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small)
- // If there is not enough available width to fit all columns, they will however be resized down.
- // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings
- HelpMarker(
- "Using _Resizable + _SizingFixedFit flags.\n"
- "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n"
- "Double-click a column border to auto-fit the column to its contents.");
- PushStyleCompact();
- static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;
- ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);
- PopStyleCompact();
-
- if (ImGui::BeginTable("table1", 3, flags))
- {
- for (int row = 0; row < 5; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 3; column++)
- {
- ImGui::TableSetColumnIndex(column);
- ImGui::Text("Hello %d,%d", column, row);
- }
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Resizable, mixed"))
- {
- HelpMarker(
- "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n"
- "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch.");
- static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;
-
- if (ImGui::BeginTable("table1", 3, flags))
- {
- ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed);
- ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed);
- ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch);
- ImGui::TableHeadersRow();
- for (int row = 0; row < 5; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 3; column++)
- {
- ImGui::TableSetColumnIndex(column);
- ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row);
- }
- }
- ImGui::EndTable();
- }
- if (ImGui::BeginTable("table2", 6, flags))
- {
- ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed);
- ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed);
- ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide);
- ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch);
- ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch);
- ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide);
- ImGui::TableHeadersRow();
- for (int row = 0; row < 5; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 6; column++)
- {
- ImGui::TableSetColumnIndex(column);
- ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row);
- }
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Reorderable, hideable, with headers"))
- {
- HelpMarker(
- "Click and drag column headers to reorder columns.\n\n"
- "Right-click on a header to open a context menu.");
- static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV;
- PushStyleCompact();
- ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
- ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable);
- ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable);
- ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody);
- ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)");
- PopStyleCompact();
-
- if (ImGui::BeginTable("table1", 3, flags))
- {
- // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column.
- // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.)
- ImGui::TableSetupColumn("One");
- ImGui::TableSetupColumn("Two");
- ImGui::TableSetupColumn("Three");
- ImGui::TableHeadersRow();
- for (int row = 0; row < 6; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 3; column++)
- {
- ImGui::TableSetColumnIndex(column);
- ImGui::Text("Hello %d,%d", column, row);
- }
- }
- ImGui::EndTable();
- }
-
- // Use outer_size.x == 0.0f instead of default to make the table as tight as possible (only valid when no scrolling and no stretch column)
- if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f)))
- {
- ImGui::TableSetupColumn("One");
- ImGui::TableSetupColumn("Two");
- ImGui::TableSetupColumn("Three");
- ImGui::TableHeadersRow();
- for (int row = 0; row < 6; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 3; column++)
- {
- ImGui::TableSetColumnIndex(column);
- ImGui::Text("Fixed %d,%d", column, row);
- }
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Padding"))
- {
- // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding.
- // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding.
- HelpMarker(
- "We often want outer padding activated when any using features which makes the edges of a column visible:\n"
- "e.g.:\n"
- "- BorderOuterV\n"
- "- any form of row selection\n"
- "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n"
- "Actual padding values are using style.CellPadding.\n\n"
- "In this demo we don't show horizontal borders to emphasis how they don't affect default horizontal padding.");
-
- static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV;
- PushStyleCompact();
- ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX);
- ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)");
- ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX);
- ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)");
- ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX);
- ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)");
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV);
- static bool show_headers = false;
- ImGui::Checkbox("show_headers", &show_headers);
- PopStyleCompact();
-
- if (ImGui::BeginTable("table_padding", 3, flags1))
- {
- if (show_headers)
- {
- ImGui::TableSetupColumn("One");
- ImGui::TableSetupColumn("Two");
- ImGui::TableSetupColumn("Three");
- ImGui::TableHeadersRow();
- }
-
- for (int row = 0; row < 5; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 3; column++)
- {
- ImGui::TableSetColumnIndex(column);
- if (row == 0)
- {
- ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x);
- }
- else
- {
- char buf[32];
- sprintf(buf, "Hello %d,%d", column, row);
- ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
- }
- //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered)
- // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255));
- }
- }
- ImGui::EndTable();
- }
-
- // Second example: set style.CellPadding to (0.0) or a custom value.
- // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one...
- HelpMarker("Setting style.CellPadding to (0,0) or a custom value.");
- static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;
- static ImVec2 cell_padding(0.0f, 0.0f);
- static bool show_widget_frame_bg = true;
-
- PushStyleCompact();
- ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter);
- ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg);
- ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable);
- ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg);
- ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f");
- PopStyleCompact();
-
- ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding);
- if (ImGui::BeginTable("table_padding_2", 3, flags2))
- {
- static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells
- static bool init = true;
- if (!show_widget_frame_bg)
- ImGui::PushStyleColor(ImGuiCol_FrameBg, 0);
- for (int cell = 0; cell < 3 * 5; cell++)
- {
- ImGui::TableNextColumn();
- if (init)
- strcpy(text_bufs[cell], "edit me");
- ImGui::SetNextItemWidth(-FLT_MIN);
- ImGui::PushID(cell);
- ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell]));
- ImGui::PopID();
- }
- if (!show_widget_frame_bg)
- ImGui::PopStyleColor();
- init = false;
- ImGui::EndTable();
- }
- ImGui::PopStyleVar();
-
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Sizing policies"))
- {
- static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;
- PushStyleCompact();
- ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable);
- ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX);
- PopStyleCompact();
-
- static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame };
- for (int table_n = 0; table_n < 4; table_n++)
- {
- ImGui::PushID(table_n);
- ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30);
- EditTableSizingFlags(&sizing_policy_flags[table_n]);
-
- // To make it easier to understand the different sizing policy,
- // For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width.
- if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1))
- {
- for (int row = 0; row < 3; row++)
- {
- ImGui::TableNextRow();
- ImGui::TableNextColumn(); ImGui::Text("Oh dear");
- ImGui::TableNextColumn(); ImGui::Text("Oh dear");
- ImGui::TableNextColumn(); ImGui::Text("Oh dear");
- }
- ImGui::EndTable();
- }
- if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1))
- {
- for (int row = 0; row < 3; row++)
- {
- ImGui::TableNextRow();
- ImGui::TableNextColumn(); ImGui::Text("AAAA");
- ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB");
- ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC");
- }
- ImGui::EndTable();
- }
- ImGui::PopID();
- }
-
- ImGui::Spacing();
- ImGui::TextUnformatted("Advanced");
- ImGui::SameLine();
- HelpMarker("This section allows you to interact and see the effect of various sizing policies depending on whether Scroll is enabled and the contents of your columns.");
-
- enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText };
- static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable;
- static int contents_type = CT_ShowWidth;
- static int column_count = 3;
-
- PushStyleCompact();
- ImGui::PushID("Advanced");
- ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30);
- EditTableSizingFlags(&flags);
- ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0");
- if (contents_type == CT_FillButton)
- {
- ImGui::SameLine();
- HelpMarker("Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width.");
- }
- ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp);
- ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
- ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths);
- ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.");
- ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);
- ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
- ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip);
- ImGui::PopItemWidth();
- ImGui::PopID();
- PopStyleCompact();
-
- if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7)))
- {
- for (int cell = 0; cell < 10 * column_count; cell++)
- {
- ImGui::TableNextColumn();
- int column = ImGui::TableGetColumnIndex();
- int row = ImGui::TableGetRowIndex();
-
- ImGui::PushID(cell);
- char label[32];
- static char text_buf[32] = "";
- sprintf(label, "Hello %d,%d", column, row);
- switch (contents_type)
- {
- case CT_ShortText: ImGui::TextUnformatted(label); break;
- case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break;
- case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break;
- case CT_Button: ImGui::Button(label); break;
- case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break;
- case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break;
- }
- ImGui::PopID();
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Vertical scrolling, with clipping"))
- {
- HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items.");
- static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;
-
- PushStyleCompact();
- ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
- PopStyleCompact();
-
- // When using ScrollX or ScrollY we need to specify a size for our table container!
- // Otherwise by default the table will fit all available space, like a BeginChild() call.
- ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8);
- if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size))
- {
- ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible
- ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None);
- ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None);
- ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None);
- ImGui::TableHeadersRow();
-
- // Demonstrate using clipper for large vertical lists
- ImGuiListClipper clipper;
- clipper.Begin(1000);
- while (clipper.Step())
- {
- for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 3; column++)
- {
- ImGui::TableSetColumnIndex(column);
- ImGui::Text("Hello %d,%d", column, row);
- }
- }
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Horizontal scrolling"))
- {
- HelpMarker(
- "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, "
- "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n"
- "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX,"
- "because the container window won't automatically extend vertically to fix contents (this may be improved in future versions).");
- static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;
- static int freeze_cols = 1;
- static int freeze_rows = 1;
-
- PushStyleCompact();
- ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
- ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);
- ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
- ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
- ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
- ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
- ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
- PopStyleCompact();
-
- // When using ScrollX or ScrollY we need to specify a size for our table container!
- // Otherwise by default the table will fit all available space, like a BeginChild() call.
- ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8);
- if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size))
- {
- ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);
- ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze()
- ImGui::TableSetupColumn("One");
- ImGui::TableSetupColumn("Two");
- ImGui::TableSetupColumn("Three");
- ImGui::TableSetupColumn("Four");
- ImGui::TableSetupColumn("Five");
- ImGui::TableSetupColumn("Six");
- ImGui::TableHeadersRow();
- for (int row = 0; row < 20; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 7; column++)
- {
- // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement.
- // Because here we know that:
- // - A) all our columns are contributing the same to row height
- // - B) column 0 is always visible,
- // We only always submit this one column and can skip others.
- // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags().
- if (!ImGui::TableSetColumnIndex(column) && column > 0)
- continue;
- if (column == 0)
- ImGui::Text("Line %d", row);
- else
- ImGui::Text("Hello world %d,%d", column, row);
- }
- }
- ImGui::EndTable();
- }
-
- ImGui::Spacing();
- ImGui::TextUnformatted("Stretch + ScrollX");
- ImGui::SameLine();
- HelpMarker(
- "Showcase using Stretch columns + ScrollX together: "
- "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n"
- "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense.");
- static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;
- static float inner_width = 1000.0f;
- PushStyleCompact();
- ImGui::PushID("flags3");
- ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30);
- ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX);
- ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f");
- ImGui::PopItemWidth();
- ImGui::PopID();
- PopStyleCompact();
- if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width))
- {
- for (int cell = 0; cell < 20 * 7; cell++)
- {
- ImGui::TableNextColumn();
- ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex());
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Columns flags"))
- {
- // Create a first table just to show all the options/flags we want to make visible in our example!
- const int column_count = 3;
- const char* column_names[column_count] = { "One", "Two", "Three" };
- static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide };
- static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags()
-
- if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None))
- {
- PushStyleCompact();
- for (int column = 0; column < column_count; column++)
- {
- ImGui::TableNextColumn();
- ImGui::PushID(column);
- ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation
- ImGui::Text("'%s'", column_names[column]);
- ImGui::Spacing();
- ImGui::Text("Input flags:");
- EditTableColumnsFlags(&column_flags[column]);
- ImGui::Spacing();
- ImGui::Text("Output flags:");
- ShowTableColumnsStatusFlags(column_flags_out[column]);
- ImGui::PopID();
- }
- PopStyleCompact();
- ImGui::EndTable();
- }
-
- // Create the real table we care about for the example!
- // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in
- // a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down)
- const ImGuiTableFlags flags
- = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY
- | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV
- | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable;
- ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9);
- if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size))
- {
- for (int column = 0; column < column_count; column++)
- ImGui::TableSetupColumn(column_names[column], column_flags[column]);
- ImGui::TableHeadersRow();
- for (int column = 0; column < column_count; column++)
- column_flags_out[column] = ImGui::TableGetColumnFlags(column);
- float indent_step = (float)((int)TEXT_BASE_WIDTH / 2);
- for (int row = 0; row < 8; row++)
- {
- ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags.
- ImGui::TableNextRow();
- for (int column = 0; column < column_count; column++)
- {
- ImGui::TableSetColumnIndex(column);
- ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column));
- }
- }
- ImGui::Unindent(indent_step * 8.0f);
-
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Columns widths"))
- {
- HelpMarker("Using TableSetupColumn() to setup default width.");
-
- static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize;
- PushStyleCompact();
- ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable);
- ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize);
- PopStyleCompact();
- if (ImGui::BeginTable("table1", 3, flags1))
- {
- // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed.
- ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f
- ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f
- ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto
- ImGui::TableHeadersRow();
- for (int row = 0; row < 4; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 3; column++)
- {
- ImGui::TableSetColumnIndex(column);
- if (row == 0)
- ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x);
- else
- ImGui::Text("Hello %d,%d", column, row);
- }
- }
- ImGui::EndTable();
- }
-
- HelpMarker("Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host.");
-
- static ImGuiTableFlags flags2 = ImGuiTableFlags_None;
- PushStyleCompact();
- ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV);
- PopStyleCompact();
- if (ImGui::BeginTable("table2", 4, flags2))
- {
- // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed.
- ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f);
- ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);
- ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f);
- ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);
- for (int row = 0; row < 5; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 4; column++)
- {
- ImGui::TableSetColumnIndex(column);
- if (row == 0)
- ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x);
- else
- ImGui::Text("Hello %d,%d", column, row);
- }
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Nested tables"))
- {
- HelpMarker("This demonstrate embedding a table into another table cell.");
-
- if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
- {
- ImGui::TableSetupColumn("A0");
- ImGui::TableSetupColumn("A1");
- ImGui::TableHeadersRow();
-
- ImGui::TableNextColumn();
- ImGui::Text("A0 Row 0");
- {
- float rows_height = TEXT_BASE_HEIGHT * 2;
- if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
- {
- ImGui::TableSetupColumn("B0");
- ImGui::TableSetupColumn("B1");
- ImGui::TableHeadersRow();
-
- ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);
- ImGui::TableNextColumn();
- ImGui::Text("B0 Row 0");
- ImGui::TableNextColumn();
- ImGui::Text("B1 Row 0");
- ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);
- ImGui::TableNextColumn();
- ImGui::Text("B0 Row 1");
- ImGui::TableNextColumn();
- ImGui::Text("B1 Row 1");
-
- ImGui::EndTable();
- }
- }
- ImGui::TableNextColumn(); ImGui::Text("A1 Row 0");
- ImGui::TableNextColumn(); ImGui::Text("A0 Row 1");
- ImGui::TableNextColumn(); ImGui::Text("A1 Row 1");
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Row height"))
- {
- HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row.");
- if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV))
- {
- for (int row = 0; row < 10; row++)
- {
- float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row);
- ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height);
- ImGui::TableNextColumn();
- ImGui::Text("min_row_height = %.2f", min_row_height);
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Outer size"))
- {
- // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY
- // Important to that note how the two flags have slightly different behaviors!
- ImGui::Text("Using NoHostExtendX and NoHostExtendY:");
- PushStyleCompact();
- static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX;
- ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);
- ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.");
- ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY);
- ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.");
- PopStyleCompact();
-
- ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f);
- if (ImGui::BeginTable("table1", 3, flags, outer_size))
- {
- for (int row = 0; row < 10; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 3; column++)
- {
- ImGui::TableNextColumn();
- ImGui::Text("Cell %d,%d", column, row);
- }
- }
- ImGui::EndTable();
- }
- ImGui::SameLine();
- ImGui::Text("Hello!");
-
- ImGui::Spacing();
-
- ImGui::Text("Using explicit size:");
- if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))
- {
- for (int row = 0; row < 5; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 3; column++)
- {
- ImGui::TableNextColumn();
- ImGui::Text("Cell %d,%d", column, row);
- }
- }
- ImGui::EndTable();
- }
- ImGui::SameLine();
- if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))
- {
- for (int row = 0; row < 3; row++)
- {
- ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f);
- for (int column = 0; column < 3; column++)
- {
- ImGui::TableNextColumn();
- ImGui::Text("Cell %d,%d", column, row);
- }
- }
- ImGui::EndTable();
- }
-
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Background color"))
- {
- static ImGuiTableFlags flags = ImGuiTableFlags_RowBg;
- static int row_bg_type = 1;
- static int row_bg_target = 1;
- static int cell_bg_type = 1;
-
- PushStyleCompact();
- ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders);
- ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);
- ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.");
- ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0");
- ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them.");
- ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here.");
- IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2);
- IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1);
- IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1);
- PopStyleCompact();
-
- if (ImGui::BeginTable("table1", 5, flags))
- {
- for (int row = 0; row < 6; row++)
- {
- ImGui::TableNextRow();
-
- // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)'
- // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag.
- if (row_bg_type != 0)
- {
- ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient?
- ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color);
- }
-
- // Fill cells
- for (int column = 0; column < 5; column++)
- {
- ImGui::TableSetColumnIndex(column);
- ImGui::Text("%c%c", 'A' + row, '0' + column);
-
- // Change background of Cells B1->C2
- // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)'
- // (the CellBg color will be blended over the RowBg and ColumnBg colors)
- // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop.
- if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1)
- {
- ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f));
- ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color);
- }
- }
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Tree view"))
- {
- static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;
-
- if (ImGui::BeginTable("3ways", 3, flags))
- {
- // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On
- ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide);
- ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f);
- ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f);
- ImGui::TableHeadersRow();
-
- // Simple storage to output a dummy file-system.
- struct MyTreeNode
- {
- const char* Name;
- const char* Type;
- int Size;
- int ChildIdx;
- int ChildCount;
- static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes)
- {
- ImGui::TableNextRow();
- ImGui::TableNextColumn();
- const bool is_folder = (node->ChildCount > 0);
- if (is_folder)
- {
- bool open = ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth);
- ImGui::TableNextColumn();
- ImGui::TextDisabled("--");
- ImGui::TableNextColumn();
- ImGui::TextUnformatted(node->Type);
- if (open)
- {
- for (int child_n = 0; child_n < node->ChildCount; child_n++)
- DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes);
- ImGui::TreePop();
- }
- }
- else
- {
- ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth);
- ImGui::TableNextColumn();
- ImGui::Text("%d", node->Size);
- ImGui::TableNextColumn();
- ImGui::TextUnformatted(node->Type);
- }
- }
- };
- static const MyTreeNode nodes[] =
- {
- { "Root", "Folder", -1, 1, 3 }, // 0
- { "Music", "Folder", -1, 4, 2 }, // 1
- { "Textures", "Folder", -1, 6, 3 }, // 2
- { "desktop.ini", "System file", 1024, -1,-1 }, // 3
- { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4
- { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5
- { "Image001.png", "Image file", 203128, -1,-1 }, // 6
- { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7
- { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8
- };
-
- MyTreeNode::DisplayNode(&nodes[0], nodes);
-
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Item width"))
- {
- HelpMarker(
- "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n"
- "Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. right-alignment doesn't make sense.");
- if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders))
- {
- ImGui::TableSetupColumn("small");
- ImGui::TableSetupColumn("half");
- ImGui::TableSetupColumn("right-align");
- ImGui::TableHeadersRow();
-
- for (int row = 0; row < 3; row++)
- {
- ImGui::TableNextRow();
- if (row == 0)
- {
- // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient)
- ImGui::TableSetColumnIndex(0);
- ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small
- ImGui::TableSetColumnIndex(1);
- ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);
- ImGui::TableSetColumnIndex(2);
- ImGui::PushItemWidth(-FLT_MIN); // Right-aligned
- }
-
- // Draw our contents
- static float dummy_f = 0.0f;
- ImGui::PushID(row);
- ImGui::TableSetColumnIndex(0);
- ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f);
- ImGui::TableSetColumnIndex(1);
- ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f);
- ImGui::TableSetColumnIndex(2);
- ImGui::SliderFloat("float2", &dummy_f, 0.0f, 1.0f);
- ImGui::PopID();
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- // Demonstrate using TableHeader() calls instead of TableHeadersRow()
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Custom headers"))
- {
- const int COLUMNS_COUNT = 3;
- if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
- {
- ImGui::TableSetupColumn("Apricot");
- ImGui::TableSetupColumn("Banana");
- ImGui::TableSetupColumn("Cherry");
-
- // Dummy entire-column selection storage
- // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox.
- static bool column_selected[3] = {};
-
- // Instead of calling TableHeadersRow() we'll submit custom headers ourselves
- ImGui::TableNextRow(ImGuiTableRowFlags_Headers);
- for (int column = 0; column < COLUMNS_COUNT; column++)
- {
- ImGui::TableSetColumnIndex(column);
- const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn()
- ImGui::PushID(column);
- ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
- ImGui::Checkbox("##checkall", &column_selected[column]);
- ImGui::PopStyleVar();
- ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
- ImGui::TableHeader(column_name);
- ImGui::PopID();
- }
-
- for (int row = 0; row < 5; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < 3; column++)
- {
- char buf[32];
- sprintf(buf, "Cell %d,%d", column, row);
- ImGui::TableSetColumnIndex(column);
- ImGui::Selectable(buf, column_selected[column]);
- }
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader()
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Context menus"))
- {
- HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.");
- static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody;
-
- PushStyleCompact();
- ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody);
- PopStyleCompact();
-
- // Context Menus: first example
- // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu.
- // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set)
- const int COLUMNS_COUNT = 3;
- if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1))
- {
- ImGui::TableSetupColumn("One");
- ImGui::TableSetupColumn("Two");
- ImGui::TableSetupColumn("Three");
-
- // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu.
- ImGui::TableHeadersRow();
-
- // Submit dummy contents
- for (int row = 0; row < 4; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < COLUMNS_COUNT; column++)
- {
- ImGui::TableSetColumnIndex(column);
- ImGui::Text("Cell %d,%d", column, row);
- }
- }
- ImGui::EndTable();
- }
-
- // Context Menus: second example
- // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.
- // [2.2] Right-click on the ".." to open a custom popup
- // [2.3] Right-click in columns to open another custom popup
- HelpMarker("Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body).");
- ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders;
- if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2))
- {
- ImGui::TableSetupColumn("One");
- ImGui::TableSetupColumn("Two");
- ImGui::TableSetupColumn("Three");
-
- // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.
- ImGui::TableHeadersRow();
- for (int row = 0; row < 4; row++)
- {
- ImGui::TableNextRow();
- for (int column = 0; column < COLUMNS_COUNT; column++)
- {
- // Submit dummy contents
- ImGui::TableSetColumnIndex(column);
- ImGui::Text("Cell %d,%d", column, row);
- ImGui::SameLine();
-
- // [2.2] Right-click on the ".." to open a custom popup
- ImGui::PushID(row * COLUMNS_COUNT + column);
- ImGui::SmallButton("..");
- if (ImGui::BeginPopupContextItem())
- {
- ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row);
- if (ImGui::Button("Close"))
- ImGui::CloseCurrentPopup();
- ImGui::EndPopup();
- }
- ImGui::PopID();
- }
- }
-
- // [2.3] Right-click anywhere in columns to open another custom popup
- // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup
- // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping)
- int hovered_column = -1;
- for (int column = 0; column < COLUMNS_COUNT + 1; column++)
- {
- ImGui::PushID(column);
- if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered)
- hovered_column = column;
- if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1))
- ImGui::OpenPopup("MyPopup");
- if (ImGui::BeginPopup("MyPopup"))
- {
- if (column == COLUMNS_COUNT)
- ImGui::Text("This is a custom popup for unused space after the last column.");
- else
- ImGui::Text("This is a custom popup for Column %d", column);
- if (ImGui::Button("Close"))
- ImGui::CloseCurrentPopup();
- ImGui::EndPopup();
- }
- ImGui::PopID();
- }
-
- ImGui::EndTable();
- ImGui::Text("Hovered column: %d", hovered_column);
- }
- ImGui::TreePop();
- }
-
- // Demonstrate creating multiple tables with the same ID
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Synced instances"))
- {
- HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc.");
- for (int n = 0; n < 3; n++)
- {
- char buf[32];
- sprintf(buf, "Synced Table %d", n);
- bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen);
- if (open && ImGui::BeginTable("Table", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings))
- {
- ImGui::TableSetupColumn("One");
- ImGui::TableSetupColumn("Two");
- ImGui::TableSetupColumn("Three");
- ImGui::TableHeadersRow();
- for (int cell = 0; cell < 9; cell++)
- {
- ImGui::TableNextColumn();
- ImGui::Text("this cell %d", cell);
- }
- ImGui::EndTable();
- }
- }
- ImGui::TreePop();
- }
-
- // Demonstrate using Sorting facilities
- // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting.
- // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified)
- static const char* template_items_names[] =
- {
- "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango",
- "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot"
- };
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Sorting"))
- {
- // Create item list
- static ImVector items;
- if (items.Size == 0)
- {
- items.resize(50, MyItem());
- for (int n = 0; n < items.Size; n++)
- {
- const int template_n = n % IM_ARRAYSIZE(template_items_names);
- MyItem& item = items[n];
- item.ID = n;
- item.Name = template_items_names[template_n];
- item.Quantity = (n * n - n) % 20; // Assign default quantities
- }
- }
-
- // Options
- static ImGuiTableFlags flags =
- ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti
- | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody
- | ImGuiTableFlags_ScrollY;
- PushStyleCompact();
- ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti);
- ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).");
- ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate);
- ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).");
- PopStyleCompact();
-
- if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f))
- {
- // Declare columns
- // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.
- // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!
- // Demonstrate using a mixture of flags among available sort-related flags:
- // - ImGuiTableColumnFlags_DefaultSort
- // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending
- // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending
- ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID);
- ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name);
- ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action);
- ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity);
- ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible
- ImGui::TableHeadersRow();
-
- // Sort our data if sort specs have been changed!
- if (ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs())
- if (sorts_specs->SpecsDirty)
- {
- MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function.
- if (items.Size > 1)
- qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs);
- MyItem::s_current_sort_specs = NULL;
- sorts_specs->SpecsDirty = false;
- }
-
- // Demonstrate using clipper for large vertical lists
- ImGuiListClipper clipper;
- clipper.Begin(items.Size);
- while (clipper.Step())
- for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)
- {
- // Display a data item
- MyItem* item = &items[row_n];
- ImGui::PushID(item->ID);
- ImGui::TableNextRow();
- ImGui::TableNextColumn();
- ImGui::Text("%04d", item->ID);
- ImGui::TableNextColumn();
- ImGui::TextUnformatted(item->Name);
- ImGui::TableNextColumn();
- ImGui::SmallButton("None");
- ImGui::TableNextColumn();
- ImGui::Text("%d", item->Quantity);
- ImGui::PopID();
- }
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
-
- // In this example we'll expose most table flags and settings.
- // For specific flags and settings refer to the corresponding section for more detailed explanation.
- // This section is mostly useful to experiment with combining certain flags or settings with each others.
- //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG]
- if (open_action != -1)
- ImGui::SetNextItemOpen(open_action != 0);
- if (ImGui::TreeNode("Advanced"))
- {
- static ImGuiTableFlags flags =
- ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable
- | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti
- | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody
- | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY
- | ImGuiTableFlags_SizingFixedFit;
-
- enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow };
- static int contents_type = CT_SelectableSpanRow;
- const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" };
- static int freeze_cols = 1;
- static int freeze_rows = 1;
- static int items_count = IM_ARRAYSIZE(template_items_names) * 2;
- static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12);
- static float row_min_height = 0.0f; // Auto
- static float inner_width_with_scroll = 0.0f; // Auto-extend
- static bool outer_size_enabled = true;
- static bool show_headers = true;
- static bool show_wrapped_text = false;
- //static ImGuiTextFilter filter;
- //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affects column sizing
- if (ImGui::TreeNode("Options"))
- {
- // Make the UI compact because there are so many fields
- PushStyleCompact();
- ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f);
-
- if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen))
- {
- ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
- ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable);
- ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable);
- ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable);
- ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings);
- ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody);
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen))
- {
- ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH);
- ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);
- ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers");
- ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)");
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen))
- {
- EditTableSizingFlags(&flags);
- ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical.");
- ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);
- ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.");
- ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY);
- ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.");
- ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible);
- ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled.");
- ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths);
- ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.");
- ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip);
- ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options.");
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen))
- {
- ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX);
- ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX);
- ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX);
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen))
- {
- ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);
- ImGui::SameLine();
- ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
- ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
- ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
- ImGui::SameLine();
- ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
- ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen))
- {
- ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti);
- ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).");
- ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate);
- ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).");
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen))
- {
- ImGui::Checkbox("show_headers", &show_headers);
- ImGui::Checkbox("show_wrapped_text", &show_wrapped_text);
-
- ImGui::DragFloat2("##OuterSize", &outer_size_value.x);
- ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
- ImGui::Checkbox("outer_size", &outer_size_enabled);
- ImGui::SameLine();
- HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n"
- "- The table is output directly in the parent window.\n"
- "- OuterSize.x < 0.0f will right-align the table.\n"
- "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch column.\n"
- "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).");
-
- // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling.
- // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled.
- ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX);
-
- ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX);
- ImGui::SameLine(); HelpMarker("Specify height of the Selectable item.");
-
- ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999);
- ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names));
- //filter.Draw("filter");
- ImGui::TreePop();
- }
-
- ImGui::PopItemWidth();
- PopStyleCompact();
- ImGui::Spacing();
- ImGui::TreePop();
- }
-
- // Update item list if we changed the number of items
- static ImVector items;
- static ImVector selection;
- static bool items_need_sort = false;
- if (items.Size != items_count)
- {
- items.resize(items_count, MyItem());
- for (int n = 0; n < items_count; n++)
- {
- const int template_n = n % IM_ARRAYSIZE(template_items_names);
- MyItem& item = items[n];
- item.ID = n;
- item.Name = template_items_names[template_n];
- item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities
- }
- }
-
- const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList();
- const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size;
- ImVec2 table_scroll_cur, table_scroll_max; // For debug display
- const ImDrawList* table_draw_list = NULL; // "
-
- // Submit table
- const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f;
- if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use))
- {
- // Declare columns
- // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.
- // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!
- ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID);
- ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name);
- ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action);
- ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity);
- ImGui::TableSetupColumn("Description", (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Description);
- ImGui::TableSetupColumn("Hidden", ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort);
- ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);
-
- // Sort our data if sort specs have been changed!
- ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs();
- if (sorts_specs && sorts_specs->SpecsDirty)
- items_need_sort = true;
- if (sorts_specs && items_need_sort && items.Size > 1)
- {
- MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function.
- qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs);
- MyItem::s_current_sort_specs = NULL;
- sorts_specs->SpecsDirty = false;
- }
- items_need_sort = false;
-
- // Take note of whether we are currently sorting based on the Quantity field,
- // we will use this to trigger sorting when we know the data of this column has been modified.
- const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0;
-
- // Show headers
- if (show_headers)
- ImGui::TableHeadersRow();
-
- // Show data
- // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here?
- ImGui::PushButtonRepeat(true);
-#if 1
- // Demonstrate using clipper for large vertical lists
- ImGuiListClipper clipper;
- clipper.Begin(items.Size);
- while (clipper.Step())
- {
- for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)
-#else
- // Without clipper
- {
- for (int row_n = 0; row_n < items.Size; row_n++)
-#endif
- {
- MyItem* item = &items[row_n];
- //if (!filter.PassFilter(item->Name))
- // continue;
-
- const bool item_is_selected = selection.contains(item->ID);
- ImGui::PushID(item->ID);
- ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height);
-
- // For the demo purpose we can select among different type of items submitted in the first column
- ImGui::TableSetColumnIndex(0);
- char label[32];
- sprintf(label, "%04d", item->ID);
- if (contents_type == CT_Text)
- ImGui::TextUnformatted(label);
- else if (contents_type == CT_Button)
- ImGui::Button(label);
- else if (contents_type == CT_SmallButton)
- ImGui::SmallButton(label);
- else if (contents_type == CT_FillButton)
- ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f));
- else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow)
- {
- ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap : ImGuiSelectableFlags_None;
- if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height)))
- {
- if (ImGui::GetIO().KeyCtrl)
- {
- if (item_is_selected)
- selection.find_erase_unsorted(item->ID);
- else
- selection.push_back(item->ID);
- }
- else
- {
- selection.clear();
- selection.push_back(item->ID);
- }
- }
- }
-
- if (ImGui::TableSetColumnIndex(1))
- ImGui::TextUnformatted(item->Name);
-
- // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity,
- // and we are currently sorting on the column showing the Quantity.
- // To avoid triggering a sort while holding the button, we only trigger it when the button has been released.
- // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes.
- if (ImGui::TableSetColumnIndex(2))
- {
- if (ImGui::SmallButton("Chop")) { item->Quantity += 1; }
- if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }
- ImGui::SameLine();
- if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; }
- if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }
- }
-
- if (ImGui::TableSetColumnIndex(3))
- ImGui::Text("%d", item->Quantity);
-
- ImGui::TableSetColumnIndex(4);
- if (show_wrapped_text)
- ImGui::TextWrapped("Lorem ipsum dolor sit amet");
- else
- ImGui::Text("Lorem ipsum dolor sit amet");
-
- if (ImGui::TableSetColumnIndex(5))
- ImGui::Text("1234");
-
- ImGui::PopID();
- }
- }
- ImGui::PopButtonRepeat();
-
- // Store some info to display debug details below
- table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY());
- table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY());
- table_draw_list = ImGui::GetWindowDrawList();
- ImGui::EndTable();
- }
- static bool show_debug_details = false;
- ImGui::Checkbox("Debug details", &show_debug_details);
- if (show_debug_details && table_draw_list)
- {
- ImGui::SameLine(0.0f, 0.0f);
- const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size;
- if (table_draw_list == parent_draw_list)
- ImGui::Text(": DrawCmd: +%d (in same window)",
- table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count);
- else
- ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)",
- table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y);
- }
- ImGui::TreePop();
- }
-
- ImGui::PopID();
-
- ShowDemoWindowColumns();
-
- if (disable_indent)
- ImGui::PopStyleVar();
-}
-
-// Demonstrate old/legacy Columns API!
-// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!]
-static void ShowDemoWindowColumns()
-{
- bool open = ImGui::TreeNode("Legacy Columns API");
- ImGui::SameLine();
- HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!");
- if (!open)
- return;
-
- // Basic columns
- if (ImGui::TreeNode("Basic"))
- {
- ImGui::Text("Without border:");
- ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border
- ImGui::Separator();
- for (int n = 0; n < 14; n++)
- {
- char label[32];
- sprintf(label, "Item %d", n);
- if (ImGui::Selectable(label)) {}
- //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {}
- ImGui::NextColumn();
- }
- ImGui::Columns(1);
- ImGui::Separator();
-
- ImGui::Text("With border:");
- ImGui::Columns(4, "mycolumns"); // 4-ways, with border
- ImGui::Separator();
- ImGui::Text("ID"); ImGui::NextColumn();
- ImGui::Text("Name"); ImGui::NextColumn();
- ImGui::Text("Path"); ImGui::NextColumn();
- ImGui::Text("Hovered"); ImGui::NextColumn();
- ImGui::Separator();
- const char* names[3] = { "One", "Two", "Three" };
- const char* paths[3] = { "/path/one", "/path/two", "/path/three" };
- static int selected = -1;
- for (int i = 0; i < 3; i++)
- {
- char label[32];
- sprintf(label, "%04d", i);
- if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns))
- selected = i;
- bool hovered = ImGui::IsItemHovered();
- ImGui::NextColumn();
- ImGui::Text(names[i]); ImGui::NextColumn();
- ImGui::Text(paths[i]); ImGui::NextColumn();
- ImGui::Text("%d", hovered); ImGui::NextColumn();
- }
- ImGui::Columns(1);
- ImGui::Separator();
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Borders"))
- {
- // NB: Future columns API should allow automatic horizontal borders.
- static bool h_borders = true;
- static bool v_borders = true;
- static int columns_count = 4;
- const int lines_count = 3;
- ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
- ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns");
- if (columns_count < 2)
- columns_count = 2;
- ImGui::SameLine();
- ImGui::Checkbox("horizontal", &h_borders);
- ImGui::SameLine();
- ImGui::Checkbox("vertical", &v_borders);
- ImGui::Columns(columns_count, NULL, v_borders);
- for (int i = 0; i < columns_count * lines_count; i++)
- {
- if (h_borders && ImGui::GetColumnIndex() == 0)
- ImGui::Separator();
- ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i);
- ImGui::Text("Width %.2f", ImGui::GetColumnWidth());
- ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x);
- ImGui::Text("Offset %.2f", ImGui::GetColumnOffset());
- ImGui::Text("Long text that is likely to clip");
- ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f));
- ImGui::NextColumn();
- }
- ImGui::Columns(1);
- if (h_borders)
- ImGui::Separator();
- ImGui::TreePop();
- }
-
- // Create multiple items in a same cell before switching to next column
- if (ImGui::TreeNode("Mixed items"))
- {
- ImGui::Columns(3, "mixed");
- ImGui::Separator();
-
- ImGui::Text("Hello");
- ImGui::Button("Banana");
- ImGui::NextColumn();
-
- ImGui::Text("ImGui");
- ImGui::Button("Apple");
- static float foo = 1.0f;
- ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f");
- ImGui::Text("An extra line here.");
- ImGui::NextColumn();
-
- ImGui::Text("Sailor");
- ImGui::Button("Corniflower");
- static float bar = 1.0f;
- ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f");
- ImGui::NextColumn();
-
- if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
- if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
- if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();
- ImGui::Columns(1);
- ImGui::Separator();
- ImGui::TreePop();
- }
-
- // Word wrapping
- if (ImGui::TreeNode("Word-wrapping"))
- {
- ImGui::Columns(2, "word-wrapping");
- ImGui::Separator();
- ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
- ImGui::TextWrapped("Hello Left");
- ImGui::NextColumn();
- ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
- ImGui::TextWrapped("Hello Right");
- ImGui::Columns(1);
- ImGui::Separator();
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Horizontal Scrolling"))
- {
- ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f));
- ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f);
- ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar);
- ImGui::Columns(10);
-
- // Also demonstrate using clipper for large vertical lists
- int ITEMS_COUNT = 2000;
- ImGuiListClipper clipper;
- clipper.Begin(ITEMS_COUNT);
- while (clipper.Step())
- {
- for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
- for (int j = 0; j < 10; j++)
- {
- ImGui::Text("Line %d Column %d...", i, j);
- ImGui::NextColumn();
- }
- }
- ImGui::Columns(1);
- ImGui::EndChild();
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Tree"))
- {
- ImGui::Columns(2, "tree", true);
- for (int x = 0; x < 3; x++)
- {
- bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x);
- ImGui::NextColumn();
- ImGui::Text("Node contents");
- ImGui::NextColumn();
- if (open1)
- {
- for (int y = 0; y < 3; y++)
- {
- bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y);
- ImGui::NextColumn();
- ImGui::Text("Node contents");
- if (open2)
- {
- ImGui::Text("Even more contents");
- if (ImGui::TreeNode("Tree in column"))
- {
- ImGui::Text("The quick brown fox jumps over the lazy dog");
- ImGui::TreePop();
- }
- }
- ImGui::NextColumn();
- if (open2)
- ImGui::TreePop();
- }
- ImGui::TreePop();
- }
- }
- ImGui::Columns(1);
- ImGui::TreePop();
- }
-
- ImGui::TreePop();
-}
-
-static void ShowDemoWindowMisc()
-{
- if (ImGui::CollapsingHeader("Filtering"))
- {
- // Helper class to easy setup a text filter.
- // You may want to implement a more feature-full filtering scheme in your own application.
- static ImGuiTextFilter filter;
- ImGui::Text("Filter usage:\n"
- " \"\" display all lines\n"
- " \"xxx\" display lines containing \"xxx\"\n"
- " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n"
- " \"-xxx\" hide lines containing \"xxx\"");
- filter.Draw();
- const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };
- for (int i = 0; i < IM_ARRAYSIZE(lines); i++)
- if (filter.PassFilter(lines[i]))
- ImGui::BulletText("%s", lines[i]);
- }
-
- if (ImGui::CollapsingHeader("Inputs, Navigation & Focus"))
- {
- ImGuiIO& io = ImGui::GetIO();
-
- // Display ImGuiIO output flags
- ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
- ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
- ImGui::Text("WantTextInput: %d", io.WantTextInput);
- ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos);
- ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
-
- // Display Mouse state
- if (ImGui::TreeNode("Mouse State"))
- {
- if (ImGui::IsMousePosValid())
- ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
- else
- ImGui::Text("Mouse pos: ");
- ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
- ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
- ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
- ImGui::Text("Mouse dblclick:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)){ ImGui::SameLine(); ImGui::Text("b%d", i); }
- ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
- ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
- ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
- ImGui::TreePop();
- }
-
- // Display Keyboard/Mouse state
- if (ImGui::TreeNode("Keyboard & Navigation State"))
- {
- ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyDown(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); }
- ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); }
- ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); }
- ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
- ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
-
- ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[i]); }
- ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); }
-
- ImGui::Button("Hovering me sets the\nkeyboard capture flag");
- if (ImGui::IsItemHovered())
- ImGui::CaptureKeyboardFromApp(true);
- ImGui::SameLine();
- ImGui::Button("Holding me clears the\nthe keyboard capture flag");
- if (ImGui::IsItemActive())
- ImGui::CaptureKeyboardFromApp(false);
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Tabbing"))
- {
- ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");
- static char buf[32] = "hello";
- ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
- ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
- ImGui::InputText("3", buf, IM_ARRAYSIZE(buf));
- ImGui::PushAllowKeyboardFocus(false);
- ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf));
- //ImGui::SameLine(); HelpMarker("Use ImGui::PushAllowKeyboardFocus(bool) to disable tabbing through certain widgets.");
- ImGui::PopAllowKeyboardFocus();
- ImGui::InputText("5", buf, IM_ARRAYSIZE(buf));
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Focus from code"))
- {
- bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine();
- bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine();
- bool focus_3 = ImGui::Button("Focus on 3");
- int has_focus = 0;
- static char buf[128] = "click on a button to set focus";
-
- if (focus_1) ImGui::SetKeyboardFocusHere();
- ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
- if (ImGui::IsItemActive()) has_focus = 1;
-
- if (focus_2) ImGui::SetKeyboardFocusHere();
- ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
- if (ImGui::IsItemActive()) has_focus = 2;
-
- ImGui::PushAllowKeyboardFocus(false);
- if (focus_3) ImGui::SetKeyboardFocusHere();
- ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));
- if (ImGui::IsItemActive()) has_focus = 3;
- ImGui::PopAllowKeyboardFocus();
-
- if (has_focus)
- ImGui::Text("Item with focus: %d", has_focus);
- else
- ImGui::Text("Item with focus: ");
-
- // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item
- static float f3[3] = { 0.0f, 0.0f, 0.0f };
- int focus_ahead = -1;
- if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine();
- if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine();
- if (ImGui::Button("Focus on Z")) { focus_ahead = 2; }
- if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead);
- ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f);
-
- ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code.");
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Dragging"))
- {
- ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.");
- for (int button = 0; button < 3; button++)
- {
- ImGui::Text("IsMouseDragging(%d):", button);
- ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button));
- ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f));
- ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f));
- }
-
- ImGui::Button("Drag Me");
- if (ImGui::IsItemActive())
- ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor
-
- // Drag operations gets "unlocked" when the mouse has moved past a certain threshold
- // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher
- // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta().
- ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);
- ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);
- ImVec2 mouse_delta = io.MouseDelta;
- ImGui::Text("GetMouseDragDelta(0):");
- ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y);
- ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y);
- ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y);
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Mouse cursors"))
- {
- const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };
- IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
-
- ImGuiMouseCursor current = ImGui::GetMouseCursor();
- ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]);
- ImGui::Text("Hover to see mouse cursors:");
- ImGui::SameLine(); HelpMarker(
- "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. "
- "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, "
- "otherwise your backend needs to handle it.");
- for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
- {
- char label[32];
- sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
- ImGui::Bullet(); ImGui::Selectable(label, false);
- if (ImGui::IsItemHovered())
- ImGui::SetMouseCursor(i);
- }
- ImGui::TreePop();
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] About Window / ShowAboutWindow()
-// Access from Dear ImGui Demo -> Tools -> About
-//-----------------------------------------------------------------------------
-
-void ImGui::ShowAboutWindow(bool* p_open)
-{
- if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize))
- {
- ImGui::End();
- return;
- }
- ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
- ImGui::Separator();
- ImGui::Text("By Omar Cornut and all Dear ImGui contributors.");
- ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");
-
- static bool show_config_info = false;
- ImGui::Checkbox("Config/Build Information", &show_config_info);
- if (show_config_info)
- {
- ImGuiIO& io = ImGui::GetIO();
- ImGuiStyle& style = ImGui::GetStyle();
-
- bool copy_to_clipboard = ImGui::Button("Copy to clipboard");
- ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18);
- ImGui::BeginChildFrame(ImGui::GetID("cfg_infos"), child_size, ImGuiWindowFlags_NoMove);
- if (copy_to_clipboard)
- {
- ImGui::LogToClipboard();
- ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub
- }
-
- ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
- ImGui::Separator();
- ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert));
- ImGui::Text("define: __cplusplus=%d", (int)__cplusplus);
-#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");
-#endif
-#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
- ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS");
-#endif
-#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
- ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS");
-#endif
-#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS
- ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS");
-#endif
-#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
- ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS");
-#endif
-#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
- ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS");
-#endif
-#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
- ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS");
-#endif
-#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
- ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS");
-#endif
-#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS
- ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS");
-#endif
-#ifdef IMGUI_USE_BGRA_PACKED_COLOR
- ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR");
-#endif
-#ifdef _WIN32
- ImGui::Text("define: _WIN32");
-#endif
-#ifdef _WIN64
- ImGui::Text("define: _WIN64");
-#endif
-#ifdef __linux__
- ImGui::Text("define: __linux__");
-#endif
-#ifdef __APPLE__
- ImGui::Text("define: __APPLE__");
-#endif
-#ifdef _MSC_VER
- ImGui::Text("define: _MSC_VER=%d", _MSC_VER);
-#endif
-#ifdef _MSVC_LANG
- ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG);
-#endif
-#ifdef __MINGW32__
- ImGui::Text("define: __MINGW32__");
-#endif
-#ifdef __MINGW64__
- ImGui::Text("define: __MINGW64__");
-#endif
-#ifdef __GNUC__
- ImGui::Text("define: __GNUC__=%d", (int)__GNUC__);
-#endif
-#ifdef __clang_version__
- ImGui::Text("define: __clang_version__=%s", __clang_version__);
-#endif
- ImGui::Separator();
- ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");
- ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL");
- ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags);
- if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard");
- if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad");
- if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos");
- if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard");
- if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse");
- if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange");
- if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor");
- if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors");
- if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink");
- if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges");
- if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly");
- if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer);
- ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags);
- if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad");
- if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors");
- if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos");
- if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset");
- ImGui::Separator();
- ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
- ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
- ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
- ImGui::Separator();
- ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y);
- ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize);
- ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y);
- ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding);
- ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize);
- ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y);
- ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y);
-
- if (copy_to_clipboard)
- {
- ImGui::LogText("\n```\n");
- ImGui::LogFinish();
- }
- ImGui::EndChildFrame();
- }
- ImGui::End();
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Style Editor / ShowStyleEditor()
-//-----------------------------------------------------------------------------
-// - ShowStyleSelector()
-// - ShowFontSelector()
-// - ShowStyleEditor()
-//-----------------------------------------------------------------------------
-
-// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
-// Here we use the simplified Combo() api that packs items into a single literal string.
-// Useful for quick combo boxes where the choices are known locally.
-bool ImGui::ShowStyleSelector(const char* label)
-{
- static int style_idx = -1;
- if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0"))
- {
- switch (style_idx)
- {
- case 0: ImGui::StyleColorsDark(); break;
- case 1: ImGui::StyleColorsLight(); break;
- case 2: ImGui::StyleColorsClassic(); break;
- }
- return true;
- }
- return false;
-}
-
-// Demo helper function to select among loaded fonts.
-// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one.
-void ImGui::ShowFontSelector(const char* label)
-{
- ImGuiIO& io = ImGui::GetIO();
- ImFont* font_current = ImGui::GetFont();
- if (ImGui::BeginCombo(label, font_current->GetDebugName()))
- {
- for (int n = 0; n < io.Fonts->Fonts.Size; n++)
- {
- ImFont* font = io.Fonts->Fonts[n];
- ImGui::PushID((void*)font);
- if (ImGui::Selectable(font->GetDebugName(), font == font_current))
- io.FontDefault = font;
- ImGui::PopID();
- }
- ImGui::EndCombo();
- }
- ImGui::SameLine();
- HelpMarker(
- "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
- "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
- "- Read FAQ and docs/FONTS.md for more details.\n"
- "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
-}
-
-// [Internal] Display details for a single font, called by ShowStyleEditor().
-static void NodeFont(ImFont* font)
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiStyle& style = ImGui::GetStyle();
- bool font_details_opened = ImGui::TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
- font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
- ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { io.FontDefault = font; }
- if (!font_details_opened)
- return;
-
- ImGui::PushFont(font);
- ImGui::Text("The quick brown fox jumps over the lazy dog");
- ImGui::PopFont();
- ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font
- ImGui::SameLine(); HelpMarker(
- "Note than the default embedded font is NOT meant to be scaled.\n\n"
- "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
- "You may oversample them to get some flexibility with scaling. "
- "You can also render at multiple sizes and select which one to use at runtime.\n\n"
- "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
- ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
- ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar);
- ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar);
- const int surface_sqrt = (int)sqrtf((float)font->MetricsTotalSurface);
- ImGui::Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
- for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
- if (font->ConfigData)
- if (const ImFontConfig* cfg = &font->ConfigData[config_i])
- ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
- config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
- if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
- {
- // Display all glyphs of the fonts in separate pages of 256 characters
- const ImU32 glyph_col = ImGui::GetColorU32(ImGuiCol_Text);
- for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
- {
- // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
- // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
- // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
- if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
- {
- base += 4096 - 256;
- continue;
- }
-
- int count = 0;
- for (unsigned int n = 0; n < 256; n++)
- if (font->FindGlyphNoFallback((ImWchar)(base + n)))
- count++;
- if (count <= 0)
- continue;
- if (!ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
- continue;
- float cell_size = font->FontSize * 1;
- float cell_spacing = style.ItemSpacing.y;
- ImVec2 base_pos = ImGui::GetCursorScreenPos();
- ImDrawList* draw_list = ImGui::GetWindowDrawList();
- for (unsigned int n = 0; n < 256; n++)
- {
- // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
- // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
- ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
- ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
- const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
- draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
- if (glyph)
- font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
- if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2))
- {
- ImGui::BeginTooltip();
- ImGui::Text("Codepoint: U+%04X", base + n);
- ImGui::Separator();
- ImGui::Text("Visible: %d", glyph->Visible);
- ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX);
- ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
- ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
- ImGui::EndTooltip();
- }
- }
- ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
- ImGui::TreePop();
- }
- ImGui::TreePop();
- }
- ImGui::TreePop();
-}
-
-void ImGui::ShowStyleEditor(ImGuiStyle* ref)
-{
- // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to
- // (without a reference style pointer, we will use one compared locally as a reference)
- ImGuiStyle& style = ImGui::GetStyle();
- static ImGuiStyle ref_saved_style;
-
- // Default to using internal storage as reference
- static bool init = true;
- if (init && ref == NULL)
- ref_saved_style = style;
- init = false;
- if (ref == NULL)
- ref = &ref_saved_style;
-
- ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f);
-
- if (ImGui::ShowStyleSelector("Colors##Selector"))
- ref_saved_style = style;
- ImGui::ShowFontSelector("Fonts##Selector");
-
- // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f)
- if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"))
- style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding
- { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } }
- ImGui::SameLine();
- { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } }
- ImGui::SameLine();
- { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } }
-
- // Save/Revert button
- if (ImGui::Button("Save Ref"))
- *ref = ref_saved_style = style;
- ImGui::SameLine();
- if (ImGui::Button("Revert Ref"))
- style = *ref;
- ImGui::SameLine();
- HelpMarker(
- "Save/Revert in local non-persistent storage. Default Colors definition are not affected. "
- "Use \"Export\" below to save them somewhere.");
-
- ImGui::Separator();
-
- if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None))
- {
- if (ImGui::BeginTabItem("Sizes"))
- {
- ImGui::Text("Main");
- ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
- ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
- ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f");
- ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
- ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
- ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
- ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
- ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");
- ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
- ImGui::Text("Borders");
- ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");
- ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");
- ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");
- ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
- ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
- ImGui::Text("Rounding");
- ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
- ImGui::Text("Alignment");
- ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
- int window_menu_button_position = style.WindowMenuButtonPosition + 1;
- if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0"))
- style.WindowMenuButtonPosition = window_menu_button_position - 1;
- ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0");
- ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f");
- ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.");
- ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f");
- ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content.");
- ImGui::Text("Safe Area Padding");
- ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");
- ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f");
- ImGui::EndTabItem();
- }
-
- if (ImGui::BeginTabItem("Colors"))
- {
- static int output_dest = 0;
- static bool output_only_modified = true;
- if (ImGui::Button("Export"))
- {
- if (output_dest == 0)
- ImGui::LogToClipboard();
- else
- ImGui::LogToTTY();
- ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE);
- for (int i = 0; i < ImGuiCol_COUNT; i++)
- {
- const ImVec4& col = style.Colors[i];
- const char* name = ImGui::GetStyleColorName(i);
- if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0)
- ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE,
- name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w);
- }
- ImGui::LogFinish();
- }
- ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0");
- ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified);
-
- static ImGuiTextFilter filter;
- filter.Draw("Filter colors", ImGui::GetFontSize() * 16);
-
- static ImGuiColorEditFlags alpha_flags = 0;
- if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine();
- if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine();
- if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine();
- HelpMarker(
- "In the color list:\n"
- "Left-click on color square to open color picker,\n"
- "Right-click to open edit options menu.");
-
- ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
- ImGui::PushItemWidth(-160);
- for (int i = 0; i < ImGuiCol_COUNT; i++)
- {
- const char* name = ImGui::GetStyleColorName(i);
- if (!filter.PassFilter(name))
- continue;
- ImGui::PushID(i);
- ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);
- if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
- {
- // Tips: in a real user application, you may want to merge and use an icon font into the main font,
- // so instead of "Save"/"Revert" you'd use icons!
- // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient!
- ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; }
- ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; }
- }
- ImGui::SameLine(0.0f, style.ItemInnerSpacing.x);
- ImGui::TextUnformatted(name);
- ImGui::PopID();
- }
- ImGui::PopItemWidth();
- ImGui::EndChild();
-
- ImGui::EndTabItem();
- }
-
- if (ImGui::BeginTabItem("Fonts"))
- {
- ImGuiIO& io = ImGui::GetIO();
- ImFontAtlas* atlas = io.Fonts;
- HelpMarker("Read FAQ and docs/FONTS.md for details on font loading.");
- ImGui::PushItemWidth(120);
- for (int i = 0; i < atlas->Fonts.Size; i++)
- {
- ImFont* font = atlas->Fonts[i];
- ImGui::PushID(font);
- NodeFont(font);
- ImGui::PopID();
- }
- if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
- {
- ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
- ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);
- ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col);
- ImGui::TreePop();
- }
-
- // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below.
- // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds).
- const float MIN_SCALE = 0.3f;
- const float MAX_SCALE = 2.0f;
- HelpMarker(
- "Those are old settings provided for convenience.\n"
- "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, "
- "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n"
- "Using those settings here will give you poor quality results.");
- static float window_scale = 1.0f;
- if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window
- ImGui::SetWindowFontScale(window_scale);
- ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything
- ImGui::PopItemWidth();
-
- ImGui::EndTabItem();
- }
-
- if (ImGui::BeginTabItem("Rendering"))
- {
- ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
- ImGui::SameLine();
- HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
-
- ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex);
- ImGui::SameLine();
- HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).");
-
- ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
- ImGui::PushItemWidth(100);
- ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");
- if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
-
- // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles.
- ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp);
- if (ImGui::IsItemActive())
- {
- ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos());
- ImGui::BeginTooltip();
- ImGui::TextUnformatted("(R = radius, N = number of segments)");
- ImGui::Spacing();
- ImDrawList* draw_list = ImGui::GetWindowDrawList();
- const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x;
- for (int n = 0; n < 8; n++)
- {
- const float RAD_MIN = 5.0f;
- const float RAD_MAX = 70.0f;
- const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f);
-
- ImGui::BeginGroup();
-
- ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad));
-
- const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f);
- const float offset_x = floorf(canvas_width * 0.5f);
- const float offset_y = floorf(RAD_MAX);
-
- const ImVec2 p1 = ImGui::GetCursorScreenPos();
- draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
- ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
-
- /*
- const ImVec2 p2 = ImGui::GetCursorScreenPos();
- draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
- ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
- */
-
- ImGui::EndGroup();
- ImGui::SameLine();
- }
- ImGui::EndTooltip();
- }
- ImGui::SameLine();
- HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically.");
-
- ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
- ImGui::PopItemWidth();
-
- ImGui::EndTabItem();
- }
-
- ImGui::EndTabBar();
- }
-
- ImGui::PopItemWidth();
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
-//-----------------------------------------------------------------------------
-// - ShowExampleAppMainMenuBar()
-// - ShowExampleMenuFile()
-//-----------------------------------------------------------------------------
-
-// Demonstrate creating a "main" fullscreen menu bar and populating it.
-// Note the difference between BeginMainMenuBar() and BeginMenuBar():
-// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!)
-// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it.
-static void ShowExampleAppMainMenuBar()
-{
- if (ImGui::BeginMainMenuBar())
- {
- if (ImGui::BeginMenu("File"))
- {
- ShowExampleMenuFile();
- ImGui::EndMenu();
- }
- if (ImGui::BeginMenu("Edit"))
- {
- if (ImGui::MenuItem("Undo", "CTRL+Z")) {}
- if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item
- ImGui::Separator();
- if (ImGui::MenuItem("Cut", "CTRL+X")) {}
- if (ImGui::MenuItem("Copy", "CTRL+C")) {}
- if (ImGui::MenuItem("Paste", "CTRL+V")) {}
- ImGui::EndMenu();
- }
- ImGui::EndMainMenuBar();
- }
-}
-
-// Note that shortcuts are currently provided for display only
-// (future version will add explicit flags to BeginMenu() to request processing shortcuts)
-static void ShowExampleMenuFile()
-{
- ImGui::MenuItem("(demo menu)", NULL, false, false);
- if (ImGui::MenuItem("New")) {}
- if (ImGui::MenuItem("Open", "Ctrl+O")) {}
- if (ImGui::BeginMenu("Open Recent"))
- {
- ImGui::MenuItem("fish_hat.c");
- ImGui::MenuItem("fish_hat.inl");
- ImGui::MenuItem("fish_hat.h");
- if (ImGui::BeginMenu("More.."))
- {
- ImGui::MenuItem("Hello");
- ImGui::MenuItem("Sailor");
- if (ImGui::BeginMenu("Recurse.."))
- {
- ShowExampleMenuFile();
- ImGui::EndMenu();
- }
- ImGui::EndMenu();
- }
- ImGui::EndMenu();
- }
- if (ImGui::MenuItem("Save", "Ctrl+S")) {}
- if (ImGui::MenuItem("Save As..")) {}
-
- ImGui::Separator();
- if (ImGui::BeginMenu("Options"))
- {
- static bool enabled = true;
- ImGui::MenuItem("Enabled", "", &enabled);
- ImGui::BeginChild("child", ImVec2(0, 60), true);
- for (int i = 0; i < 10; i++)
- ImGui::Text("Scrolling Text %d", i);
- ImGui::EndChild();
- static float f = 0.5f;
- static int n = 0;
- ImGui::SliderFloat("Value", &f, 0.0f, 1.0f);
- ImGui::InputFloat("Input", &f, 0.1f);
- ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0");
- ImGui::EndMenu();
- }
-
- if (ImGui::BeginMenu("Colors"))
- {
- float sz = ImGui::GetTextLineHeight();
- for (int i = 0; i < ImGuiCol_COUNT; i++)
- {
- const char* name = ImGui::GetStyleColorName((ImGuiCol)i);
- ImVec2 p = ImGui::GetCursorScreenPos();
- ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i));
- ImGui::Dummy(ImVec2(sz, sz));
- ImGui::SameLine();
- ImGui::MenuItem(name);
- }
- ImGui::EndMenu();
- }
-
- // Here we demonstrate appending again to the "Options" menu (which we already created above)
- // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice.
- // In a real code-base using it would make senses to use this feature from very different code locations.
- if (ImGui::BeginMenu("Options")) // <-- Append!
- {
- static bool b = true;
- ImGui::Checkbox("SomeOption", &b);
- ImGui::EndMenu();
- }
-
- if (ImGui::BeginMenu("Disabled", false)) // Disabled
- {
- IM_ASSERT(0);
- }
- if (ImGui::MenuItem("Checked", NULL, true)) {}
- if (ImGui::MenuItem("Quit", "Alt+F4")) {}
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
-//-----------------------------------------------------------------------------
-
-// Demonstrate creating a simple console window, with scrolling, filtering, completion and history.
-// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions.
-struct ExampleAppConsole
-{
- char InputBuf[256];
- ImVector Items;
- ImVector Commands;
- ImVector History;
- int HistoryPos; // -1: new line, 0..History.Size-1 browsing history.
- ImGuiTextFilter Filter;
- bool AutoScroll;
- bool ScrollToBottom;
-
- ExampleAppConsole()
- {
- ClearLog();
- memset(InputBuf, 0, sizeof(InputBuf));
- HistoryPos = -1;
-
- // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches.
- Commands.push_back("HELP");
- Commands.push_back("HISTORY");
- Commands.push_back("CLEAR");
- Commands.push_back("CLASSIFY");
- AutoScroll = true;
- ScrollToBottom = false;
- AddLog("Welcome to Dear ImGui!");
- }
- ~ExampleAppConsole()
- {
- ClearLog();
- for (int i = 0; i < History.Size; i++)
- free(History[i]);
- }
-
- // Portable helpers
- static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; }
- static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; }
- static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); }
- static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; }
-
- void ClearLog()
- {
- for (int i = 0; i < Items.Size; i++)
- free(Items[i]);
- Items.clear();
- }
-
- void AddLog(const char* fmt, ...) IM_FMTARGS(2)
- {
- // FIXME-OPT
- char buf[1024];
- va_list args;
- va_start(args, fmt);
- vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args);
- buf[IM_ARRAYSIZE(buf)-1] = 0;
- va_end(args);
- Items.push_back(Strdup(buf));
- }
-
- void Draw(const char* title, bool* p_open)
- {
- ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
- if (!ImGui::Begin(title, p_open))
- {
- ImGui::End();
- return;
- }
-
- // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar.
- // So e.g. IsItemHovered() will return true when hovering the title bar.
- // Here we create a context menu only available from the title bar.
- if (ImGui::BeginPopupContextItem())
- {
- if (ImGui::MenuItem("Close Console"))
- *p_open = false;
- ImGui::EndPopup();
- }
-
- ImGui::TextWrapped(
- "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate "
- "implementation may want to store entries along with extra data such as timestamp, emitter, etc.");
- ImGui::TextWrapped("Enter 'HELP' for help.");
-
- // TODO: display items starting from the bottom
-
- if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); }
- ImGui::SameLine();
- if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); }
- ImGui::SameLine();
- if (ImGui::SmallButton("Clear")) { ClearLog(); }
- ImGui::SameLine();
- bool copy_to_clipboard = ImGui::SmallButton("Copy");
- //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }
-
- ImGui::Separator();
-
- // Options menu
- if (ImGui::BeginPopup("Options"))
- {
- ImGui::Checkbox("Auto-scroll", &AutoScroll);
- ImGui::EndPopup();
- }
-
- // Options, Filter
- if (ImGui::Button("Options"))
- ImGui::OpenPopup("Options");
- ImGui::SameLine();
- Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);
- ImGui::Separator();
-
- // Reserve enough left-over height for 1 separator + 1 input text
- const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
- ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar);
- if (ImGui::BeginPopupContextWindow())
- {
- if (ImGui::Selectable("Clear")) ClearLog();
- ImGui::EndPopup();
- }
-
- // Display every line as a separate entry so we can change their color or add custom widgets.
- // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
- // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping
- // to only process visible items. The clipper will automatically measure the height of your first item and then
- // "seek" to display only items in the visible area.
- // To use the clipper we can replace your standard loop:
- // for (int i = 0; i < Items.Size; i++)
- // With:
- // ImGuiListClipper clipper;
- // clipper.Begin(Items.Size);
- // while (clipper.Step())
- // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
- // - That your items are evenly spaced (same height)
- // - That you have cheap random access to your elements (you can access them given their index,
- // without processing all the ones before)
- // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.
- // We would need random-access on the post-filtered list.
- // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices
- // or offsets of items that passed the filtering test, recomputing this array when user changes the filter,
- // and appending newly elements as they are inserted. This is left as a task to the user until we can manage
- // to improve this example code!
- // If your items are of variable height:
- // - Split them into same height items would be simpler and facilitate random-seeking into your list.
- // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.
- ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
- if (copy_to_clipboard)
- ImGui::LogToClipboard();
- for (int i = 0; i < Items.Size; i++)
- {
- const char* item = Items[i];
- if (!Filter.PassFilter(item))
- continue;
-
- // Normally you would store more information in your item than just a string.
- // (e.g. make Items[] an array of structure, store color/type etc.)
- ImVec4 color;
- bool has_color = false;
- if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }
- else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }
- if (has_color)
- ImGui::PushStyleColor(ImGuiCol_Text, color);
- ImGui::TextUnformatted(item);
- if (has_color)
- ImGui::PopStyleColor();
- }
- if (copy_to_clipboard)
- ImGui::LogFinish();
-
- if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))
- ImGui::SetScrollHereY(1.0f);
- ScrollToBottom = false;
-
- ImGui::PopStyleVar();
- ImGui::EndChild();
- ImGui::Separator();
-
- // Command-line
- bool reclaim_focus = false;
- ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;
- if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this))
- {
- char* s = InputBuf;
- Strtrim(s);
- if (s[0])
- ExecCommand(s);
- strcpy(s, "");
- reclaim_focus = true;
- }
-
- // Auto-focus on window apparition
- ImGui::SetItemDefaultFocus();
- if (reclaim_focus)
- ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget
-
- ImGui::End();
- }
-
- void ExecCommand(const char* command_line)
- {
- AddLog("# %s\n", command_line);
-
- // Insert into history. First find match and delete it so it can be pushed to the back.
- // This isn't trying to be smart or optimal.
- HistoryPos = -1;
- for (int i = History.Size - 1; i >= 0; i--)
- if (Stricmp(History[i], command_line) == 0)
- {
- free(History[i]);
- History.erase(History.begin() + i);
- break;
- }
- History.push_back(Strdup(command_line));
-
- // Process command
- if (Stricmp(command_line, "CLEAR") == 0)
- {
- ClearLog();
- }
- else if (Stricmp(command_line, "HELP") == 0)
- {
- AddLog("Commands:");
- for (int i = 0; i < Commands.Size; i++)
- AddLog("- %s", Commands[i]);
- }
- else if (Stricmp(command_line, "HISTORY") == 0)
- {
- int first = History.Size - 10;
- for (int i = first > 0 ? first : 0; i < History.Size; i++)
- AddLog("%3d: %s\n", i, History[i]);
- }
- else
- {
- AddLog("Unknown command: '%s'\n", command_line);
- }
-
- // On command input, we scroll to bottom even if AutoScroll==false
- ScrollToBottom = true;
- }
-
- // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks
- static int TextEditCallbackStub(ImGuiInputTextCallbackData* data)
- {
- ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;
- return console->TextEditCallback(data);
- }
-
- int TextEditCallback(ImGuiInputTextCallbackData* data)
- {
- //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);
- switch (data->EventFlag)
- {
- case ImGuiInputTextFlags_CallbackCompletion:
- {
- // Example of TEXT COMPLETION
-
- // Locate beginning of current word
- const char* word_end = data->Buf + data->CursorPos;
- const char* word_start = word_end;
- while (word_start > data->Buf)
- {
- const char c = word_start[-1];
- if (c == ' ' || c == '\t' || c == ',' || c == ';')
- break;
- word_start--;
- }
-
- // Build a list of candidates
- ImVector candidates;
- for (int i = 0; i < Commands.Size; i++)
- if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0)
- candidates.push_back(Commands[i]);
-
- if (candidates.Size == 0)
- {
- // No match
- AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start);
- }
- else if (candidates.Size == 1)
- {
- // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing.
- data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start));
- data->InsertChars(data->CursorPos, candidates[0]);
- data->InsertChars(data->CursorPos, " ");
- }
- else
- {
- // Multiple matches. Complete as much as we can..
- // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches.
- int match_len = (int)(word_end - word_start);
- for (;;)
- {
- int c = 0;
- bool all_candidates_matches = true;
- for (int i = 0; i < candidates.Size && all_candidates_matches; i++)
- if (i == 0)
- c = toupper(candidates[i][match_len]);
- else if (c == 0 || c != toupper(candidates[i][match_len]))
- all_candidates_matches = false;
- if (!all_candidates_matches)
- break;
- match_len++;
- }
-
- if (match_len > 0)
- {
- data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start));
- data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);
- }
-
- // List matches
- AddLog("Possible matches:\n");
- for (int i = 0; i < candidates.Size; i++)
- AddLog("- %s\n", candidates[i]);
- }
-
- break;
- }
- case ImGuiInputTextFlags_CallbackHistory:
- {
- // Example of HISTORY
- const int prev_history_pos = HistoryPos;
- if (data->EventKey == ImGuiKey_UpArrow)
- {
- if (HistoryPos == -1)
- HistoryPos = History.Size - 1;
- else if (HistoryPos > 0)
- HistoryPos--;
- }
- else if (data->EventKey == ImGuiKey_DownArrow)
- {
- if (HistoryPos != -1)
- if (++HistoryPos >= History.Size)
- HistoryPos = -1;
- }
-
- // A better implementation would preserve the data on the current input line along with cursor position.
- if (prev_history_pos != HistoryPos)
- {
- const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : "";
- data->DeleteChars(0, data->BufTextLen);
- data->InsertChars(0, history_str);
- }
- }
- }
- return 0;
- }
-};
-
-static void ShowExampleAppConsole(bool* p_open)
-{
- static ExampleAppConsole console;
- console.Draw("Example: Console", p_open);
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Example App: Debug Log / ShowExampleAppLog()
-//-----------------------------------------------------------------------------
-
-// Usage:
-// static ExampleAppLog my_log;
-// my_log.AddLog("Hello %d world\n", 123);
-// my_log.Draw("title");
-struct ExampleAppLog
-{
- ImGuiTextBuffer Buf;
- ImGuiTextFilter Filter;
- ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls.
- bool AutoScroll; // Keep scrolling if already at the bottom.
-
- ExampleAppLog()
- {
- AutoScroll = true;
- Clear();
- }
-
- void Clear()
- {
- Buf.clear();
- LineOffsets.clear();
- LineOffsets.push_back(0);
- }
-
- void AddLog(const char* fmt, ...) IM_FMTARGS(2)
- {
- int old_size = Buf.size();
- va_list args;
- va_start(args, fmt);
- Buf.appendfv(fmt, args);
- va_end(args);
- for (int new_size = Buf.size(); old_size < new_size; old_size++)
- if (Buf[old_size] == '\n')
- LineOffsets.push_back(old_size + 1);
- }
-
- void Draw(const char* title, bool* p_open = NULL)
- {
- if (!ImGui::Begin(title, p_open))
- {
- ImGui::End();
- return;
- }
-
- // Options menu
- if (ImGui::BeginPopup("Options"))
- {
- ImGui::Checkbox("Auto-scroll", &AutoScroll);
- ImGui::EndPopup();
- }
-
- // Main window
- if (ImGui::Button("Options"))
- ImGui::OpenPopup("Options");
- ImGui::SameLine();
- bool clear = ImGui::Button("Clear");
- ImGui::SameLine();
- bool copy = ImGui::Button("Copy");
- ImGui::SameLine();
- Filter.Draw("Filter", -100.0f);
-
- ImGui::Separator();
- ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar);
-
- if (clear)
- Clear();
- if (copy)
- ImGui::LogToClipboard();
-
- ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
- const char* buf = Buf.begin();
- const char* buf_end = Buf.end();
- if (Filter.IsActive())
- {
- // In this example we don't use the clipper when Filter is enabled.
- // This is because we don't have a random access on the result on our filter.
- // A real application processing logs with ten of thousands of entries may want to store the result of
- // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
- for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
- {
- const char* line_start = buf + LineOffsets[line_no];
- const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
- if (Filter.PassFilter(line_start, line_end))
- ImGui::TextUnformatted(line_start, line_end);
- }
- }
- else
- {
- // The simplest and easy way to display the entire buffer:
- // ImGui::TextUnformatted(buf_begin, buf_end);
- // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward
- // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are
- // within the visible area.
- // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them
- // on your side is recommended. Using ImGuiListClipper requires
- // - A) random access into your data
- // - B) items all being the same height,
- // both of which we can handle since we an array pointing to the beginning of each line of text.
- // When using the filter (in the block of code above) we don't have random access into the data to display
- // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make
- // it possible (and would be recommended if you want to search through tens of thousands of entries).
- ImGuiListClipper clipper;
- clipper.Begin(LineOffsets.Size);
- while (clipper.Step())
- {
- for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
- {
- const char* line_start = buf + LineOffsets[line_no];
- const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
- ImGui::TextUnformatted(line_start, line_end);
- }
- }
- clipper.End();
- }
- ImGui::PopStyleVar();
-
- if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
- ImGui::SetScrollHereY(1.0f);
-
- ImGui::EndChild();
- ImGui::End();
- }
-};
-
-// Demonstrate creating a simple log window with basic filtering.
-static void ShowExampleAppLog(bool* p_open)
-{
- static ExampleAppLog log;
-
- // For the demo: add a debug button _BEFORE_ the normal log window contents
- // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window.
- // Most of the contents of the window will be added by the log.Draw() call.
- ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
- ImGui::Begin("Example: Log", p_open);
- if (ImGui::SmallButton("[Debug] Add 5 entries"))
- {
- static int counter = 0;
- const char* categories[3] = { "info", "warn", "error" };
- const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" };
- for (int n = 0; n < 5; n++)
- {
- const char* category = categories[counter % IM_ARRAYSIZE(categories)];
- const char* word = words[counter % IM_ARRAYSIZE(words)];
- log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n",
- ImGui::GetFrameCount(), category, ImGui::GetTime(), word);
- counter++;
- }
- }
- ImGui::End();
-
- // Actually call in the regular Log helper (which will Begin() into the same window as we just did)
- log.Draw("Example: Log", p_open);
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()
-//-----------------------------------------------------------------------------
-
-// Demonstrate create a window with multiple child windows.
-static void ShowExampleAppLayout(bool* p_open)
-{
- ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver);
- if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar))
- {
- if (ImGui::BeginMenuBar())
- {
- if (ImGui::BeginMenu("File"))
- {
- if (ImGui::MenuItem("Close")) *p_open = false;
- ImGui::EndMenu();
- }
- ImGui::EndMenuBar();
- }
-
- // Left
- static int selected = 0;
- {
- ImGui::BeginChild("left pane", ImVec2(150, 0), true);
- for (int i = 0; i < 100; i++)
- {
- char label[128];
- sprintf(label, "MyObject %d", i);
- if (ImGui::Selectable(label, selected == i))
- selected = i;
- }
- ImGui::EndChild();
- }
- ImGui::SameLine();
-
- // Right
- {
- ImGui::BeginGroup();
- ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us
- ImGui::Text("MyObject: %d", selected);
- ImGui::Separator();
- if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None))
- {
- if (ImGui::BeginTabItem("Description"))
- {
- ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ");
- ImGui::EndTabItem();
- }
- if (ImGui::BeginTabItem("Details"))
- {
- ImGui::Text("ID: 0123456789");
- ImGui::EndTabItem();
- }
- ImGui::EndTabBar();
- }
- ImGui::EndChild();
- if (ImGui::Button("Revert")) {}
- ImGui::SameLine();
- if (ImGui::Button("Save")) {}
- ImGui::EndGroup();
- }
- }
- ImGui::End();
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()
-//-----------------------------------------------------------------------------
-
-static void ShowPlaceholderObject(const char* prefix, int uid)
-{
- // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.
- ImGui::PushID(uid);
-
- // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high.
- ImGui::TableNextRow();
- ImGui::TableSetColumnIndex(0);
- ImGui::AlignTextToFramePadding();
- bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid);
- ImGui::TableSetColumnIndex(1);
- ImGui::Text("my sailor is rich");
-
- if (node_open)
- {
- static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f };
- for (int i = 0; i < 8; i++)
- {
- ImGui::PushID(i); // Use field index as identifier.
- if (i < 2)
- {
- ShowPlaceholderObject("Child", 424242);
- }
- else
- {
- // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well)
- ImGui::TableNextRow();
- ImGui::TableSetColumnIndex(0);
- ImGui::AlignTextToFramePadding();
- ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet;
- ImGui::TreeNodeEx("Field", flags, "Field_%d", i);
-
- ImGui::TableSetColumnIndex(1);
- ImGui::SetNextItemWidth(-FLT_MIN);
- if (i >= 5)
- ImGui::InputFloat("##value", &placeholder_members[i], 1.0f);
- else
- ImGui::DragFloat("##value", &placeholder_members[i], 0.01f);
- ImGui::NextColumn();
- }
- ImGui::PopID();
- }
- ImGui::TreePop();
- }
- ImGui::PopID();
-}
-
-// Demonstrate create a simple property editor.
-static void ShowExampleAppPropertyEditor(bool* p_open)
-{
- ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver);
- if (!ImGui::Begin("Example: Property editor", p_open))
- {
- ImGui::End();
- return;
- }
-
- HelpMarker(
- "This example shows how you may implement a property editor using two columns.\n"
- "All objects/fields data are dummies here.\n"
- "Remember that in many simple cases, you can use ImGui::SameLine(xxx) to position\n"
- "your cursor horizontally instead of using the Columns() API.");
-
- ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2));
- if (ImGui::BeginTable("split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable))
- {
- // Iterate placeholder objects (all the same data)
- for (int obj_i = 0; obj_i < 4; obj_i++)
- {
- ShowPlaceholderObject("Object", obj_i);
- //ImGui::Separator();
- }
- ImGui::EndTable();
- }
- ImGui::PopStyleVar();
- ImGui::End();
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Example App: Long Text / ShowExampleAppLongText()
-//-----------------------------------------------------------------------------
-
-// Demonstrate/test rendering huge amount of text, and the incidence of clipping.
-static void ShowExampleAppLongText(bool* p_open)
-{
- ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
- if (!ImGui::Begin("Example: Long text display", p_open))
- {
- ImGui::End();
- return;
- }
-
- static int test_type = 0;
- static ImGuiTextBuffer log;
- static int lines = 0;
- ImGui::Text("Printing unusually long amount of text.");
- ImGui::Combo("Test type", &test_type,
- "Single call to TextUnformatted()\0"
- "Multiple calls to Text(), clipped\0"
- "Multiple calls to Text(), not clipped (slow)\0");
- ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size());
- if (ImGui::Button("Clear")) { log.clear(); lines = 0; }
- ImGui::SameLine();
- if (ImGui::Button("Add 1000 lines"))
- {
- for (int i = 0; i < 1000; i++)
- log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i);
- lines += 1000;
- }
- ImGui::BeginChild("Log");
- switch (test_type)
- {
- case 0:
- // Single call to TextUnformatted() with a big buffer
- ImGui::TextUnformatted(log.begin(), log.end());
- break;
- case 1:
- {
- // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.
- ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
- ImGuiListClipper clipper;
- clipper.Begin(lines);
- while (clipper.Step())
- for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
- ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
- ImGui::PopStyleVar();
- break;
- }
- case 2:
- // Multiple calls to Text(), not clipped (slow)
- ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
- for (int i = 0; i < lines; i++)
- ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
- ImGui::PopStyleVar();
- break;
- }
- ImGui::EndChild();
- ImGui::End();
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()
-//-----------------------------------------------------------------------------
-
-// Demonstrate creating a window which gets auto-resized according to its content.
-static void ShowExampleAppAutoResize(bool* p_open)
-{
- if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize))
- {
- ImGui::End();
- return;
- }
-
- static int lines = 10;
- ImGui::TextUnformatted(
- "Window will resize every-frame to the size of its content.\n"
- "Note that you probably don't want to query the window size to\n"
- "output your content because that would create a feedback loop.");
- ImGui::SliderInt("Number of lines", &lines, 1, 20);
- for (int i = 0; i < lines; i++)
- ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally
- ImGui::End();
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()
-//-----------------------------------------------------------------------------
-
-// Demonstrate creating a window with custom resize constraints.
-static void ShowExampleAppConstrainedResize(bool* p_open)
-{
- struct CustomConstraints
- {
- // Helper functions to demonstrate programmatic constraints
- static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); }
- static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); }
- };
-
- const char* test_desc[] =
- {
- "Resize vertical only",
- "Resize horizontal only",
- "Width > 100, Height > 100",
- "Width 400-500",
- "Height 400-500",
- "Custom: Always Square",
- "Custom: Fixed Steps (100)",
- };
-
- static bool auto_resize = false;
- static int type = 0;
- static int display_lines = 10;
- if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only
- if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only
- if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100
- if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500
- if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500
- if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square
- if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step
-
- ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;
- if (ImGui::Begin("Example: Constrained Resize", p_open, flags))
- {
- if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();
- if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();
- if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }
- ImGui::SetNextItemWidth(200);
- ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc));
- ImGui::SetNextItemWidth(200);
- ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100);
- ImGui::Checkbox("Auto-resize", &auto_resize);
- for (int i = 0; i < display_lines; i++)
- ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, "");
- }
- ImGui::End();
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay()
-//-----------------------------------------------------------------------------
-
-// Demonstrate creating a simple static window with no decoration
-// + a context-menu to choose which corner of the screen to use.
-static void ShowExampleAppSimpleOverlay(bool* p_open)
-{
- const float PAD = 10.0f;
- static int corner = 0;
- ImGuiIO& io = ImGui::GetIO();
- ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
- if (corner != -1)
- {
- const ImGuiViewport* viewport = ImGui::GetMainViewport();
- ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!
- ImVec2 work_size = viewport->WorkSize;
- ImVec2 window_pos, window_pos_pivot;
- window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD);
- window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD);
- window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f;
- window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f;
- ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
- window_flags |= ImGuiWindowFlags_NoMove;
- }
- ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
- if (ImGui::Begin("Example: Simple overlay", p_open, window_flags))
- {
- ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)");
- ImGui::Separator();
- if (ImGui::IsMousePosValid())
- ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y);
- else
- ImGui::Text("Mouse Position: ");
- if (ImGui::BeginPopupContextWindow())
- {
- if (ImGui::MenuItem("Custom", NULL, corner == -1)) corner = -1;
- if (ImGui::MenuItem("Top-left", NULL, corner == 0)) corner = 0;
- if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1;
- if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2;
- if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3;
- if (p_open && ImGui::MenuItem("Close")) *p_open = false;
- ImGui::EndPopup();
- }
- }
- ImGui::End();
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()
-//-----------------------------------------------------------------------------
-
-// Demonstrate creating a window covering the entire screen/viewport
-static void ShowExampleAppFullscreen(bool* p_open)
-{
- static bool use_work_area = true;
- static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
-
- // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.)
- // Based on your use case you may want one of the other.
- const ImGuiViewport* viewport = ImGui::GetMainViewport();
- ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos);
- ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size);
-
- if (ImGui::Begin("Example: Fullscreen window", p_open, flags))
- {
- ImGui::Checkbox("Use work area instead of main area", &use_work_area);
- ImGui::SameLine();
- HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference.");
-
- ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground);
- ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration);
- ImGui::Indent();
- ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar);
- ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse);
- ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar);
- ImGui::Unindent();
-
- if (p_open && ImGui::Button("Close this window"))
- *p_open = false;
- }
- ImGui::End();
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()
-//-----------------------------------------------------------------------------
-
-// Demonstrate using "##" and "###" in identifiers to manipulate ID generation.
-// This apply to all regular items as well.
-// Read FAQ section "How can I have multiple widgets with the same label?" for details.
-static void ShowExampleAppWindowTitles(bool*)
-{
- const ImGuiViewport* viewport = ImGui::GetMainViewport();
- const ImVec2 base_pos = viewport->Pos;
-
- // By default, Windows are uniquely identified by their title.
- // You can use the "##" and "###" markers to manipulate the display/ID.
-
- // Using "##" to display same title but have unique identifier.
- ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver);
- ImGui::Begin("Same title as another window##1");
- ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");
- ImGui::End();
-
- ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver);
- ImGui::Begin("Same title as another window##2");
- ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.");
- ImGui::End();
-
- // Using "###" to display a changing title but keep a static identifier "AnimatedTitle"
- char buf[128];
- sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount());
- ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver);
- ImGui::Begin(buf);
- ImGui::Text("This window has a changing title.");
- ImGui::End();
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
-//-----------------------------------------------------------------------------
-
-// Demonstrate using the low-level ImDrawList to draw custom shapes.
-static void ShowExampleAppCustomRendering(bool* p_open)
-{
- if (!ImGui::Begin("Example: Custom rendering", p_open))
- {
- ImGui::End();
- return;
- }
-
- // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of
- // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your
- // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not
- // exposed outside (to avoid messing with your types) In this example we are not using the maths operators!
-
- if (ImGui::BeginTabBar("##TabBar"))
- {
- if (ImGui::BeginTabItem("Primitives"))
- {
- ImGui::PushItemWidth(-ImGui::GetFontSize() * 15);
- ImDrawList* draw_list = ImGui::GetWindowDrawList();
-
- // Draw gradients
- // (note that those are currently exacerbating our sRGB/Linear issues)
- // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well..
- ImGui::Text("Gradients");
- ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight());
- {
- ImVec2 p0 = ImGui::GetCursorScreenPos();
- ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);
- ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255));
- ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255));
- draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);
- ImGui::InvisibleButton("##gradient1", gradient_size);
- }
- {
- ImVec2 p0 = ImGui::GetCursorScreenPos();
- ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);
- ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255));
- ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255));
- draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);
- ImGui::InvisibleButton("##gradient2", gradient_size);
- }
-
- // Draw a bunch of primitives
- ImGui::Text("All primitives");
- static float sz = 36.0f;
- static float thickness = 3.0f;
- static int ngon_sides = 6;
- static bool circle_segments_override = false;
- static int circle_segments_override_v = 12;
- static bool curve_segments_override = false;
- static int curve_segments_override_v = 8;
- static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
- ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f");
- ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
- ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12);
- ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override);
- ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
- circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40);
- ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override);
- ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
- curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40);
- ImGui::ColorEdit4("Color", &colf.x);
-
- const ImVec2 p = ImGui::GetCursorScreenPos();
- const ImU32 col = ImColor(colf);
- const float spacing = 10.0f;
- const ImDrawCornerFlags corners_none = 0;
- const ImDrawCornerFlags corners_all = ImDrawCornerFlags_All;
- const ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight;
- const float rounding = sz / 5.0f;
- const int circle_segments = circle_segments_override ? circle_segments_override_v : 0;
- const int curve_segments = curve_segments_override ? curve_segments_override_v : 0;
- float x = p.x + 4.0f;
- float y = p.y + 4.0f;
- for (int n = 0; n < 2; n++)
- {
- // First line uses a thickness of 1.0f, second line uses the configurable thickness
- float th = (n == 0) ? 1.0f : thickness;
- draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon
- draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle
- draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square
- draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_all, th); x += sz + spacing; // Square with all rounded corners
- draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners
- draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle
- //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle
- draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
- draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
- draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line
-
- // Quadratic Bezier Curve (3 control points)
- ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) };
- draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing;
-
- // Cubic Bezier Curve (4 control points)
- ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) };
- draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments);
-
- x = p.x + 4;
- y += sz + spacing;
- }
- draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // N-gon
- draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments); x += sz + spacing; // Circle
- draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square
- draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners
- draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners
- draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle
- //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle
- draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness)
- draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness)
- draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine)
- draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255));
-
- ImGui::Dummy(ImVec2((sz + spacing) * 10.2f, (sz + spacing) * 3.0f));
- ImGui::PopItemWidth();
- ImGui::EndTabItem();
- }
-
- if (ImGui::BeginTabItem("Canvas"))
- {
- static ImVector points;
- static ImVec2 scrolling(0.0f, 0.0f);
- static bool opt_enable_grid = true;
- static bool opt_enable_context_menu = true;
- static bool adding_line = false;
-
- ImGui::Checkbox("Enable grid", &opt_enable_grid);
- ImGui::Checkbox("Enable context menu", &opt_enable_context_menu);
- ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu.");
-
- // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling.
- // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls.
- // To use a child window instead we could use, e.g:
- // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding
- // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color
- // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove);
- // ImGui::PopStyleColor();
- // ImGui::PopStyleVar();
- // [...]
- // ImGui::EndChild();
-
- // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive()
- ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
- ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
- if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f;
- if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f;
- ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y);
-
- // Draw border and background color
- ImGuiIO& io = ImGui::GetIO();
- ImDrawList* draw_list = ImGui::GetWindowDrawList();
- draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255));
- draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255));
-
- // This will catch our interactions
- ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight);
- const bool is_hovered = ImGui::IsItemHovered(); // Hovered
- const bool is_active = ImGui::IsItemActive(); // Held
- const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin
- const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y);
-
- // Add first and second point
- if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left))
- {
- points.push_back(mouse_pos_in_canvas);
- points.push_back(mouse_pos_in_canvas);
- adding_line = true;
- }
- if (adding_line)
- {
- points.back() = mouse_pos_in_canvas;
- if (!ImGui::IsMouseDown(ImGuiMouseButton_Left))
- adding_line = false;
- }
-
- // Pan (we use a zero mouse threshold when there's no context menu)
- // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc.
- const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f;
- if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan))
- {
- scrolling.x += io.MouseDelta.x;
- scrolling.y += io.MouseDelta.y;
- }
-
- // Context menu (under default mouse threshold)
- ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);
- if (opt_enable_context_menu && ImGui::IsMouseReleased(ImGuiMouseButton_Right) && drag_delta.x == 0.0f && drag_delta.y == 0.0f)
- ImGui::OpenPopupOnItemClick("context");
- if (ImGui::BeginPopup("context"))
- {
- if (adding_line)
- points.resize(points.size() - 2);
- adding_line = false;
- if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); }
- if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); }
- ImGui::EndPopup();
- }
-
- // Draw grid + all lines in the canvas
- draw_list->PushClipRect(canvas_p0, canvas_p1, true);
- if (opt_enable_grid)
- {
- const float GRID_STEP = 64.0f;
- for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP)
- draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40));
- for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP)
- draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40));
- }
- for (int n = 0; n < points.Size; n += 2)
- draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);
- draw_list->PopClipRect();
-
- ImGui::EndTabItem();
- }
-
- if (ImGui::BeginTabItem("BG/FG draw lists"))
- {
- static bool draw_bg = true;
- static bool draw_fg = true;
- ImGui::Checkbox("Draw in Background draw list", &draw_bg);
- ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows.");
- ImGui::Checkbox("Draw in Foreground draw list", &draw_fg);
- ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows.");
- ImVec2 window_pos = ImGui::GetWindowPos();
- ImVec2 window_size = ImGui::GetWindowSize();
- ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);
- if (draw_bg)
- ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4);
- if (draw_fg)
- ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10);
- ImGui::EndTabItem();
- }
-
- ImGui::EndTabBar();
- }
-
- ImGui::End();
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
-//-----------------------------------------------------------------------------
-
-// Simplified structure to mimic a Document model
-struct MyDocument
-{
- const char* Name; // Document title
- bool Open; // Set when open (we keep an array of all available documents to simplify demo code!)
- bool OpenPrev; // Copy of Open from last update.
- bool Dirty; // Set when the document has been modified
- bool WantClose; // Set when the document
- ImVec4 Color; // An arbitrary variable associated to the document
-
- MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f))
- {
- Name = name;
- Open = OpenPrev = open;
- Dirty = false;
- WantClose = false;
- Color = color;
- }
- void DoOpen() { Open = true; }
- void DoQueueClose() { WantClose = true; }
- void DoForceClose() { Open = false; Dirty = false; }
- void DoSave() { Dirty = false; }
-
- // Display placeholder contents for the Document
- static void DisplayContents(MyDocument* doc)
- {
- ImGui::PushID(doc);
- ImGui::Text("Document \"%s\"", doc->Name);
- ImGui::PushStyleColor(ImGuiCol_Text, doc->Color);
- ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.");
- ImGui::PopStyleColor();
- if (ImGui::Button("Modify", ImVec2(100, 0)))
- doc->Dirty = true;
- ImGui::SameLine();
- if (ImGui::Button("Save", ImVec2(100, 0)))
- doc->DoSave();
- ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior.
- ImGui::PopID();
- }
-
- // Display context menu for the Document
- static void DisplayContextMenu(MyDocument* doc)
- {
- if (!ImGui::BeginPopupContextItem())
- return;
-
- char buf[256];
- sprintf(buf, "Save %s", doc->Name);
- if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open))
- doc->DoSave();
- if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open))
- doc->DoQueueClose();
- ImGui::EndPopup();
- }
-};
-
-struct ExampleAppDocuments
-{
- ImVector Documents;
-
- ExampleAppDocuments()
- {
- Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f)));
- Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f)));
- Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f)));
- Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f)));
- Documents.push_back(MyDocument("A Rather Long Title", false));
- Documents.push_back(MyDocument("Some Document", false));
- }
-};
-
-// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface.
-// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo,
-// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for
-// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has
-// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively
-// give the impression of a flicker for one frame.
-// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch.
-// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.
-static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app)
-{
- for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
- {
- MyDocument* doc = &app.Documents[doc_n];
- if (!doc->Open && doc->OpenPrev)
- ImGui::SetTabItemClosed(doc->Name);
- doc->OpenPrev = doc->Open;
- }
-}
-
-void ShowExampleAppDocuments(bool* p_open)
-{
- static ExampleAppDocuments app;
-
- // Options
- static bool opt_reorderable = true;
- static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_;
-
- bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar);
- if (!window_contents_visible)
- {
- ImGui::End();
- return;
- }
-
- // Menu
- if (ImGui::BeginMenuBar())
- {
- if (ImGui::BeginMenu("File"))
- {
- int open_count = 0;
- for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
- open_count += app.Documents[doc_n].Open ? 1 : 0;
-
- if (ImGui::BeginMenu("Open", open_count < app.Documents.Size))
- {
- for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
- {
- MyDocument* doc = &app.Documents[doc_n];
- if (!doc->Open)
- if (ImGui::MenuItem(doc->Name))
- doc->DoOpen();
- }
- ImGui::EndMenu();
- }
- if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0))
- for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
- app.Documents[doc_n].DoQueueClose();
- if (ImGui::MenuItem("Exit", "Alt+F4")) {}
- ImGui::EndMenu();
- }
- ImGui::EndMenuBar();
- }
-
- // [Debug] List documents with one checkbox for each
- for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
- {
- MyDocument* doc = &app.Documents[doc_n];
- if (doc_n > 0)
- ImGui::SameLine();
- ImGui::PushID(doc);
- if (ImGui::Checkbox(doc->Name, &doc->Open))
- if (!doc->Open)
- doc->DoForceClose();
- ImGui::PopID();
- }
-
- ImGui::Separator();
-
- // Submit Tab Bar and Tabs
- {
- ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0);
- if (ImGui::BeginTabBar("##tabs", tab_bar_flags))
- {
- if (opt_reorderable)
- NotifyOfDocumentsClosedElsewhere(app);
-
- // [DEBUG] Stress tests
- //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on.
- //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway..
-
- // Submit Tabs
- for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
- {
- MyDocument* doc = &app.Documents[doc_n];
- if (!doc->Open)
- continue;
-
- ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0);
- bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags);
-
- // Cancel attempt to close when unsaved add to save queue so we can display a popup.
- if (!doc->Open && doc->Dirty)
- {
- doc->Open = true;
- doc->DoQueueClose();
- }
-
- MyDocument::DisplayContextMenu(doc);
- if (visible)
- {
- MyDocument::DisplayContents(doc);
- ImGui::EndTabItem();
- }
- }
-
- ImGui::EndTabBar();
- }
- }
-
- // Update closing queue
- static ImVector close_queue;
- if (close_queue.empty())
- {
- // Close queue is locked once we started a popup
- for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
- {
- MyDocument* doc = &app.Documents[doc_n];
- if (doc->WantClose)
- {
- doc->WantClose = false;
- close_queue.push_back(doc);
- }
- }
- }
-
- // Display closing confirmation UI
- if (!close_queue.empty())
- {
- int close_queue_unsaved_documents = 0;
- for (int n = 0; n < close_queue.Size; n++)
- if (close_queue[n]->Dirty)
- close_queue_unsaved_documents++;
-
- if (close_queue_unsaved_documents == 0)
- {
- // Close documents when all are unsaved
- for (int n = 0; n < close_queue.Size; n++)
- close_queue[n]->DoForceClose();
- close_queue.clear();
- }
- else
- {
- if (!ImGui::IsPopupOpen("Save?"))
- ImGui::OpenPopup("Save?");
- if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
- {
- ImGui::Text("Save change to the following items?");
- float item_height = ImGui::GetTextLineHeightWithSpacing();
- if (ImGui::BeginChildFrame(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height)))
- {
- for (int n = 0; n < close_queue.Size; n++)
- if (close_queue[n]->Dirty)
- ImGui::Text("%s", close_queue[n]->Name);
- ImGui::EndChildFrame();
- }
-
- ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f);
- if (ImGui::Button("Yes", button_size))
- {
- for (int n = 0; n < close_queue.Size; n++)
- {
- if (close_queue[n]->Dirty)
- close_queue[n]->DoSave();
- close_queue[n]->DoForceClose();
- }
- close_queue.clear();
- ImGui::CloseCurrentPopup();
- }
- ImGui::SameLine();
- if (ImGui::Button("No", button_size))
- {
- for (int n = 0; n < close_queue.Size; n++)
- close_queue[n]->DoForceClose();
- close_queue.clear();
- ImGui::CloseCurrentPopup();
- }
- ImGui::SameLine();
- if (ImGui::Button("Cancel", button_size))
- {
- close_queue.clear();
- ImGui::CloseCurrentPopup();
- }
- ImGui::EndPopup();
- }
- }
- }
-
- ImGui::End();
-}
-
-// End of Demo code
-#else
-
-void ImGui::ShowAboutWindow(bool*) {}
-void ImGui::ShowDemoWindow(bool*) {}
-void ImGui::ShowUserGuide() {}
-void ImGui::ShowStyleEditor(ImGuiStyle*) {}
-
-#endif
-
-#endif // #ifndef IMGUI_DISABLE
diff --git a/demos/DemoImGui/imgui_draw.cpp b/demos/DemoImGui/imgui_draw.cpp
deleted file mode 100644
index 7e18b4b..0000000
--- a/demos/DemoImGui/imgui_draw.cpp
+++ /dev/null
@@ -1,3971 +0,0 @@
-// dear imgui, v1.82 WIP
-// (drawing and font code)
-
-/*
-
-Index of this file:
-
-// [SECTION] STB libraries implementation
-// [SECTION] Style functions
-// [SECTION] ImDrawList
-// [SECTION] ImDrawListSplitter
-// [SECTION] ImDrawData
-// [SECTION] Helpers ShadeVertsXXX functions
-// [SECTION] ImFontConfig
-// [SECTION] ImFontAtlas
-// [SECTION] ImFontAtlas glyph ranges helpers
-// [SECTION] ImFontGlyphRangesBuilder
-// [SECTION] ImFont
-// [SECTION] ImGui Internal Render Helpers
-// [SECTION] Decompression code
-// [SECTION] Default font data (ProggyClean.ttf)
-
-*/
-
-#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
-#define _CRT_SECURE_NO_WARNINGS
-#endif
-
-#include "imgui.h"
-#ifndef IMGUI_DISABLE
-
-#ifndef IMGUI_DEFINE_MATH_OPERATORS
-#define IMGUI_DEFINE_MATH_OPERATORS
-#endif
-
-#include "imgui_internal.h"
-#ifdef IMGUI_ENABLE_FREETYPE
-#include "misc/freetype/imgui_freetype.h"
-#endif
-
-#include // vsnprintf, sscanf, printf
-#if !defined(alloca)
-#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__)
-#include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here)
-#elif defined(_WIN32)
-#include // alloca
-#if !defined(alloca)
-#define alloca _alloca // for clang with MS Codegen
-#endif
-#else
-#include // alloca
-#endif
-#endif
-
-// Visual Studio warnings
-#ifdef _MSC_VER
-#pragma warning (disable: 4127) // condition expression is constant
-#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
-#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#endif
-
-// Clang/GCC warnings with -Weverything
-#if defined(__clang__)
-#if __has_warning("-Wunknown-warning-option")
-#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!
-#endif
-#if __has_warning("-Walloca")
-#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged
-#endif
-#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
-#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
-#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
-#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
-#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
-#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here
-#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
-#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.
-#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
-#elif defined(__GNUC__)
-#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
-#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
-#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
-#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
-#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer
-#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
-#endif
-
-//-------------------------------------------------------------------------
-// [SECTION] STB libraries implementation
-//-------------------------------------------------------------------------
-
-// Compile time options:
-//#define IMGUI_STB_NAMESPACE ImStb
-//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
-//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
-//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
-//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
-
-#ifdef IMGUI_STB_NAMESPACE
-namespace IMGUI_STB_NAMESPACE
-{
-#endif
-
-#ifdef _MSC_VER
-#pragma warning (push)
-#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration
-#endif
-
-#if defined(__clang__)
-#pragma clang diagnostic push
-#pragma clang diagnostic ignored "-Wunused-function"
-#pragma clang diagnostic ignored "-Wmissing-prototypes"
-#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
-#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
-#endif
-
-#if defined(__GNUC__)
-#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits]
-#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
-#endif
-
-#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
-#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit
-#define STBRP_STATIC
-#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0)
-#define STBRP_SORT ImQsort
-#define STB_RECT_PACK_IMPLEMENTATION
-#endif
-#ifdef IMGUI_STB_RECT_PACK_FILENAME
-#include IMGUI_STB_RECT_PACK_FILENAME
-#else
-#include "imstb_rectpack.h"
-#endif
-#endif
-
-#ifdef IMGUI_ENABLE_STB_TRUETYPE
-#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
-#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit
-#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x))
-#define STBTT_free(x,u) ((void)(u), IM_FREE(x))
-#define STBTT_assert(x) do { IM_ASSERT(x); } while(0)
-#define STBTT_fmod(x,y) ImFmod(x,y)
-#define STBTT_sqrt(x) ImSqrt(x)
-#define STBTT_pow(x,y) ImPow(x,y)
-#define STBTT_fabs(x) ImFabs(x)
-#define STBTT_ifloor(x) ((int)ImFloorStd(x))
-#define STBTT_iceil(x) ((int)ImCeil(x))
-#define STBTT_STATIC
-#define STB_TRUETYPE_IMPLEMENTATION
-#else
-#define STBTT_DEF extern
-#endif
-#ifdef IMGUI_STB_TRUETYPE_FILENAME
-#include IMGUI_STB_TRUETYPE_FILENAME
-#else
-#include "imstb_truetype.h"
-#endif
-#endif
-#endif // IMGUI_ENABLE_STB_TRUETYPE
-
-#if defined(__GNUC__)
-#pragma GCC diagnostic pop
-#endif
-
-#if defined(__clang__)
-#pragma clang diagnostic pop
-#endif
-
-#if defined(_MSC_VER)
-#pragma warning (pop)
-#endif
-
-#ifdef IMGUI_STB_NAMESPACE
-} // namespace ImStb
-using namespace IMGUI_STB_NAMESPACE;
-#endif
-
-//-----------------------------------------------------------------------------
-// [SECTION] Style functions
-//-----------------------------------------------------------------------------
-
-void ImGui::StyleColorsDark(ImGuiStyle* dst)
-{
- ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
- ImVec4* colors = style->Colors;
-
- colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
- colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
- colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);
- colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
- colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
- colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);
- colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
- colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f);
- colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
- colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
- colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f);
- colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f);
- colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);
- colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);
- colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f);
- colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f);
- colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
- colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);
- colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
- colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);
- colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
- colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
- colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
- colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
- colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
- colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
- colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
- colors[ImGuiCol_Separator] = colors[ImGuiCol_Border];
- colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);
- colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);
- colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
- colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
- colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
- colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
- colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
- colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
- colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
- colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
- colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
- colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
- colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
- colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
- colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f);
- colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here
- colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here
- colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
- colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);
- colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
- colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
- colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
- colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
- colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
- colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
-}
-
-void ImGui::StyleColorsClassic(ImGuiStyle* dst)
-{
- ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
- ImVec4* colors = style->Colors;
-
- colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
- colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
- colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f);
- colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
- colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);
- colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);
- colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
- colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f);
- colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f);
- colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f);
- colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);
- colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);
- colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
- colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);
- colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);
- colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
- colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
- colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
- colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
- colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
- colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
- colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);
- colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f);
- colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f);
- colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
- colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
- colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
- colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);
- colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
- colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
- colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
- colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
- colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
- colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
- colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
- colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
- colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
- colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
- colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
- colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
- colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
- colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
- colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f);
- colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here
- colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here
- colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
- colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
- colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
- colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
- colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
- colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
- colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
- colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
-}
-
-// Those light colors are better suited with a thicker font than the default one + FrameBorder
-void ImGui::StyleColorsLight(ImGuiStyle* dst)
-{
- ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
- ImVec4* colors = style->Colors;
-
- colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
- colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
- colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f);
- colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
- colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);
- colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);
- colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
- colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
- colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
- colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
- colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
- colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
- colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
- colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
- colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
- colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);
- colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
- colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
- colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
- colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
- colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
- colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
- colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
- colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
- colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
- colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
- colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
- colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
- colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
- colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
- colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
- colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
- colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
- colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
- colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
- colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
- colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
- colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
- colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
- colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
- colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
- colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
- colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f);
- colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here
- colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here
- colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
- colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);
- colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
- colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
- colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
- colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
- colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
- colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImDrawList
-//-----------------------------------------------------------------------------
-
-ImDrawListSharedData::ImDrawListSharedData()
-{
- memset(this, 0, sizeof(*this));
- for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)
- {
- const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
- ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
- }
-}
-
-void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
-{
- if (CircleSegmentMaxError == max_error)
- return;
- CircleSegmentMaxError = max_error;
- for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
- {
- const float radius = (float)i;
- CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0);
- }
-}
-
-// Initialize before use in a new frame. We always have a command ready in the buffer.
-void ImDrawList::_ResetForNewFrame()
-{
- // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
- // (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC)
- IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
- IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
- IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
-
- CmdBuffer.resize(0);
- IdxBuffer.resize(0);
- VtxBuffer.resize(0);
- Flags = _Data->InitialFlags;
- memset(&_CmdHeader, 0, sizeof(_CmdHeader));
- _VtxCurrentIdx = 0;
- _VtxWritePtr = NULL;
- _IdxWritePtr = NULL;
- _ClipRectStack.resize(0);
- _TextureIdStack.resize(0);
- _Path.resize(0);
- _Splitter.Clear();
- CmdBuffer.push_back(ImDrawCmd());
- _FringeScale = 1.0f;
-}
-
-void ImDrawList::_ClearFreeMemory()
-{
- CmdBuffer.clear();
- IdxBuffer.clear();
- VtxBuffer.clear();
- Flags = ImDrawListFlags_None;
- _VtxCurrentIdx = 0;
- _VtxWritePtr = NULL;
- _IdxWritePtr = NULL;
- _ClipRectStack.clear();
- _TextureIdStack.clear();
- _Path.clear();
- _Splitter.ClearFreeMemory();
-}
-
-ImDrawList* ImDrawList::CloneOutput() const
-{
- ImDrawList* dst = IM_NEW(ImDrawList(_Data));
- dst->CmdBuffer = CmdBuffer;
- dst->IdxBuffer = IdxBuffer;
- dst->VtxBuffer = VtxBuffer;
- dst->Flags = Flags;
- return dst;
-}
-
-void ImDrawList::AddDrawCmd()
-{
- ImDrawCmd draw_cmd;
- draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy()
- draw_cmd.TextureId = _CmdHeader.TextureId;
- draw_cmd.VtxOffset = _CmdHeader.VtxOffset;
- draw_cmd.IdxOffset = IdxBuffer.Size;
-
- IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
- CmdBuffer.push_back(draw_cmd);
-}
-
-// Pop trailing draw command (used before merging or presenting to user)
-// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL
-void ImDrawList::_PopUnusedDrawCmd()
-{
- if (CmdBuffer.Size == 0)
- return;
- ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
- if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL)
- CmdBuffer.pop_back();
-}
-
-void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
-{
- ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
- IM_ASSERT(curr_cmd->UserCallback == NULL);
- if (curr_cmd->ElemCount != 0)
- {
- AddDrawCmd();
- curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
- }
- curr_cmd->UserCallback = callback;
- curr_cmd->UserCallbackData = callback_data;
-
- AddDrawCmd(); // Force a new command after us (see comment below)
-}
-
-// Compare ClipRect, TextureId and VtxOffset with a single memcmp()
-#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
-#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
-#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
-
-// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
-// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
-void ImDrawList::_OnChangedClipRect()
-{
- // If current command is used with different settings we need to add a new command
- ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
- if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)
- {
- AddDrawCmd();
- return;
- }
- IM_ASSERT(curr_cmd->UserCallback == NULL);
-
- // Try to merge with previous command if it matches, else use current command
- ImDrawCmd* prev_cmd = curr_cmd - 1;
- if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)
- {
- CmdBuffer.pop_back();
- return;
- }
-
- curr_cmd->ClipRect = _CmdHeader.ClipRect;
-}
-
-void ImDrawList::_OnChangedTextureID()
-{
- // If current command is used with different settings we need to add a new command
- ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
- if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)
- {
- AddDrawCmd();
- return;
- }
- IM_ASSERT(curr_cmd->UserCallback == NULL);
-
- // Try to merge with previous command if it matches, else use current command
- ImDrawCmd* prev_cmd = curr_cmd - 1;
- if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)
- {
- CmdBuffer.pop_back();
- return;
- }
-
- curr_cmd->TextureId = _CmdHeader.TextureId;
-}
-
-void ImDrawList::_OnChangedVtxOffset()
-{
- // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
- _VtxCurrentIdx = 0;
- ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
- //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349
- if (curr_cmd->ElemCount != 0)
- {
- AddDrawCmd();
- return;
- }
- IM_ASSERT(curr_cmd->UserCallback == NULL);
- curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
-}
-
-int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
-{
- // Automatic segment count
- const int radius_idx = (int)(radius + 0.999f); // ceil to never reduce accuracy
- if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
- return _Data->CircleSegmentCounts[radius_idx]; // Use cached value
- else
- return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
-}
-
-// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
-void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
-{
- ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
- if (intersect_with_current_clip_rect)
- {
- ImVec4 current = _CmdHeader.ClipRect;
- if (cr.x < current.x) cr.x = current.x;
- if (cr.y < current.y) cr.y = current.y;
- if (cr.z > current.z) cr.z = current.z;
- if (cr.w > current.w) cr.w = current.w;
- }
- cr.z = ImMax(cr.x, cr.z);
- cr.w = ImMax(cr.y, cr.w);
-
- _ClipRectStack.push_back(cr);
- _CmdHeader.ClipRect = cr;
- _OnChangedClipRect();
-}
-
-void ImDrawList::PushClipRectFullScreen()
-{
- PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w));
-}
-
-void ImDrawList::PopClipRect()
-{
- _ClipRectStack.pop_back();
- _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1];
- _OnChangedClipRect();
-}
-
-void ImDrawList::PushTextureID(ImTextureID texture_id)
-{
- _TextureIdStack.push_back(texture_id);
- _CmdHeader.TextureId = texture_id;
- _OnChangedTextureID();
-}
-
-void ImDrawList::PopTextureID()
-{
- _TextureIdStack.pop_back();
- _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1];
- _OnChangedTextureID();
-}
-
-// Reserve space for a number of vertices and indices.
-// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
-// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.
-void ImDrawList::PrimReserve(int idx_count, int vtx_count)
-{
- // Large mesh support (when enabled)
- IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
- if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
- {
- // FIXME: In theory we should be testing that vtx_count <64k here.
- // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us
- // to not make that check until we rework the text functions to handle clipping and large horizontal lines better.
- _CmdHeader.VtxOffset = VtxBuffer.Size;
- _OnChangedVtxOffset();
- }
-
- ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
- draw_cmd->ElemCount += idx_count;
-
- int vtx_buffer_old_size = VtxBuffer.Size;
- VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
- _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;
-
- int idx_buffer_old_size = IdxBuffer.Size;
- IdxBuffer.resize(idx_buffer_old_size + idx_count);
- _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
-}
-
-// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
-void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
-{
- IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
-
- ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
- draw_cmd->ElemCount -= idx_count;
- VtxBuffer.shrink(VtxBuffer.Size - vtx_count);
- IdxBuffer.shrink(IdxBuffer.Size - idx_count);
-}
-
-// Fully unrolled with inline call to keep our debug builds decently fast.
-void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
-{
- ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel);
- ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
- _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
- _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
- _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
- _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
- _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
- _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
- _VtxWritePtr += 4;
- _VtxCurrentIdx += 4;
- _IdxWritePtr += 6;
-}
-
-void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
-{
- ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);
- ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
- _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
- _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
- _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
- _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
- _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
- _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
- _VtxWritePtr += 4;
- _VtxCurrentIdx += 4;
- _IdxWritePtr += 6;
-}
-
-void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
-{
- ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
- _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
- _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
- _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
- _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
- _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
- _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
- _VtxWritePtr += 4;
- _VtxCurrentIdx += 4;
- _IdxWritePtr += 6;
-}
-
-// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.
-// Those macros expects l-values.
-#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
-#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0)
-
-// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
-// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
-void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness)
-{
- if (points_count < 2)
- return;
-
- const bool closed = (flags & ImDrawFlags_Closed) != 0;
- const ImVec2 opaque_uv = _Data->TexUvWhitePixel;
- const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw
- const bool thick_line = (thickness > _FringeScale);
-
- if (Flags & ImDrawListFlags_AntiAliasedLines)
- {
- // Anti-aliased stroke
- const float AA_SIZE = _FringeScale;
- const ImU32 col_trans = col & ~IM_COL32_A_MASK;
-
- // Thicknesses <1.0 should behave like thickness 1.0
- thickness = ImMax(thickness, 1.0f);
- const int integer_thickness = (int)thickness;
- const float fractional_thickness = thickness - integer_thickness;
-
- // Do we want to draw this line using a texture?
- // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved.
- // - If AA_SIZE is not 1.0f we cannot use the texture path.
- const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f);
-
- // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off
- IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));
-
- const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12);
- const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);
- PrimReserve(idx_count, vtx_count);
-
- // Temporary buffer
- // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point
- ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630
- ImVec2* temp_points = temp_normals + points_count;
-
- // Calculate normals (tangents) for each line segment
- for (int i1 = 0; i1 < count; i1++)
- {
- const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
- float dx = points[i2].x - points[i1].x;
- float dy = points[i2].y - points[i1].y;
- IM_NORMALIZE2F_OVER_ZERO(dx, dy);
- temp_normals[i1].x = dy;
- temp_normals[i1].y = -dx;
- }
- if (!closed)
- temp_normals[points_count - 1] = temp_normals[points_count - 2];
-
- // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point
- if (use_texture || !thick_line)
- {
- // [PATH 1] Texture-based lines (thick or non-thick)
- // [PATH 2] Non texture-based lines (non-thick)
-
- // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA.
- // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture
- // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code.
- // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to
- // allow scaling geometry while preserving one-screen-pixel AA fringe).
- const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE;
-
- // If line is not closed, the first and last points need to be generated differently as there are no normals to blend
- if (!closed)
- {
- temp_points[0] = points[0] + temp_normals[0] * half_draw_size;
- temp_points[1] = points[0] - temp_normals[0] * half_draw_size;
- temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size;
- temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size;
- }
-
- // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
- // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
- // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
- unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
- for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
- {
- const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment
- const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment
-
- // Average normals
- float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
- float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
- IM_FIXNORMAL2F(dm_x, dm_y);
- dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area
- dm_y *= half_draw_size;
-
- // Add temporary vertexes for the outer edges
- ImVec2* out_vtx = &temp_points[i2 * 2];
- out_vtx[0].x = points[i2].x + dm_x;
- out_vtx[0].y = points[i2].y + dm_y;
- out_vtx[1].x = points[i2].x - dm_x;
- out_vtx[1].y = points[i2].y - dm_y;
-
- if (use_texture)
- {
- // Add indices for two triangles
- _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri
- _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri
- _IdxWritePtr += 6;
- }
- else
- {
- // Add indexes for four triangles
- _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1
- _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2
- _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1
- _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2
- _IdxWritePtr += 12;
- }
-
- idx1 = idx2;
- }
-
- // Add vertexes for each point on the line
- if (use_texture)
- {
- // If we're using textures we only need to emit the left/right edge vertices
- ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];
- /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false!
- {
- const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];
- tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()
- tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;
- tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;
- tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;
- }*/
- ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);
- ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);
- for (int i = 0; i < points_count; i++)
- {
- _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge
- _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge
- _VtxWritePtr += 2;
- }
- }
- else
- {
- // If we're not using a texture, we need the center vertex as well
- for (int i = 0; i < points_count; i++)
- {
- _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line
- _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge
- _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge
- _VtxWritePtr += 3;
- }
- }
- }
- else
- {
- // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point
- const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
-
- // If line is not closed, the first and last points need to be generated differently as there are no normals to blend
- if (!closed)
- {
- const int points_last = points_count - 1;
- temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);
- temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);
- temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);
- temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);
- temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
- temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness);
- temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness);
- temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
- }
-
- // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
- // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
- // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
- unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
- for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
- {
- const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment
- const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment
-
- // Average normals
- float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
- float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
- IM_FIXNORMAL2F(dm_x, dm_y);
- float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);
- float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);
- float dm_in_x = dm_x * half_inner_thickness;
- float dm_in_y = dm_y * half_inner_thickness;
-
- // Add temporary vertices
- ImVec2* out_vtx = &temp_points[i2 * 4];
- out_vtx[0].x = points[i2].x + dm_out_x;
- out_vtx[0].y = points[i2].y + dm_out_y;
- out_vtx[1].x = points[i2].x + dm_in_x;
- out_vtx[1].y = points[i2].y + dm_in_y;
- out_vtx[2].x = points[i2].x - dm_in_x;
- out_vtx[2].y = points[i2].y - dm_in_y;
- out_vtx[3].x = points[i2].x - dm_out_x;
- out_vtx[3].y = points[i2].y - dm_out_y;
-
- // Add indexes
- _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2);
- _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1);
- _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0);
- _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1);
- _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3);
- _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2);
- _IdxWritePtr += 18;
-
- idx1 = idx2;
- }
-
- // Add vertices
- for (int i = 0; i < points_count; i++)
- {
- _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans;
- _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;
- _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;
- _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans;
- _VtxWritePtr += 4;
- }
- }
- _VtxCurrentIdx += (ImDrawIdx)vtx_count;
- }
- else
- {
- // [PATH 4] Non texture-based, Non anti-aliased lines
- const int idx_count = count * 6;
- const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges
- PrimReserve(idx_count, vtx_count);
-
- for (int i1 = 0; i1 < count; i1++)
- {
- const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
- const ImVec2& p1 = points[i1];
- const ImVec2& p2 = points[i2];
-
- float dx = p2.x - p1.x;
- float dy = p2.y - p1.y;
- IM_NORMALIZE2F_OVER_ZERO(dx, dy);
- dx *= (thickness * 0.5f);
- dy *= (thickness * 0.5f);
-
- _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;
- _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;
- _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;
- _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col;
- _VtxWritePtr += 4;
-
- _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2);
- _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3);
- _IdxWritePtr += 6;
- _VtxCurrentIdx += 4;
- }
- }
-}
-
-// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
-void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
-{
- if (points_count < 3)
- return;
-
- const ImVec2 uv = _Data->TexUvWhitePixel;
-
- if (Flags & ImDrawListFlags_AntiAliasedFill)
- {
- // Anti-aliased Fill
- const float AA_SIZE = _FringeScale;
- const ImU32 col_trans = col & ~IM_COL32_A_MASK;
- const int idx_count = (points_count - 2)*3 + points_count * 6;
- const int vtx_count = (points_count * 2);
- PrimReserve(idx_count, vtx_count);
-
- // Add indexes for fill
- unsigned int vtx_inner_idx = _VtxCurrentIdx;
- unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
- for (int i = 2; i < points_count; i++)
- {
- _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1));
- _IdxWritePtr += 3;
- }
-
- // Compute normals
- ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630
- for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
- {
- const ImVec2& p0 = points[i0];
- const ImVec2& p1 = points[i1];
- float dx = p1.x - p0.x;
- float dy = p1.y - p0.y;
- IM_NORMALIZE2F_OVER_ZERO(dx, dy);
- temp_normals[i0].x = dy;
- temp_normals[i0].y = -dx;
- }
-
- for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
- {
- // Average normals
- const ImVec2& n0 = temp_normals[i0];
- const ImVec2& n1 = temp_normals[i1];
- float dm_x = (n0.x + n1.x) * 0.5f;
- float dm_y = (n0.y + n1.y) * 0.5f;
- IM_FIXNORMAL2F(dm_x, dm_y);
- dm_x *= AA_SIZE * 0.5f;
- dm_y *= AA_SIZE * 0.5f;
-
- // Add vertices
- _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
- _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
- _VtxWritePtr += 2;
-
- // Add indexes for fringes
- _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
- _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
- _IdxWritePtr += 6;
- }
- _VtxCurrentIdx += (ImDrawIdx)vtx_count;
- }
- else
- {
- // Non Anti-aliased Fill
- const int idx_count = (points_count - 2)*3;
- const int vtx_count = points_count;
- PrimReserve(idx_count, vtx_count);
- for (int i = 0; i < vtx_count; i++)
- {
- _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
- _VtxWritePtr++;
- }
- for (int i = 2; i < points_count; i++)
- {
- _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i);
- _IdxWritePtr += 3;
- }
- _VtxCurrentIdx += (ImDrawIdx)vtx_count;
- }
-}
-
-void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
-{
- if (radius == 0.0f)
- {
- _Path.push_back(center);
- return;
- }
- IM_ASSERT(a_min_of_12 <= a_max_of_12);
-
- // For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12,
- // but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise.
-#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1
- a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER;
- a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER;
-#endif
-
- _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
- for (int a = a_min_of_12; a <= a_max_of_12; a++)
- {
- const ImVec2& c = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)];
- _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius));
- }
-}
-
-void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
-{
- if (radius == 0.0f)
- {
- _Path.push_back(center);
- return;
- }
- IM_ASSERT(a_min <= a_max);
-
- // Note that we are adding a point at both a_min and a_max.
- // If you are trying to draw a full closed circle you don't want the overlapping points!
- _Path.reserve(_Path.Size + (num_segments + 1));
- for (int i = 0; i <= num_segments; i++)
- {
- const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
- _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));
- }
-}
-
-ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
-{
- float u = 1.0f - t;
- float w1 = u * u * u;
- float w2 = 3 * u * u * t;
- float w3 = 3 * u * t * t;
- float w4 = t * t * t;
- return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y);
-}
-
-ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t)
-{
- float u = 1.0f - t;
- float w1 = u * u;
- float w2 = 2 * u * t;
- float w3 = t * t;
- return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y);
-}
-
-// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp
-static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
-{
- float dx = x4 - x1;
- float dy = y4 - y1;
- float d2 = (x2 - x4) * dy - (y2 - y4) * dx;
- float d3 = (x3 - x4) * dy - (y3 - y4) * dx;
- d2 = (d2 >= 0) ? d2 : -d2;
- d3 = (d3 >= 0) ? d3 : -d3;
- if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
- {
- path->push_back(ImVec2(x4, y4));
- }
- else if (level < 10)
- {
- float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
- float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
- float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f;
- float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
- float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f;
- float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f;
- PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
- PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
- }
-}
-
-static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level)
-{
- float dx = x3 - x1, dy = y3 - y1;
- float det = (x2 - x3) * dy - (y2 - y3) * dx;
- if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy))
- {
- path->push_back(ImVec2(x3, y3));
- }
- else if (level < 10)
- {
- float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
- float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
- float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
- PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1);
- PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1);
- }
-}
-
-void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
-{
- ImVec2 p1 = _Path.back();
- if (num_segments == 0)
- {
- PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
- }
- else
- {
- float t_step = 1.0f / (float)num_segments;
- for (int i_step = 1; i_step <= num_segments; i_step++)
- _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step));
- }
-}
-
-void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments)
-{
- ImVec2 p1 = _Path.back();
- if (num_segments == 0)
- {
- PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated
- }
- else
- {
- float t_step = 1.0f / (float)num_segments;
- for (int i_step = 1; i_step <= num_segments; i_step++)
- _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step));
- }
-}
-
-void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners)
-{
- rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f);
- rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f);
-
- if (rounding <= 0.0f || rounding_corners == 0)
- {
- PathLineTo(a);
- PathLineTo(ImVec2(b.x, a.y));
- PathLineTo(b);
- PathLineTo(ImVec2(a.x, b.y));
- }
- else
- {
- const float rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f;
- const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f;
- const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f;
- const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? rounding : 0.0f;
- PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9);
- PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12);
- PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3);
- PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6);
- }
-}
-
-void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)
-{
- if ((col & IM_COL32_A_MASK) == 0)
- return;
- PathLineTo(p1 + ImVec2(0.5f, 0.5f));
- PathLineTo(p2 + ImVec2(0.5f, 0.5f));
- PathStroke(col, 0, thickness);
-}
-
-// p_min = upper-left, p_max = lower-right
-// Note we don't render 1 pixels sized rectangles properly.
-void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness)
-{
- if ((col & IM_COL32_A_MASK) == 0)
- return;
- if (Flags & ImDrawListFlags_AntiAliasedLines)
- PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, rounding_corners);
- else
- PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes.
- PathStroke(col, ImDrawFlags_Closed, thickness);
-}
-
-void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
-{
- if ((col & IM_COL32_A_MASK) == 0)
- return;
- if (rounding > 0.0f)
- {
- PathRect(p_min, p_max, rounding, rounding_corners);
- PathFillConvex(col);
- }
- else
- {
- PrimReserve(6, 4);
- PrimRect(p_min, p_max, col);
- }
-}
-
-// p_min = upper-left, p_max = lower-right
-void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
-{
- if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
- return;
-
- const ImVec2 uv = _Data->TexUvWhitePixel;
- PrimReserve(6, 4);
- PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2));
- PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3));
- PrimWriteVtx(p_min, uv, col_upr_left);
- PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);
- PrimWriteVtx(p_max, uv, col_bot_right);
- PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);
-}
-
-void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness)
-{
- if ((col & IM_COL32_A_MASK) == 0)
- return;
-
- PathLineTo(p1);
- PathLineTo(p2);
- PathLineTo(p3);
- PathLineTo(p4);
- PathStroke(col, ImDrawFlags_Closed, thickness);
-}
-
-void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
-{
- if ((col & IM_COL32_A_MASK) == 0)
- return;
-
- PathLineTo(p1);
- PathLineTo(p2);
- PathLineTo(p3);
- PathLineTo(p4);
- PathFillConvex(col);
-}
-
-void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)
-{
- if ((col & IM_COL32_A_MASK) == 0)
- return;
-
- PathLineTo(p1);
- PathLineTo(p2);
- PathLineTo(p3);
- PathStroke(col, ImDrawFlags_Closed, thickness);
-}
-
-void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
-{
- if ((col & IM_COL32_A_MASK) == 0)
- return;
-
- PathLineTo(p1);
- PathLineTo(p2);
- PathLineTo(p3);
- PathFillConvex(col);
-}
-
-void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
-{
- if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
- return;
-
- // Obtain segment count
- if (num_segments <= 0)
- {
- // Automatic segment count
- num_segments = _CalcCircleAutoSegmentCount(radius);
- }
- else
- {
- // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
- num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
- }
-
- // Because we are filling a closed shape we remove 1 from the count of segments/points
- const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
- if (num_segments == 12)
- PathArcToFast(center, radius - 0.5f, 0, 12 - 1);
- else
- PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
- PathStroke(col, ImDrawFlags_Closed, thickness);
-}
-
-void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
-{
- if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
- return;
-
- // Obtain segment count
- if (num_segments <= 0)
- {
- // Automatic segment count
- num_segments = _CalcCircleAutoSegmentCount(radius);
- }
- else
- {
- // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
- num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
- }
-
- // Because we are filling a closed shape we remove 1 from the count of segments/points
- const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
- if (num_segments == 12)
- PathArcToFast(center, radius, 0, 12 - 1);
- else
- PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
- PathFillConvex(col);
-}
-
-// Guaranteed to honor 'num_segments'
-void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
-{
- if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
- return;
-
- // Because we are filling a closed shape we remove 1 from the count of segments/points
- const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
- PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
- PathStroke(col, ImDrawFlags_Closed, thickness);
-}
-
-// Guaranteed to honor 'num_segments'
-void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
-{
- if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
- return;
-
- // Because we are filling a closed shape we remove 1 from the count of segments/points
- const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
- PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
- PathFillConvex(col);
-}
-
-// Cubic Bezier takes 4 controls points
-void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
-{
- if ((col & IM_COL32_A_MASK) == 0)
- return;
-
- PathLineTo(p1);
- PathBezierCubicCurveTo(p2, p3, p4, num_segments);
- PathStroke(col, 0, thickness);
-}
-
-// Quadratic Bezier takes 3 controls points
-void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)
-{
- if ((col & IM_COL32_A_MASK) == 0)
- return;
-
- PathLineTo(p1);
- PathBezierQuadraticCurveTo(p2, p3, num_segments);
- PathStroke(col, 0, thickness);
-}
-
-void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
-{
- if ((col & IM_COL32_A_MASK) == 0)
- return;
-
- if (text_end == NULL)
- text_end = text_begin + strlen(text_begin);
- if (text_begin == text_end)
- return;
-
- // Pull default font/size from the shared ImDrawListSharedData instance
- if (font == NULL)
- font = _Data->Font;
- if (font_size == 0.0f)
- font_size = _Data->FontSize;
-
- IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
-
- ImVec4 clip_rect = _CmdHeader.ClipRect;
- if (cpu_fine_clip_rect)
- {
- clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
- clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);
- clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
- clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
- }
- font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL);
-}
-
-void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
-{
- AddText(NULL, 0.0f, pos, col, text_begin, text_end);
-}
-
-void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
-{
- if ((col & IM_COL32_A_MASK) == 0)
- return;
-
- const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
- if (push_texture_id)
- PushTextureID(user_texture_id);
-
- PrimReserve(6, 4);
- PrimRectUV(p_min, p_max, uv_min, uv_max, col);
-
- if (push_texture_id)
- PopTextureID();
-}
-
-void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)
-{
- if ((col & IM_COL32_A_MASK) == 0)
- return;
-
- const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
- if (push_texture_id)
- PushTextureID(user_texture_id);
-
- PrimReserve(6, 4);
- PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);
-
- if (push_texture_id)
- PopTextureID();
-}
-
-void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
-{
- if ((col & IM_COL32_A_MASK) == 0)
- return;
-
- if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0)
- {
- AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
- return;
- }
-
- const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
- if (push_texture_id)
- PushTextureID(user_texture_id);
-
- int vert_start_idx = VtxBuffer.Size;
- PathRect(p_min, p_max, rounding, rounding_corners);
- PathFillConvex(col);
- int vert_end_idx = VtxBuffer.Size;
- ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
-
- if (push_texture_id)
- PopTextureID();
-}
-
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImDrawListSplitter
-//-----------------------------------------------------------------------------
-// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..
-//-----------------------------------------------------------------------------
-
-void ImDrawListSplitter::ClearFreeMemory()
-{
- for (int i = 0; i < _Channels.Size; i++)
- {
- if (i == _Current)
- memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again
- _Channels[i]._CmdBuffer.clear();
- _Channels[i]._IdxBuffer.clear();
- }
- _Current = 0;
- _Count = 1;
- _Channels.clear();
-}
-
-void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
-{
- IM_UNUSED(draw_list);
- IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.");
- int old_channels_count = _Channels.Size;
- if (old_channels_count < channels_count)
- {
- _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable
- _Channels.resize(channels_count);
- }
- _Count = channels_count;
-
- // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer
- // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
- // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer
- memset(&_Channels[0], 0, sizeof(ImDrawChannel));
- for (int i = 1; i < channels_count; i++)
- {
- if (i >= old_channels_count)
- {
- IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
- }
- else
- {
- _Channels[i]._CmdBuffer.resize(0);
- _Channels[i]._IdxBuffer.resize(0);
- }
- }
-}
-
-void ImDrawListSplitter::Merge(ImDrawList* draw_list)
-{
- // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
- if (_Count <= 1)
- return;
-
- SetCurrentChannel(draw_list, 0);
- draw_list->_PopUnusedDrawCmd();
-
- // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
- int new_cmd_buffer_count = 0;
- int new_idx_buffer_count = 0;
- ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL;
- int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0;
- for (int i = 1; i < _Count; i++)
- {
- ImDrawChannel& ch = _Channels[i];
-
- // Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback.
- if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0)
- ch._CmdBuffer.pop_back();
-
- if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
- {
- ImDrawCmd* next_cmd = &ch._CmdBuffer[0];
- if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL)
- {
- // Merge previous channel last draw command with current channel first draw command if matching.
- last_cmd->ElemCount += next_cmd->ElemCount;
- idx_offset += next_cmd->ElemCount;
- ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.
- }
- }
- if (ch._CmdBuffer.Size > 0)
- last_cmd = &ch._CmdBuffer.back();
- new_cmd_buffer_count += ch._CmdBuffer.Size;
- new_idx_buffer_count += ch._IdxBuffer.Size;
- for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++)
- {
- ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;
- idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount;
- }
- }
- draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count);
- draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count);
-
- // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices)
- ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count;
- ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count;
- for (int i = 1; i < _Count; i++)
- {
- ImDrawChannel& ch = _Channels[i];
- if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
- if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
- }
- draw_list->_IdxWritePtr = idx_write;
-
- // Ensure there's always a non-callback draw command trailing the command-buffer
- if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL)
- draw_list->AddDrawCmd();
-
- // If current command is used with different settings we need to add a new command
- ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
- if (curr_cmd->ElemCount == 0)
- ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
- else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
- draw_list->AddDrawCmd();
-
- _Count = 1;
-}
-
-void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
-{
- IM_ASSERT(idx >= 0 && idx < _Count);
- if (_Current == idx)
- return;
-
- // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
- memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));
- memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));
- _Current = idx;
- memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));
- memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));
- draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;
-
- // If current command is used with different settings we need to add a new command
- ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
- if (curr_cmd == NULL)
- draw_list->AddDrawCmd();
- else if (curr_cmd->ElemCount == 0)
- ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
- else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
- draw_list->AddDrawCmd();
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImDrawData
-//-----------------------------------------------------------------------------
-
-// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
-void ImDrawData::DeIndexAllBuffers()
-{
- ImVector new_vtx_buffer;
- TotalVtxCount = TotalIdxCount = 0;
- for (int i = 0; i < CmdListsCount; i++)
- {
- ImDrawList* cmd_list = CmdLists[i];
- if (cmd_list->IdxBuffer.empty())
- continue;
- new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);
- for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)
- new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];
- cmd_list->VtxBuffer.swap(new_vtx_buffer);
- cmd_list->IdxBuffer.resize(0);
- TotalVtxCount += cmd_list->VtxBuffer.Size;
- }
-}
-
-// Helper to scale the ClipRect field of each ImDrawCmd.
-// Use if your final output buffer is at a different scale than draw_data->DisplaySize,
-// or if there is a difference between your window resolution and framebuffer resolution.
-void ImDrawData::ScaleClipRects(const ImVec2& fb_scale)
-{
- for (int i = 0; i < CmdListsCount; i++)
- {
- ImDrawList* cmd_list = CmdLists[i];
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];
- cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y);
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Helpers ShadeVertsXXX functions
-//-----------------------------------------------------------------------------
-
-// Generic linear color gradient, write to RGB fields, leave A untouched.
-void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)
-{
- ImVec2 gradient_extent = gradient_p1 - gradient_p0;
- float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);
- ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
- ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
- const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF;
- const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF;
- const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF;
- const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r;
- const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g;
- const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b;
- for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
- {
- float d = ImDot(vert->pos - gradient_p0, gradient_extent);
- float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
- int r = (int)(col0_r + col_delta_r * t);
- int g = (int)(col0_g + col_delta_g * t);
- int b = (int)(col0_b + col_delta_b * t);
- vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK);
- }
-}
-
-// Distribute UV over (a, b) rectangle
-void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)
-{
- const ImVec2 size = b - a;
- const ImVec2 uv_size = uv_b - uv_a;
- const ImVec2 scale = ImVec2(
- size.x != 0.0f ? (uv_size.x / size.x) : 0.0f,
- size.y != 0.0f ? (uv_size.y / size.y) : 0.0f);
-
- ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
- ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
- if (clamp)
- {
- const ImVec2 min = ImMin(uv_a, uv_b);
- const ImVec2 max = ImMax(uv_a, uv_b);
- for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
- vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);
- }
- else
- {
- for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
- vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale);
- }
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImFontConfig
-//-----------------------------------------------------------------------------
-
-ImFontConfig::ImFontConfig()
-{
- memset(this, 0, sizeof(*this));
- FontDataOwnedByAtlas = true;
- OversampleH = 3; // FIXME: 2 may be a better default?
- OversampleV = 1;
- GlyphMaxAdvanceX = FLT_MAX;
- RasterizerMultiply = 1.0f;
- EllipsisChar = (ImWchar)-1;
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImFontAtlas
-//-----------------------------------------------------------------------------
-
-// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
-// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
-const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 108; // Actual texture will be 2 times that + 1 spacing.
-const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
-static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
-{
- "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX "
- "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X "
- "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X "
- "X - X.X - X.....X - X.....X -X...X - X...X- X..X "
- "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X "
- "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX "
- "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX "
- "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX "
- "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X "
- "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X"
- "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X"
- "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X"
- "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X"
- "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X"
- "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X"
- "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X"
- "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X "
- "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X "
- "X.X X..X - -X.......X- X.......X - XX XX - - X..........X "
- "XX X..X - - X.....X - X.....X - X.X X.X - - X........X "
- " X..X - X...X - X...X - X..X X..X - - X........X "
- " XX - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX "
- "------------ - X - X -X.....................X- ------------------"
- " ----------------------------------- X...XXXXXXXXXXXXX...X - "
- " - X..X X..X - "
- " - X.X X.X - "
- " - XX XX - "
-};
-
-static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
-{
- // Pos ........ Size ......... Offset ......
- { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
- { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput
- { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll
- { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS
- { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW
- { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
- { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
- { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
-};
-
-ImFontAtlas::ImFontAtlas()
-{
- memset(this, 0, sizeof(*this));
- TexGlyphPadding = 1;
- PackIdMouseCursors = PackIdLines = -1;
-}
-
-ImFontAtlas::~ImFontAtlas()
-{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
- Clear();
-}
-
-void ImFontAtlas::ClearInputData()
-{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
- for (int i = 0; i < ConfigData.Size; i++)
- if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)
- {
- IM_FREE(ConfigData[i].FontData);
- ConfigData[i].FontData = NULL;
- }
-
- // When clearing this we lose access to the font name and other information used to build the font.
- for (int i = 0; i < Fonts.Size; i++)
- if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)
- {
- Fonts[i]->ConfigData = NULL;
- Fonts[i]->ConfigDataCount = 0;
- }
- ConfigData.clear();
- CustomRects.clear();
- PackIdMouseCursors = PackIdLines = -1;
-}
-
-void ImFontAtlas::ClearTexData()
-{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
- if (TexPixelsAlpha8)
- IM_FREE(TexPixelsAlpha8);
- if (TexPixelsRGBA32)
- IM_FREE(TexPixelsRGBA32);
- TexPixelsAlpha8 = NULL;
- TexPixelsRGBA32 = NULL;
- TexPixelsUseColors = false;
-}
-
-void ImFontAtlas::ClearFonts()
-{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
- for (int i = 0; i < Fonts.Size; i++)
- IM_DELETE(Fonts[i]);
- Fonts.clear();
-}
-
-void ImFontAtlas::Clear()
-{
- ClearInputData();
- ClearTexData();
- ClearFonts();
-}
-
-void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
-{
- // Build atlas on demand
- if (TexPixelsAlpha8 == NULL)
- {
- if (ConfigData.empty())
- AddFontDefault();
- Build();
- }
-
- *out_pixels = TexPixelsAlpha8;
- if (out_width) *out_width = TexWidth;
- if (out_height) *out_height = TexHeight;
- if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;
-}
-
-void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
-{
- // Convert to RGBA32 format on demand
- // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp
- if (!TexPixelsRGBA32)
- {
- unsigned char* pixels = NULL;
- GetTexDataAsAlpha8(&pixels, NULL, NULL);
- if (pixels)
- {
- TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4);
- const unsigned char* src = pixels;
- unsigned int* dst = TexPixelsRGBA32;
- for (int n = TexWidth * TexHeight; n > 0; n--)
- *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));
- }
- }
-
- *out_pixels = (unsigned char*)TexPixelsRGBA32;
- if (out_width) *out_width = TexWidth;
- if (out_height) *out_height = TexHeight;
- if (out_bytes_per_pixel) *out_bytes_per_pixel = 4;
-}
-
-ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
-{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
- IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
- IM_ASSERT(font_cfg->SizePixels > 0.0f);
-
- // Create new font
- if (!font_cfg->MergeMode)
- Fonts.push_back(IM_NEW(ImFont));
- else
- IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
-
- ConfigData.push_back(*font_cfg);
- ImFontConfig& new_font_cfg = ConfigData.back();
- if (new_font_cfg.DstFont == NULL)
- new_font_cfg.DstFont = Fonts.back();
- if (!new_font_cfg.FontDataOwnedByAtlas)
- {
- new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize);
- new_font_cfg.FontDataOwnedByAtlas = true;
- memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
- }
-
- if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)
- new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;
-
- // Invalidate texture
- ClearTexData();
- return new_font_cfg.DstFont;
-}
-
-// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder)
-static unsigned int stb_decompress_length(const unsigned char* input);
-static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length);
-static const char* GetDefaultCompressedFontDataTTFBase85();
-static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; }
-static void Decode85(const unsigned char* src, unsigned char* dst)
-{
- while (*src)
- {
- unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4]))));
- dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness.
- src += 5;
- dst += 4;
- }
-}
-
-// Load embedded ProggyClean.ttf at size 13, disable oversampling
-ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
-{
- ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
- if (!font_cfg_template)
- {
- font_cfg.OversampleH = font_cfg.OversampleV = 1;
- font_cfg.PixelSnapH = true;
- }
- if (font_cfg.SizePixels <= 0.0f)
- font_cfg.SizePixels = 13.0f * 1.0f;
- if (font_cfg.Name[0] == '\0')
- ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
- font_cfg.EllipsisChar = (ImWchar)0x0085;
- font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
-
- const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
- const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
- ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);
- return font;
-}
-
-ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
-{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
- size_t data_size = 0;
- void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
- if (!data)
- {
- IM_ASSERT_USER_ERROR(0, "Could not load font file!");
- return NULL;
- }
- ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
- if (font_cfg.Name[0] == '\0')
- {
- // Store a short copy of filename into into the font name for convenience
- const char* p;
- for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
- ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
- }
- return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges);
-}
-
-// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
-ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
-{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
- ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
- IM_ASSERT(font_cfg.FontData == NULL);
- font_cfg.FontData = ttf_data;
- font_cfg.FontDataSize = ttf_size;
- font_cfg.SizePixels = size_pixels;
- if (glyph_ranges)
- font_cfg.GlyphRanges = glyph_ranges;
- return AddFont(&font_cfg);
-}
-
-ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
-{
- const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data);
- unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size);
- stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);
-
- ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
- IM_ASSERT(font_cfg.FontData == NULL);
- font_cfg.FontDataOwnedByAtlas = true;
- return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);
-}
-
-ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
-{
- int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
- void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size);
- Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
- ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
- IM_FREE(compressed_ttf);
- return font;
-}
-
-int ImFontAtlas::AddCustomRectRegular(int width, int height)
-{
- IM_ASSERT(width > 0 && width <= 0xFFFF);
- IM_ASSERT(height > 0 && height <= 0xFFFF);
- ImFontAtlasCustomRect r;
- r.Width = (unsigned short)width;
- r.Height = (unsigned short)height;
- CustomRects.push_back(r);
- return CustomRects.Size - 1; // Return index
-}
-
-int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)
-{
-#ifdef IMGUI_USE_WCHAR32
- IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX);
-#endif
- IM_ASSERT(font != NULL);
- IM_ASSERT(width > 0 && width <= 0xFFFF);
- IM_ASSERT(height > 0 && height <= 0xFFFF);
- ImFontAtlasCustomRect r;
- r.Width = (unsigned short)width;
- r.Height = (unsigned short)height;
- r.GlyphID = id;
- r.GlyphAdvanceX = advance_x;
- r.GlyphOffset = offset;
- r.Font = font;
- CustomRects.push_back(r);
- return CustomRects.Size - 1; // Return index
-}
-
-void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const
-{
- IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates
- IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed
- *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y);
- *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y);
-}
-
-bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
-{
- if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)
- return false;
- if (Flags & ImFontAtlasFlags_NoMouseCursors)
- return false;
-
- IM_ASSERT(PackIdMouseCursors != -1);
- ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors);
- ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y);
- ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
- *out_size = size;
- *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];
- out_uv_border[0] = (pos) * TexUvScale;
- out_uv_border[1] = (pos + size) * TexUvScale;
- pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
- out_uv_fill[0] = (pos) * TexUvScale;
- out_uv_fill[1] = (pos + size) * TexUvScale;
- return true;
-}
-
-bool ImFontAtlas::Build()
-{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
-
- // Select builder
- // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which
- // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are
- // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere
- // and point to it instead of pointing directly to return value of the GetBuilderXXX functions.
- const ImFontBuilderIO* builder_io = FontBuilderIO;
- if (builder_io == NULL)
- {
-#ifdef IMGUI_ENABLE_FREETYPE
- builder_io = ImGuiFreeType::GetBuilderForFreeType();
-#elif defined(IMGUI_ENABLE_STB_TRUETYPE)
- builder_io = ImFontAtlasGetBuilderForStbTruetype();
-#else
- IM_ASSERT(0); // Invalid Build function
-#endif
- }
-
- // Build
- return builder_io->FontBuilder_Build(this);
-}
-
-void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor)
-{
- for (unsigned int i = 0; i < 256; i++)
- {
- unsigned int value = (unsigned int)(i * in_brighten_factor);
- out_table[i] = value > 255 ? 255 : (value & 0xFF);
- }
-}
-
-void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)
-{
- unsigned char* data = pixels + x + y * stride;
- for (int j = h; j > 0; j--, data += stride)
- for (int i = 0; i < w; i++)
- data[i] = table[data[i]];
-}
-
-#ifdef IMGUI_ENABLE_STB_TRUETYPE
-// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont)
-// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.)
-struct ImFontBuildSrcData
-{
- stbtt_fontinfo FontInfo;
- stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data)
- stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position.
- stbtt_packedchar* PackedChars; // Output glyphs
- const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)
- int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[]
- int GlyphsHighest; // Highest requested codepoint
- int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
- ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
- ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap)
-};
-
-// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
-struct ImFontBuildDstData
-{
- int SrcCount; // Number of source fonts targeting this destination font.
- int GlyphsHighest;
- int GlyphsCount;
- ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
-};
-
-static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out)
-{
- IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));
- const ImU32* it_begin = in->Storage.begin();
- const ImU32* it_end = in->Storage.end();
- for (const ImU32* it = it_begin; it < it_end; it++)
- if (ImU32 entries_32 = *it)
- for (ImU32 bit_n = 0; bit_n < 32; bit_n++)
- if (entries_32 & ((ImU32)1 << bit_n))
- out->push_back((int)(((it - it_begin) << 5) + bit_n));
-}
-
-static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
-{
- IM_ASSERT(atlas->ConfigData.Size > 0);
-
- ImFontAtlasBuildInit(atlas);
-
- // Clear atlas
- atlas->TexID = (ImTextureID)NULL;
- atlas->TexWidth = atlas->TexHeight = 0;
- atlas->TexUvScale = ImVec2(0.0f, 0.0f);
- atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
- atlas->ClearTexData();
-
- // Temporary storage for building
- ImVector src_tmp_array;
- ImVector dst_tmp_array;
- src_tmp_array.resize(atlas->ConfigData.Size);
- dst_tmp_array.resize(atlas->Fonts.Size);
- memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
- memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
-
- // 1. Initialize font loading structure, check font data validity
- for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
- {
- ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
- ImFontConfig& cfg = atlas->ConfigData[src_i];
- IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
-
- // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)
- src_tmp.DstIndex = -1;
- for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
- if (cfg.DstFont == atlas->Fonts[output_i])
- src_tmp.DstIndex = output_i;
- if (src_tmp.DstIndex == -1)
- {
- IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
- return false;
- }
- // Initialize helper structure for font loading and verify that the TTF/OTF data is correct
- const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
- IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found.");
- if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
- return false;
-
- // Measure highest codepoints
- ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
- src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
- for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
- src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
- dst_tmp.SrcCount++;
- dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
- }
-
- // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.
- int total_glyphs_count = 0;
- for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
- {
- ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
- ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
- src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);
- if (dst_tmp.GlyphsSet.Storage.empty())
- dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);
-
- for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
- for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
- {
- if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
- continue;
- if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font?
- continue;
-
- // Add to avail set/counters
- src_tmp.GlyphsCount++;
- dst_tmp.GlyphsCount++;
- src_tmp.GlyphsSet.SetBit(codepoint);
- dst_tmp.GlyphsSet.SetBit(codepoint);
- total_glyphs_count++;
- }
- }
-
- // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)
- for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
- {
- ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
- src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
- UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);
- src_tmp.GlyphsSet.Clear();
- IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
- }
- for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)
- dst_tmp_array[dst_i].GlyphsSet.Clear();
- dst_tmp_array.clear();
-
- // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
- // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)
- ImVector buf_rects;
- ImVector buf_packedchars;
- buf_rects.resize(total_glyphs_count);
- buf_packedchars.resize(total_glyphs_count);
- memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
- memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes());
-
- // 4. Gather glyphs sizes so we can pack them in our virtual canvas.
- int total_surface = 0;
- int buf_rects_out_n = 0;
- int buf_packedchars_out_n = 0;
- for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
- {
- ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
- if (src_tmp.GlyphsCount == 0)
- continue;
-
- src_tmp.Rects = &buf_rects[buf_rects_out_n];
- src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n];
- buf_rects_out_n += src_tmp.GlyphsCount;
- buf_packedchars_out_n += src_tmp.GlyphsCount;
-
- // Convert our ranges in the format stb_truetype wants
- ImFontConfig& cfg = atlas->ConfigData[src_i];
- src_tmp.PackRange.font_size = cfg.SizePixels;
- src_tmp.PackRange.first_unicode_codepoint_in_range = 0;
- src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;
- src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;
- src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars;
- src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH;
- src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;
-
- // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)
- const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels);
- const int padding = atlas->TexGlyphPadding;
- for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
- {
- int x0, y0, x1, y1;
- const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]);
- IM_ASSERT(glyph_index_in_font != 0);
- stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1);
- src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1);
- src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1);
- total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
- }
- }
-
- // We need a width for the skyline algorithm, any width!
- // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
- // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.
- const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;
- atlas->TexHeight = 0;
- if (atlas->TexDesiredWidth > 0)
- atlas->TexWidth = atlas->TexDesiredWidth;
- else
- atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512;
-
- // 5. Start packing
- // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
- const int TEX_HEIGHT_MAX = 1024 * 32;
- stbtt_pack_context spc = {};
- stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL);
- ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);
-
- // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.
- for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
- {
- ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
- if (src_tmp.GlyphsCount == 0)
- continue;
-
- stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount);
-
- // Extend texture height and mark missing glyphs as non-packed so we won't render them.
- // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)
- for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
- if (src_tmp.Rects[glyph_i].was_packed)
- atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);
- }
-
- // 7. Allocate texture
- atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
- atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
- atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight);
- memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
- spc.pixels = atlas->TexPixelsAlpha8;
- spc.height = atlas->TexHeight;
-
- // 8. Render/rasterize font characters into the texture
- for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
- {
- ImFontConfig& cfg = atlas->ConfigData[src_i];
- ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
- if (src_tmp.GlyphsCount == 0)
- continue;
-
- stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects);
-
- // Apply multiply operator
- if (cfg.RasterizerMultiply != 1.0f)
- {
- unsigned char multiply_table[256];
- ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
- stbrp_rect* r = &src_tmp.Rects[0];
- for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++)
- if (r->was_packed)
- ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1);
- }
- src_tmp.Rects = NULL;
- }
-
- // End packing
- stbtt_PackEnd(&spc);
- buf_rects.clear();
-
- // 9. Setup ImFont and glyphs for runtime
- for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
- {
- ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
- if (src_tmp.GlyphsCount == 0)
- continue;
-
- // When merging fonts with MergeMode=true:
- // - We can have multiple input fonts writing into a same destination font.
- // - dst_font->ConfigData is != from cfg which is our source configuration.
- ImFontConfig& cfg = atlas->ConfigData[src_i];
- ImFont* dst_font = cfg.DstFont;
-
- const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels);
- int unscaled_ascent, unscaled_descent, unscaled_line_gap;
- stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
-
- const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
- const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
- ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
- const float font_off_x = cfg.GlyphOffset.x;
- const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
-
- for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
- {
- // Register glyph
- const int codepoint = src_tmp.GlyphsList[glyph_i];
- const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];
- stbtt_aligned_quad q;
- float unused_x = 0.0f, unused_y = 0.0f;
- stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0);
- dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance);
- }
- }
-
- // Cleanup temporary (ImVector doesn't honor destructor)
- for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
- src_tmp_array[src_i].~ImFontBuildSrcData();
-
- ImFontAtlasBuildFinish(atlas);
- return true;
-}
-
-const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype()
-{
- static ImFontBuilderIO io;
- io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype;
- return &io;
-}
-
-#endif // IMGUI_ENABLE_STB_TRUETYPE
-
-void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
-{
- if (!font_config->MergeMode)
- {
- font->ClearOutputData();
- font->FontSize = font_config->SizePixels;
- font->ConfigData = font_config;
- font->ConfigDataCount = 0;
- font->ContainerAtlas = atlas;
- font->Ascent = ascent;
- font->Descent = descent;
- }
- font->ConfigDataCount++;
-}
-
-void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)
-{
- stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
- IM_ASSERT(pack_context != NULL);
-
- ImVector& user_rects = atlas->CustomRects;
- IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.
-
- ImVector pack_rects;
- pack_rects.resize(user_rects.Size);
- memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes());
- for (int i = 0; i < user_rects.Size; i++)
- {
- pack_rects[i].w = user_rects[i].Width;
- pack_rects[i].h = user_rects[i].Height;
- }
- stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size);
- for (int i = 0; i < pack_rects.Size; i++)
- if (pack_rects[i].was_packed)
- {
- user_rects[i].X = pack_rects[i].x;
- user_rects[i].Y = pack_rects[i].y;
- IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
- atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
- }
-}
-
-void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value)
-{
- IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
- IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
- unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth);
- for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
- for (int off_x = 0; off_x < w; off_x++)
- out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00;
-}
-
-void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value)
-{
- IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
- IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
- unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth);
- for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
- for (int off_x = 0; off_x < w; off_x++)
- out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS;
-}
-
-static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
-{
- ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors);
- IM_ASSERT(r->IsPacked());
-
- const int w = atlas->TexWidth;
- if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
- {
- // Render/copy pixels
- IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
- const int x_for_white = r->X;
- const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
- if (atlas->TexPixelsAlpha8 != NULL)
- {
- ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF);
- ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF);
- }
- else
- {
- ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE);
- ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE);
- }
- }
- else
- {
- // Render 4 white pixels
- IM_ASSERT(r->Width == 2 && r->Height == 2);
- const int offset = (int)r->X + (int)r->Y * w;
- if (atlas->TexPixelsAlpha8 != NULL)
- {
- atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
- }
- else
- {
- atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE;
- }
- }
- atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y);
-}
-
-static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
-{
- if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
- return;
-
- // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
- ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines);
- IM_ASSERT(r->IsPacked());
- for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
- {
- // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
- unsigned int y = n;
- unsigned int line_width = n;
- unsigned int pad_left = (r->Width - line_width) / 2;
- unsigned int pad_right = r->Width - (pad_left + line_width);
-
- // Write each slice
- IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels
- if (atlas->TexPixelsAlpha8 != NULL)
- {
- unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];
- for (unsigned int i = 0; i < pad_left; i++)
- *(write_ptr + i) = 0x00;
-
- for (unsigned int i = 0; i < line_width; i++)
- *(write_ptr + pad_left + i) = 0xFF;
-
- for (unsigned int i = 0; i < pad_right; i++)
- *(write_ptr + pad_left + line_width + i) = 0x00;
- }
- else
- {
- unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)];
- for (unsigned int i = 0; i < pad_left; i++)
- *(write_ptr + i) = IM_COL32_BLACK_TRANS;
-
- for (unsigned int i = 0; i < line_width; i++)
- *(write_ptr + pad_left + i) = IM_COL32_WHITE;
-
- for (unsigned int i = 0; i < pad_right; i++)
- *(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS;
- }
-
- // Calculate UVs for this line
- ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale;
- ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale;
- float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
- atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
- }
-}
-
-// Note: this is called / shared by both the stb_truetype and the FreeType builder
-void ImFontAtlasBuildInit(ImFontAtlas* atlas)
-{
- // Register texture region for mouse cursors or standard white pixels
- if (atlas->PackIdMouseCursors < 0)
- {
- if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
- atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
- else
- atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2);
- }
-
- // Register texture region for thick lines
- // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row
- if (atlas->PackIdLines < 0)
- {
- if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines))
- atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
- }
-}
-
-// This is called/shared by both the stb_truetype and the FreeType builder.
-void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
-{
- // Render into our custom data blocks
- IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL);
- ImFontAtlasBuildRenderDefaultTexData(atlas);
- ImFontAtlasBuildRenderLinesTexData(atlas);
-
- // Register custom rectangle glyphs
- for (int i = 0; i < atlas->CustomRects.Size; i++)
- {
- const ImFontAtlasCustomRect* r = &atlas->CustomRects[i];
- if (r->Font == NULL || r->GlyphID == 0)
- continue;
-
- // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH
- IM_ASSERT(r->Font->ContainerAtlas == atlas);
- ImVec2 uv0, uv1;
- atlas->CalcCustomRectUV(r, &uv0, &uv1);
- r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX);
- }
-
- // Build all fonts lookup tables
- for (int i = 0; i < atlas->Fonts.Size; i++)
- if (atlas->Fonts[i]->DirtyLookupTables)
- atlas->Fonts[i]->BuildLookupTable();
-
- // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
- // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
- // FIXME: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots.
- for (int i = 0; i < atlas->Fonts.size(); i++)
- {
- ImFont* font = atlas->Fonts[i];
- if (font->EllipsisChar != (ImWchar)-1)
- continue;
- const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 };
- for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++)
- if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists
- {
- font->EllipsisChar = ellipsis_variants[j];
- break;
- }
- }
-}
-
-// Retrieve list of range (2 int per range, values are inclusive)
-const ImWchar* ImFontAtlas::GetGlyphRangesDefault()
-{
- static const ImWchar ranges[] =
- {
- 0x0020, 0x00FF, // Basic Latin + Latin Supplement
- 0,
- };
- return &ranges[0];
-}
-
-const ImWchar* ImFontAtlas::GetGlyphRangesKorean()
-{
- static const ImWchar ranges[] =
- {
- 0x0020, 0x00FF, // Basic Latin + Latin Supplement
- 0x3131, 0x3163, // Korean alphabets
- 0xAC00, 0xD7A3, // Korean characters
- 0,
- };
- return &ranges[0];
-}
-
-const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull()
-{
- static const ImWchar ranges[] =
- {
- 0x0020, 0x00FF, // Basic Latin + Latin Supplement
- 0x2000, 0x206F, // General Punctuation
- 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
- 0x31F0, 0x31FF, // Katakana Phonetic Extensions
- 0xFF00, 0xFFEF, // Half-width characters
- 0x4e00, 0x9FAF, // CJK Ideograms
- 0,
- };
- return &ranges[0];
-}
-
-static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges)
-{
- for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2)
- {
- out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]);
- base_codepoint += accumulative_offsets[n];
- }
- out_ranges[0] = 0;
-}
-
-//-------------------------------------------------------------------------
-// [SECTION] ImFontAtlas glyph ranges helpers
-//-------------------------------------------------------------------------
-
-const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
-{
- // Store 2500 regularly used characters for Simplified Chinese.
- // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8
- // This table covers 97.97% of all characters used during the month in July, 1987.
- // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
- // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
- static const short accumulative_offsets_from_0x4E00[] =
- {
- 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2,
- 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4,
- 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1,
- 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2,
- 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6,
- 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1,
- 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3,
- 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4,
- 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12,
- 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1,
- 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23,
- 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6,
- 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6,
- 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1,
- 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5,
- 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15,
- 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6,
- 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4,
- 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5,
- 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2,
- 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16,
- 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31,
- 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7,
- 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2,
- 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13,
- 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3,
- 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4,
- 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1,
- 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3,
- 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11,
- 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9,
- 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2,
- 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3,
- 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12,
- 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8,
- 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5,
- 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1,
- 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5,
- 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6,
- 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6
- };
- static ImWchar base_ranges[] = // not zero-terminated
- {
- 0x0020, 0x00FF, // Basic Latin + Latin Supplement
- 0x2000, 0x206F, // General Punctuation
- 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
- 0x31F0, 0x31FF, // Katakana Phonetic Extensions
- 0xFF00, 0xFFEF // Half-width characters
- };
- static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };
- if (!full_ranges[0])
- {
- memcpy(full_ranges, base_ranges, sizeof(base_ranges));
- UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));
- }
- return &full_ranges[0];
-}
-
-const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
-{
- // 2999 ideograms code points for Japanese
- // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points
- // - 863 Jinmeiyo (meaning "for personal name") Kanji code points
- // - Sourced from the character information database of the Information-technology Promotion Agency, Japan
- // - https://mojikiban.ipa.go.jp/mji/
- // - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP).
- // - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en
- // - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode
- // - You can generate this code by the script at:
- // - https://github.com/vaiorabbit/everyday_use_kanji
- // - References:
- // - List of Joyo Kanji
- // - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html
- // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji
- // - List of Jinmeiyo Kanji
- // - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html
- // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji
- // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details.
- // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
- // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
- static const short accumulative_offsets_from_0x4E00[] =
- {
- 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1,
- 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3,
- 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8,
- 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5,
- 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1,
- 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30,
- 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3,
- 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4,
- 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14,
- 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1,
- 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1,
- 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1,
- 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1,
- 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2,
- 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7,
- 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5,
- 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1,
- 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7,
- 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2,
- 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5,
- 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6,
- 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2,
- 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16,
- 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11,
- 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18,
- 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9,
- 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3,
- 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6,
- 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1,
- 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8,
- 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1,
- 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10,
- 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5,
- 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2,
- 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5,
- 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1,
- 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5,
- 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4,
- 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7,
- 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5,
- 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13,
- 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21,
- 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1,
- 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38,
- 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4,
- 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4,
- 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,
- 3,2,1,1,1,1,2,1,1,
- };
- static ImWchar base_ranges[] = // not zero-terminated
- {
- 0x0020, 0x00FF, // Basic Latin + Latin Supplement
- 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
- 0x31F0, 0x31FF, // Katakana Phonetic Extensions
- 0xFF00, 0xFFEF // Half-width characters
- };
- static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };
- if (!full_ranges[0])
- {
- memcpy(full_ranges, base_ranges, sizeof(base_ranges));
- UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));
- }
- return &full_ranges[0];
-}
-
-const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic()
-{
- static const ImWchar ranges[] =
- {
- 0x0020, 0x00FF, // Basic Latin + Latin Supplement
- 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement
- 0x2DE0, 0x2DFF, // Cyrillic Extended-A
- 0xA640, 0xA69F, // Cyrillic Extended-B
- 0,
- };
- return &ranges[0];
-}
-
-const ImWchar* ImFontAtlas::GetGlyphRangesThai()
-{
- static const ImWchar ranges[] =
- {
- 0x0020, 0x00FF, // Basic Latin
- 0x2010, 0x205E, // Punctuations
- 0x0E00, 0x0E7F, // Thai
- 0,
- };
- return &ranges[0];
-}
-
-const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese()
-{
- static const ImWchar ranges[] =
- {
- 0x0020, 0x00FF, // Basic Latin
- 0x0102, 0x0103,
- 0x0110, 0x0111,
- 0x0128, 0x0129,
- 0x0168, 0x0169,
- 0x01A0, 0x01A1,
- 0x01AF, 0x01B0,
- 0x1EA0, 0x1EF9,
- 0,
- };
- return &ranges[0];
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImFontGlyphRangesBuilder
-//-----------------------------------------------------------------------------
-
-void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
-{
- while (text_end ? (text < text_end) : *text)
- {
- unsigned int c = 0;
- int c_len = ImTextCharFromUtf8(&c, text, text_end);
- text += c_len;
- if (c_len == 0)
- break;
- AddChar((ImWchar)c);
- }
-}
-
-void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
-{
- for (; ranges[0]; ranges += 2)
- for (ImWchar c = ranges[0]; c <= ranges[1]; c++)
- AddChar(c);
-}
-
-void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges)
-{
- const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;
- for (int n = 0; n <= max_codepoint; n++)
- if (GetBit(n))
- {
- out_ranges->push_back((ImWchar)n);
- while (n < max_codepoint && GetBit(n + 1))
- n++;
- out_ranges->push_back((ImWchar)n);
- }
- out_ranges->push_back(0);
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImFont
-//-----------------------------------------------------------------------------
-
-ImFont::ImFont()
-{
- FontSize = 0.0f;
- FallbackAdvanceX = 0.0f;
- FallbackChar = (ImWchar)'?';
- EllipsisChar = (ImWchar)-1;
- FallbackGlyph = NULL;
- ContainerAtlas = NULL;
- ConfigData = NULL;
- ConfigDataCount = 0;
- DirtyLookupTables = false;
- Scale = 1.0f;
- Ascent = Descent = 0.0f;
- MetricsTotalSurface = 0;
- memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
-}
-
-ImFont::~ImFont()
-{
- ClearOutputData();
-}
-
-void ImFont::ClearOutputData()
-{
- FontSize = 0.0f;
- FallbackAdvanceX = 0.0f;
- Glyphs.clear();
- IndexAdvanceX.clear();
- IndexLookup.clear();
- FallbackGlyph = NULL;
- ContainerAtlas = NULL;
- DirtyLookupTables = true;
- Ascent = Descent = 0.0f;
- MetricsTotalSurface = 0;
-}
-
-void ImFont::BuildLookupTable()
-{
- int max_codepoint = 0;
- for (int i = 0; i != Glyphs.Size; i++)
- max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
-
- // Build lookup table
- IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
- IndexAdvanceX.clear();
- IndexLookup.clear();
- DirtyLookupTables = false;
- memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
- GrowIndex(max_codepoint + 1);
- for (int i = 0; i < Glyphs.Size; i++)
- {
- int codepoint = (int)Glyphs[i].Codepoint;
- IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;
- IndexLookup[codepoint] = (ImWchar)i;
-
- // Mark 4K page as used
- const int page_n = codepoint / 4096;
- Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
- }
-
- // Create a glyph to handle TAB
- // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
- if (FindGlyph((ImWchar)' '))
- {
- if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky)
- Glyphs.resize(Glyphs.Size + 1);
- ImFontGlyph& tab_glyph = Glyphs.back();
- tab_glyph = *FindGlyph((ImWchar)' ');
- tab_glyph.Codepoint = '\t';
- tab_glyph.AdvanceX *= IM_TABSIZE;
- IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;
- IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1);
- }
-
- // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons)
- SetGlyphVisible((ImWchar)' ', false);
- SetGlyphVisible((ImWchar)'\t', false);
-
- // Setup fall-backs
- FallbackGlyph = FindGlyphNoFallback(FallbackChar);
- FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f;
- for (int i = 0; i < max_codepoint + 1; i++)
- if (IndexAdvanceX[i] < 0.0f)
- IndexAdvanceX[i] = FallbackAdvanceX;
-}
-
-// API is designed this way to avoid exposing the 4K page size
-// e.g. use with IsGlyphRangeUnused(0, 255)
-bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)
-{
- unsigned int page_begin = (c_begin / 4096);
- unsigned int page_last = (c_last / 4096);
- for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)
- if ((page_n >> 3) < sizeof(Used4kPagesMap))
- if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7)))
- return false;
- return true;
-}
-
-void ImFont::SetGlyphVisible(ImWchar c, bool visible)
-{
- if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))
- glyph->Visible = visible ? 1 : 0;
-}
-
-void ImFont::SetFallbackChar(ImWchar c)
-{
- FallbackChar = c;
- BuildLookupTable();
-}
-
-void ImFont::GrowIndex(int new_size)
-{
- IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);
- if (new_size <= IndexLookup.Size)
- return;
- IndexAdvanceX.resize(new_size, -1.0f);
- IndexLookup.resize(new_size, (ImWchar)-1);
-}
-
-// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
-// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
-// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font.
-void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
-{
- if (cfg != NULL)
- {
- // Clamp & recenter if needed
- const float advance_x_original = advance_x;
- advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);
- if (advance_x != advance_x_original)
- {
- float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
- x0 += char_off_x;
- x1 += char_off_x;
- }
-
- // Snap to pixel
- if (cfg->PixelSnapH)
- advance_x = IM_ROUND(advance_x);
-
- // Bake spacing
- advance_x += cfg->GlyphExtraSpacing.x;
- }
-
- Glyphs.resize(Glyphs.Size + 1);
- ImFontGlyph& glyph = Glyphs.back();
- glyph.Codepoint = (unsigned int)codepoint;
- glyph.Visible = (x0 != x1) && (y0 != y1);
- glyph.Colored = false;
- glyph.X0 = x0;
- glyph.Y0 = y0;
- glyph.X1 = x1;
- glyph.Y1 = y1;
- glyph.U0 = u0;
- glyph.V0 = v0;
- glyph.U1 = u1;
- glyph.V1 = v1;
- glyph.AdvanceX = advance_x;
-
- // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
- // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling.
- float pad = ContainerAtlas->TexGlyphPadding + 0.99f;
- DirtyLookupTables = true;
- MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad);
-}
-
-void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
-{
- IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
- unsigned int index_size = (unsigned int)IndexLookup.Size;
-
- if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists
- return;
- if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op
- return;
-
- GrowIndex(dst + 1);
- IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1;
- IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;
-}
-
-const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
-{
- if (c >= (size_t)IndexLookup.Size)
- return FallbackGlyph;
- const ImWchar i = IndexLookup.Data[c];
- if (i == (ImWchar)-1)
- return FallbackGlyph;
- return &Glyphs.Data[i];
-}
-
-const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
-{
- if (c >= (size_t)IndexLookup.Size)
- return NULL;
- const ImWchar i = IndexLookup.Data[c];
- if (i == (ImWchar)-1)
- return NULL;
- return &Glyphs.Data[i];
-}
-
-const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
-{
- // Simple word-wrapping for English, not full-featured. Please submit failing cases!
- // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
-
- // For references, possible wrap point marked with ^
- // "aaa bbb, ccc,ddd. eee fff. ggg!"
- // ^ ^ ^ ^ ^__ ^ ^
-
- // List of hardcoded separators: .,;!?'"
-
- // Skip extra blanks after a line returns (that includes not counting them in width computation)
- // e.g. "Hello world" --> "Hello" "World"
-
- // Cut words that cannot possibly fit within one line.
- // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
-
- float line_width = 0.0f;
- float word_width = 0.0f;
- float blank_width = 0.0f;
- wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters
-
- const char* word_end = text;
- const char* prev_word_end = NULL;
- bool inside_word = true;
-
- const char* s = text;
- while (s < text_end)
- {
- unsigned int c = (unsigned int)*s;
- const char* next_s;
- if (c < 0x80)
- next_s = s + 1;
- else
- next_s = s + ImTextCharFromUtf8(&c, s, text_end);
- if (c == 0)
- break;
-
- if (c < 32)
- {
- if (c == '\n')
- {
- line_width = word_width = blank_width = 0.0f;
- inside_word = true;
- s = next_s;
- continue;
- }
- if (c == '\r')
- {
- s = next_s;
- continue;
- }
- }
-
- const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX);
- if (ImCharIsBlankW(c))
- {
- if (inside_word)
- {
- line_width += blank_width;
- blank_width = 0.0f;
- word_end = s;
- }
- blank_width += char_width;
- inside_word = false;
- }
- else
- {
- word_width += char_width;
- if (inside_word)
- {
- word_end = next_s;
- }
- else
- {
- prev_word_end = word_end;
- line_width += word_width + blank_width;
- word_width = blank_width = 0.0f;
- }
-
- // Allow wrapping after punctuation.
- inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"');
- }
-
- // We ignore blank width at the end of the line (they can be skipped)
- if (line_width + word_width > wrap_width)
- {
- // Words that cannot possibly fit within an entire line will be cut anywhere.
- if (word_width < wrap_width)
- s = prev_word_end ? prev_word_end : word_end;
- break;
- }
-
- s = next_s;
- }
-
- return s;
-}
-
-ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const
-{
- if (!text_end)
- text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
-
- const float line_height = size;
- const float scale = size / FontSize;
-
- ImVec2 text_size = ImVec2(0, 0);
- float line_width = 0.0f;
-
- const bool word_wrap_enabled = (wrap_width > 0.0f);
- const char* word_wrap_eol = NULL;
-
- const char* s = text_begin;
- while (s < text_end)
- {
- if (word_wrap_enabled)
- {
- // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
- if (!word_wrap_eol)
- {
- word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
- if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
- word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
- }
-
- if (s >= word_wrap_eol)
- {
- if (text_size.x < line_width)
- text_size.x = line_width;
- text_size.y += line_height;
- line_width = 0.0f;
- word_wrap_eol = NULL;
-
- // Wrapping skips upcoming blanks
- while (s < text_end)
- {
- const char c = *s;
- if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
- }
- continue;
- }
- }
-
- // Decode and advance source
- const char* prev_s = s;
- unsigned int c = (unsigned int)*s;
- if (c < 0x80)
- {
- s += 1;
- }
- else
- {
- s += ImTextCharFromUtf8(&c, s, text_end);
- if (c == 0) // Malformed UTF-8?
- break;
- }
-
- if (c < 32)
- {
- if (c == '\n')
- {
- text_size.x = ImMax(text_size.x, line_width);
- text_size.y += line_height;
- line_width = 0.0f;
- continue;
- }
- if (c == '\r')
- continue;
- }
-
- const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale;
- if (line_width + char_width >= max_width)
- {
- s = prev_s;
- break;
- }
-
- line_width += char_width;
- }
-
- if (text_size.x < line_width)
- text_size.x = line_width;
-
- if (line_width > 0 || text_size.y == 0.0f)
- text_size.y += line_height;
-
- if (remaining)
- *remaining = s;
-
- return text_size;
-}
-
-void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
-{
- const ImFontGlyph* glyph = FindGlyph(c);
- if (!glyph || !glyph->Visible)
- return;
- if (glyph->Colored)
- col |= ~IM_COL32_A_MASK;
- float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
- pos.x = IM_FLOOR(pos.x);
- pos.y = IM_FLOOR(pos.y);
- draw_list->PrimReserve(6, 4);
- draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
-}
-
-void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
-{
- if (!text_end)
- text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
-
- // Align to be pixel perfect
- pos.x = IM_FLOOR(pos.x);
- pos.y = IM_FLOOR(pos.y);
- float x = pos.x;
- float y = pos.y;
- if (y > clip_rect.w)
- return;
-
- const float scale = size / FontSize;
- const float line_height = FontSize * scale;
- const bool word_wrap_enabled = (wrap_width > 0.0f);
- const char* word_wrap_eol = NULL;
-
- // Fast-forward to first visible line
- const char* s = text_begin;
- if (y + line_height < clip_rect.y && !word_wrap_enabled)
- while (y + line_height < clip_rect.y && s < text_end)
- {
- s = (const char*)memchr(s, '\n', text_end - s);
- s = s ? s + 1 : text_end;
- y += line_height;
- }
-
- // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve()
- // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm)
- if (text_end - s > 10000 && !word_wrap_enabled)
- {
- const char* s_end = s;
- float y_end = y;
- while (y_end < clip_rect.w && s_end < text_end)
- {
- s_end = (const char*)memchr(s_end, '\n', text_end - s_end);
- s_end = s_end ? s_end + 1 : text_end;
- y_end += line_height;
- }
- text_end = s_end;
- }
- if (s == text_end)
- return;
-
- // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)
- const int vtx_count_max = (int)(text_end - s) * 4;
- const int idx_count_max = (int)(text_end - s) * 6;
- const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;
- draw_list->PrimReserve(idx_count_max, vtx_count_max);
-
- ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
- ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
- unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
-
- const ImU32 col_untinted = col | ~IM_COL32_A_MASK;
-
- while (s < text_end)
- {
- if (word_wrap_enabled)
- {
- // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
- if (!word_wrap_eol)
- {
- word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));
- if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
- word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
- }
-
- if (s >= word_wrap_eol)
- {
- x = pos.x;
- y += line_height;
- word_wrap_eol = NULL;
-
- // Wrapping skips upcoming blanks
- while (s < text_end)
- {
- const char c = *s;
- if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
- }
- continue;
- }
- }
-
- // Decode and advance source
- unsigned int c = (unsigned int)*s;
- if (c < 0x80)
- {
- s += 1;
- }
- else
- {
- s += ImTextCharFromUtf8(&c, s, text_end);
- if (c == 0) // Malformed UTF-8?
- break;
- }
-
- if (c < 32)
- {
- if (c == '\n')
- {
- x = pos.x;
- y += line_height;
- if (y > clip_rect.w)
- break; // break out of main loop
- continue;
- }
- if (c == '\r')
- continue;
- }
-
- const ImFontGlyph* glyph = FindGlyph((ImWchar)c);
- if (glyph == NULL)
- continue;
-
- float char_width = glyph->AdvanceX * scale;
- if (glyph->Visible)
- {
- // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
- float x1 = x + glyph->X0 * scale;
- float x2 = x + glyph->X1 * scale;
- float y1 = y + glyph->Y0 * scale;
- float y2 = y + glyph->Y1 * scale;
- if (x1 <= clip_rect.z && x2 >= clip_rect.x)
- {
- // Render a character
- float u1 = glyph->U0;
- float v1 = glyph->V0;
- float u2 = glyph->U1;
- float v2 = glyph->V1;
-
- // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
- if (cpu_fine_clip)
- {
- if (x1 < clip_rect.x)
- {
- u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
- x1 = clip_rect.x;
- }
- if (y1 < clip_rect.y)
- {
- v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
- y1 = clip_rect.y;
- }
- if (x2 > clip_rect.z)
- {
- u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
- x2 = clip_rect.z;
- }
- if (y2 > clip_rect.w)
- {
- v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
- y2 = clip_rect.w;
- }
- if (y1 >= y2)
- {
- x += char_width;
- continue;
- }
- }
-
- // Support for untinted glyphs
- ImU32 glyph_col = glyph->Colored ? col_untinted : col;
-
- // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
- {
- idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
- idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
- vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
- vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
- vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
- vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
- vtx_write += 4;
- vtx_current_idx += 4;
- idx_write += 6;
- }
- }
- }
- x += char_width;
- }
-
- // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
- draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
- draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);
- draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
- draw_list->_VtxWritePtr = vtx_write;
- draw_list->_IdxWritePtr = idx_write;
- draw_list->_VtxCurrentIdx = vtx_current_idx;
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImGui Internal Render Helpers
-//-----------------------------------------------------------------------------
-// Vaguely redesigned to stop accessing ImGui global state:
-// - RenderArrow()
-// - RenderBullet()
-// - RenderCheckMark()
-// - RenderMouseCursor()
-// - RenderArrowPointingAt()
-// - RenderRectFilledRangeH()
-//-----------------------------------------------------------------------------
-// Function in need of a redesign (legacy mess)
-// - RenderColorRectWithAlphaCheckerboard()
-//-----------------------------------------------------------------------------
-
-// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
-void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)
-{
- const float h = draw_list->_Data->FontSize * 1.00f;
- float r = h * 0.40f * scale;
- ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);
-
- ImVec2 a, b, c;
- switch (dir)
- {
- case ImGuiDir_Up:
- case ImGuiDir_Down:
- if (dir == ImGuiDir_Up) r = -r;
- a = ImVec2(+0.000f, +0.750f) * r;
- b = ImVec2(-0.866f, -0.750f) * r;
- c = ImVec2(+0.866f, -0.750f) * r;
- break;
- case ImGuiDir_Left:
- case ImGuiDir_Right:
- if (dir == ImGuiDir_Left) r = -r;
- a = ImVec2(+0.750f, +0.000f) * r;
- b = ImVec2(-0.750f, +0.866f) * r;
- c = ImVec2(-0.750f, -0.866f) * r;
- break;
- case ImGuiDir_None:
- case ImGuiDir_COUNT:
- IM_ASSERT(0);
- break;
- }
- draw_list->AddTriangleFilled(center + a, center + b, center + c, col);
-}
-
-void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
-{
- draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);
-}
-
-void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz)
-{
- float thickness = ImMax(sz / 5.0f, 1.0f);
- sz -= thickness * 0.5f;
- pos += ImVec2(thickness * 0.25f, thickness * 0.25f);
-
- float third = sz / 3.0f;
- float bx = pos.x + third;
- float by = pos.y + sz - third * 0.5f;
- draw_list->PathLineTo(ImVec2(bx - third, by - third));
- draw_list->PathLineTo(ImVec2(bx, by));
- draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));
- draw_list->PathStroke(col, 0, thickness);
-}
-
-void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
-{
- if (mouse_cursor == ImGuiMouseCursor_None)
- return;
- IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
-
- ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
- ImVec2 offset, size, uv[4];
- if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
- {
- pos -= offset;
- const ImTextureID tex_id = font_atlas->TexID;
- draw_list->PushTextureID(tex_id);
- draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
- draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
- draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
- draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
- draw_list->PopTextureID();
- }
-}
-
-// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
-void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
-{
- switch (direction)
- {
- case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
- case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
- case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
- case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
- case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
- }
-}
-
-static inline float ImAcos01(float x)
-{
- if (x <= 0.0f) return IM_PI * 0.5f;
- if (x >= 1.0f) return 0.0f;
- return ImAcos(x);
- //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do.
-}
-
-// FIXME: Cleanup and move code to ImDrawList.
-void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding)
-{
- if (x_end_norm == x_start_norm)
- return;
- if (x_start_norm > x_end_norm)
- ImSwap(x_start_norm, x_end_norm);
-
- ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y);
- ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y);
- if (rounding == 0.0f)
- {
- draw_list->AddRectFilled(p0, p1, col, 0.0f);
- return;
- }
-
- rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding);
- const float inv_rounding = 1.0f / rounding;
- const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);
- const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);
- const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return.
- const float x0 = ImMax(p0.x, rect.Min.x + rounding);
- if (arc0_b == arc0_e)
- {
- draw_list->PathLineTo(ImVec2(x0, p1.y));
- draw_list->PathLineTo(ImVec2(x0, p0.y));
- }
- else if (arc0_b == 0.0f && arc0_e == half_pi)
- {
- draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL
- draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR
- }
- else
- {
- draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL
- draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR
- }
- if (p1.x > rect.Min.x + rounding)
- {
- const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding);
- const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding);
- const float x1 = ImMin(p1.x, rect.Max.x - rounding);
- if (arc1_b == arc1_e)
- {
- draw_list->PathLineTo(ImVec2(x1, p0.y));
- draw_list->PathLineTo(ImVec2(x1, p1.y));
- }
- else if (arc1_b == 0.0f && arc1_e == half_pi)
- {
- draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR
- draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR
- }
- else
- {
- draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR
- draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR
- }
- }
- draw_list->PathFillConvex(col);
-}
-
-void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding)
-{
- const bool fill_L = (inner.Min.x > outer.Min.x);
- const bool fill_R = (inner.Max.x < outer.Max.x);
- const bool fill_U = (inner.Min.y > outer.Min.y);
- const bool fill_D = (inner.Max.y < outer.Max.y);
- if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopLeft) | (fill_D ? 0 : ImDrawCornerFlags_BotLeft));
- if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopRight) | (fill_D ? 0 : ImDrawCornerFlags_BotRight));
- if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_TopLeft) | (fill_R ? 0 : ImDrawCornerFlags_TopRight));
- if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_BotLeft) | (fill_R ? 0 : ImDrawCornerFlags_BotRight));
- if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopLeft);
- if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopRight);
- if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotLeft);
- if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotRight);
-}
-
-// Helper for ColorPicker4()
-// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
-// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
-// FIXME: uses ImGui::GetColorU32
-void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags)
-{
- if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
- {
- ImU32 col_bg1 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));
- ImU32 col_bg2 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));
- draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags);
-
- int yi = 0;
- for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
- {
- float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
- if (y2 <= y1)
- continue;
- for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
- {
- float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
- if (x2 <= x1)
- continue;
- int rounding_corners_flags_cell = 0;
- if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; }
- if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; }
- rounding_corners_flags_cell &= rounding_corners_flags;
- draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell);
- }
- }
- }
- else
- {
- draw_list->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags);
- }
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Decompression code
-//-----------------------------------------------------------------------------
-// Compressed with stb_compress() then converted to a C array and encoded as base85.
-// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
-// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
-// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
-//-----------------------------------------------------------------------------
-
-static unsigned int stb_decompress_length(const unsigned char *input)
-{
- return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];
-}
-
-static unsigned char *stb__barrier_out_e, *stb__barrier_out_b;
-static const unsigned char *stb__barrier_in_b;
-static unsigned char *stb__dout;
-static void stb__match(const unsigned char *data, unsigned int length)
-{
- // INVERSE of memmove... write each byte before copying the next...
- IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
- if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
- if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; }
- while (length--) *stb__dout++ = *data++;
-}
-
-static void stb__lit(const unsigned char *data, unsigned int length)
-{
- IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
- if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
- if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; }
- memcpy(stb__dout, data, length);
- stb__dout += length;
-}
-
-#define stb__in2(x) ((i[x] << 8) + i[(x)+1])
-#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1))
-#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1))
-
-static const unsigned char *stb_decompress_token(const unsigned char *i)
-{
- if (*i >= 0x20) { // use fewer if's for cases that expand small
- if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2;
- else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3;
- else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1);
- } else { // more ifs for cases that expand large, since overhead is amortized
- if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4;
- else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5;
- else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1);
- else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1);
- else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5;
- else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6;
- }
- return i;
-}
-
-static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen)
-{
- const unsigned long ADLER_MOD = 65521;
- unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
- unsigned long blocklen = buflen % 5552;
-
- unsigned long i;
- while (buflen) {
- for (i=0; i + 7 < blocklen; i += 8) {
- s1 += buffer[0], s2 += s1;
- s1 += buffer[1], s2 += s1;
- s1 += buffer[2], s2 += s1;
- s1 += buffer[3], s2 += s1;
- s1 += buffer[4], s2 += s1;
- s1 += buffer[5], s2 += s1;
- s1 += buffer[6], s2 += s1;
- s1 += buffer[7], s2 += s1;
-
- buffer += 8;
- }
-
- for (; i < blocklen; ++i)
- s1 += *buffer++, s2 += s1;
-
- s1 %= ADLER_MOD, s2 %= ADLER_MOD;
- buflen -= blocklen;
- blocklen = 5552;
- }
- return (unsigned int)(s2 << 16) + (unsigned int)s1;
-}
-
-static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/)
-{
- if (stb__in4(0) != 0x57bC0000) return 0;
- if (stb__in4(4) != 0) return 0; // error! stream is > 4GB
- const unsigned int olen = stb_decompress_length(i);
- stb__barrier_in_b = i;
- stb__barrier_out_e = output + olen;
- stb__barrier_out_b = output;
- i += 16;
-
- stb__dout = output;
- for (;;) {
- const unsigned char *old_i = i;
- i = stb_decompress_token(i);
- if (i == old_i) {
- if (*i == 0x05 && i[1] == 0xfa) {
- IM_ASSERT(stb__dout == output + olen);
- if (stb__dout != output + olen) return 0;
- if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2))
- return 0;
- return olen;
- } else {
- IM_ASSERT(0); /* NOTREACHED */
- return 0;
- }
- }
- IM_ASSERT(stb__dout <= output + olen);
- if (stb__dout > output + olen)
- return 0;
- }
-}
-
-//-----------------------------------------------------------------------------
-// [SECTION] Default font data (ProggyClean.ttf)
-//-----------------------------------------------------------------------------
-// ProggyClean.ttf
-// Copyright (c) 2004, 2005 Tristan Grimmer
-// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip)
-// Download and more information at http://upperbounds.net
-//-----------------------------------------------------------------------------
-// File: 'ProggyClean.ttf' (41208 bytes)
-// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding).
-// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
-//-----------------------------------------------------------------------------
-static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] =
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- "/QHC#3^ZC#7jmC#;v)D#?,)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP"
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- "O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#";
-
-static const char* GetDefaultCompressedFontDataTTFBase85()
-{
- return proggy_clean_ttf_compressed_data_base85;
-}
-
-#endif // #ifndef IMGUI_DISABLE
diff --git a/demos/DemoImGui/imgui_internal.h b/demos/DemoImGui/imgui_internal.h
deleted file mode 100644
index 434c6b9..0000000
--- a/demos/DemoImGui/imgui_internal.h
+++ /dev/null
@@ -1,2597 +0,0 @@
-#define WINUSERAPI
-#define _KERNEL32_
-#define _ACRTIMP
-#define _NTSYSTEM_
-#define _GDI32_
-
-// dear imgui, v1.82 WIP
-// (internal structures/api)
-
-// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
-// Set:
-// #define IMGUI_DEFINE_MATH_OPERATORS
-// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
-
-/*
-
-Index of this file:
-
-// [SECTION] Header mess
-// [SECTION] Forward declarations
-// [SECTION] Context pointer
-// [SECTION] STB libraries includes
-// [SECTION] Macros
-// [SECTION] Generic helpers
-// [SECTION] ImDrawList support
-// [SECTION] Widgets support: flags, enums, data structures
-// [SECTION] Columns support
-// [SECTION] Multi-select support
-// [SECTION] Docking support
-// [SECTION] Viewport support
-// [SECTION] Settings support
-// [SECTION] Metrics, Debug
-// [SECTION] Generic context hooks
-// [SECTION] ImGuiContext (main imgui context)
-// [SECTION] ImGuiWindowTempData, ImGuiWindow
-// [SECTION] Tab bar, Tab item support
-// [SECTION] Table support
-// [SECTION] ImGui internal API
-// [SECTION] ImFontAtlas internal API
-// [SECTION] Test Engine specific hooks (imgui_test_engine)
-
-*/
-
-#pragma once
-#ifndef IMGUI_DISABLE
-
-//-----------------------------------------------------------------------------
-// [SECTION] Header mess
-//-----------------------------------------------------------------------------
-
-#ifndef IMGUI_VERSION
-#error Must include imgui.h before imgui_internal.h
-#endif
-
-#include // FILE*, sscanf
-#include // NULL, malloc, free, qsort, atoi, atof
-#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
-#include // INT_MIN, INT_MAX
-
-// Visual Studio warnings
-#ifdef _MSC_VER
-#pragma warning (push)
-#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
-#endif
-
-// Clang/GCC warnings with -Weverything
-#if defined(__clang__)
-#pragma clang diagnostic push
-#if __has_warning("-Wunknown-warning-option")
-#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
-#endif
-#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
-#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
-#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
-#pragma clang diagnostic ignored "-Wold-style-cast"
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
-#pragma clang diagnostic ignored "-Wdouble-promotion"
-#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
-#elif defined(__GNUC__)
-#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
-#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
-#endif
-
-// Legacy defines
-#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74
-#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
-#endif
-#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74
-#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
-#endif
-
-// Enable stb_truetype by default unless FreeType is enabled.
-// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together.
-#ifndef IMGUI_ENABLE_FREETYPE
-#define IMGUI_ENABLE_STB_TRUETYPE
-#endif
-
-//-----------------------------------------------------------------------------
-// [SECTION] Forward declarations
-//-----------------------------------------------------------------------------
-
-struct ImBitVector; // Store 1-bit per value
-struct ImRect; // An axis-aligned rectangle (2 points)
-struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
-struct ImDrawListSharedData; // Data shared between all ImDrawList instances
-struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
-struct ImGuiContext; // Main Dear ImGui context
-struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine
-struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
-struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
-struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
-struct ImGuiLastItemDataBackup; // Backup and restore IsItemHovered() internal data
-struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
-struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result
-struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
-struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
-struct ImGuiNextItemData; // Storage for SetNextItem** functions
-struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api
-struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api
-struct ImGuiPopupData; // Storage for current popup stack
-struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
-struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting
-struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
-struct ImGuiTabBar; // Storage for a tab bar
-struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
-struct ImGuiTable; // Storage for a table
-struct ImGuiTableColumn; // Storage for one column of a table
-struct ImGuiTableSettings; // Storage for a table .ini settings
-struct ImGuiTableColumnsSettings; // Storage for a column .ini settings
-struct ImGuiWindow; // Storage for one window
-struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame)
-struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
-
-// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
-typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
-typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
-typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
-typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
-typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
-typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d()
-typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests
-typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions
-typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions
-typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx()
-typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
-typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx()
-
-typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...);
-
-//-----------------------------------------------------------------------------
-// [SECTION] Context pointer
-// See implementation of this variable in imgui.cpp for comments and details.
-//-----------------------------------------------------------------------------
-
-#ifndef GImGui
-extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
-#endif
-
-//-------------------------------------------------------------------------
-// [SECTION] STB libraries includes
-//-------------------------------------------------------------------------
-
-namespace ImStb
-{
-
-#undef STB_TEXTEDIT_STRING
-#undef STB_TEXTEDIT_CHARTYPE
-#define STB_TEXTEDIT_STRING ImGuiInputTextState
-#define STB_TEXTEDIT_CHARTYPE ImWchar
-#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f)
-#define STB_TEXTEDIT_UNDOSTATECOUNT 99
-#define STB_TEXTEDIT_UNDOCHARCOUNT 999
-#include "imstb_textedit.h"
-
-} // namespace ImStb
-
-//-----------------------------------------------------------------------------
-// [SECTION] Macros
-//-----------------------------------------------------------------------------
-
-// Debug Logging
-#ifndef IMGUI_DEBUG_LOG
-#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
-#endif
-
-// Debug Logging for selected systems. Remove the '((void)0) //' to enable.
-//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log
-//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log
-#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log
-#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log
-
-// Static Asserts
-#if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100)
-#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
-#else
-#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
-#endif
-
-// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much.
-// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code.
-//#define IMGUI_DEBUG_PARANOID
-#ifdef IMGUI_DEBUG_PARANOID
-#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR)
-#else
-#define IM_ASSERT_PARANOID(_EXPR)
-#endif
-
-// Error handling
-// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults.
-#ifndef IM_ASSERT_USER_ERROR
-#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error
-#endif
-
-// Misc Macros
-#define IM_PI 3.14159265358979323846f
-#ifdef _WIN32
-#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)
-#else
-#define IM_NEWLINE "\n"
-#endif
-#define IM_TABSIZE (4)
-#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
-#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
-#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
-#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds
-#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //
-
-// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
-#ifdef _MSC_VER
-#define IMGUI_CDECL __cdecl
-#else
-#define IMGUI_CDECL
-#endif
-
-// Debug Tools
-// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item.
-#ifndef IM_DEBUG_BREAK
-#if defined(__clang__)
-#define IM_DEBUG_BREAK() __builtin_debugtrap()
-#elif defined (_MSC_VER)
-#define IM_DEBUG_BREAK() __debugbreak()
-#else
-#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger!
-#endif
-#endif // #ifndef IM_DEBUG_BREAK
-
-//-----------------------------------------------------------------------------
-// [SECTION] Generic helpers
-// Note that the ImXXX helpers functions are lower-level than ImGui functions.
-// ImGui functions or the ImGui context are never called/used from other ImXXX functions.
-//-----------------------------------------------------------------------------
-// - Helpers: Hashing
-// - Helpers: Sorting
-// - Helpers: Bit manipulation
-// - Helpers: String, Formatting
-// - Helpers: UTF-8 <> wchar conversions
-// - Helpers: ImVec2/ImVec4 operators
-// - Helpers: Maths
-// - Helpers: Geometry
-// - Helper: ImVec1
-// - Helper: ImVec2ih
-// - Helper: ImRect
-// - Helper: ImBitArray
-// - Helper: ImBitVector
-// - Helper: ImSpan<>, ImSpanAllocator<>
-// - Helper: ImPool<>
-// - Helper: ImChunkStream<>
-//-----------------------------------------------------------------------------
-
-// Helpers: Hashing
-IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
-IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68]
-#endif
-
-// Helpers: Sorting
-#define ImQsort qsort
-
-// Helpers: Color Blending
-IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b);
-
-// Helpers: Bit manipulation
-static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
-static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; }
-static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
-
-// Helpers: String, Formatting
-IMGUI_API int ImStricmp(const char* str1, const char* str2);
-IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count);
-IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count);
-IMGUI_API char* ImStrdup(const char* str);
-IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str);
-IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c);
-IMGUI_API int ImStrlenW(const ImWchar* str);
-IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line
-IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
-IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
-IMGUI_API void ImStrTrimBlanks(char* str);
-IMGUI_API const char* ImStrSkipBlank(const char* str);
-IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);
-IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);
-IMGUI_API const char* ImParseFormatFindStart(const char* format);
-IMGUI_API const char* ImParseFormatFindEnd(const char* format);
-IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);
-IMGUI_API int ImParseFormatPrecision(const char* format, int default_value);
-static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
-static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
-
-// Helpers: UTF-8 <> wchar conversions
-IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
-IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count
-IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count
-IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
-IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8
-IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8
-
-// Helpers: ImVec2/ImVec4 operators
-// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.)
-// We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself.
-#ifdef IMGUI_DEFINE_MATH_OPERATORS
-static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
-static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
-static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
-static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
-static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
-static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
-static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
-static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
-static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
-static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
-static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
-static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
-static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
-static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
-static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
-#endif
-
-// Helpers: File System
-#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
-#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
-typedef void* ImFileHandle;
-static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; }
-static inline bool ImFileClose(ImFileHandle) { return false; }
-static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; }
-static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; }
-static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; }
-#endif
-#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
-typedef FILE* ImFileHandle;
-IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode);
-IMGUI_API bool ImFileClose(ImFileHandle file);
-IMGUI_API ImU64 ImFileGetSize(ImFileHandle file);
-IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file);
-IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file);
-#else
-#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions
-#endif
-IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0);
-
-// Helpers: Maths
-// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)
-#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
-#define ImFabs(X) fabsf(X)
-#define ImSqrt(X) sqrtf(X)
-#define ImFmod(X, Y) fmodf((X), (Y))
-#define ImCos(X) cosf(X)
-#define ImSin(X) sinf(X)
-#define ImAcos(X) acosf(X)
-#define ImAtan2(Y, X) atan2f((Y), (X))
-#define ImAtof(STR) atof(STR)
-#define ImFloorStd(X) floorf(X) // We already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by e.g. stb_truetype)
-#define ImCeil(X) ceilf(X)
-static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision
-static inline double ImPow(double x, double y) { return pow(x, y); }
-static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision
-static inline double ImLog(double x) { return log(x); }
-static inline float ImAbs(float x) { return fabsf(x); }
-static inline double ImAbs(double x) { return fabs(x); }
-static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument
-static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); }
-#endif
-// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double
-// (Exceptionally using templates here but we could also redefine them for those types)
-template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; }
-template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; }
-template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
-template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); }
-template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; }
-template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }
-template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }
-// - Misc maths helpers
-static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }
-static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }
-static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); }
-static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); }
-static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
-static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); }
-static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
-static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }
-static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
-static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; }
-static inline float ImFloor(float f) { return (float)(int)(f); }
-static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
-static inline int ImModPositive(int a, int b) { return (a + b) % b; }
-static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
-static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
-static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
-static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
-
-// Helpers: Geometry
-IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t);
-IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments
-IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
-IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t);
-IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
-IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
-IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
-IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
-inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; }
-IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy);
-
-// Helper: ImVec1 (1D vector)
-// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
-struct ImVec1
-{
- float x;
- ImVec1() { x = 0.0f; }
- ImVec1(float _x) { x = _x; }
-};
-
-// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage)
-struct ImVec2ih
-{
- short x, y;
- ImVec2ih() { x = y = 0; }
- ImVec2ih(short _x, short _y) { x = _x; y = _y; }
- explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; }
-};
-
-// Helper: ImRect (2D axis aligned bounding-box)
-// NB: we can't rely on ImVec2 math operators being available here!
-struct IMGUI_API ImRect
-{
- ImVec2 Min; // Upper-left
- ImVec2 Max; // Lower-right
-
- ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {}
- ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
- ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
- ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
-
- ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }
- ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); }
- float GetWidth() const { return Max.x - Min.x; }
- float GetHeight() const { return Max.y - Min.y; }
- float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); }
- ImVec2 GetTL() const { return Min; } // Top-left
- ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right
- ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left
- ImVec2 GetBR() const { return Max; } // Bottom-right
- bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
- bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; }
- bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
- void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; }
- void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }
- void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
- void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
- void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }
- void TranslateX(float dx) { Min.x += dx; Max.x += dx; }
- void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
- void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
- void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
- void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }
- bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
- ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
-};
-
-// Helper: ImBitArray
-inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; }
-inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; }
-inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; }
-inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2)
-{
- n2--;
- while (n <= n2)
- {
- int a_mod = (n & 31);
- int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1;
- ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1);
- arr[n >> 5] |= mask;
- n = (n + 32) & ~31;
- }
-}
-
-// Helper: ImBitArray class (wrapper over ImBitArray functions)
-// Store 1-bit per value. NOT CLEARED by constructor.
-template
-struct IMGUI_API ImBitArray
-{
- ImU32 Storage[(BITCOUNT + 31) >> 5];
- ImBitArray() { }
- void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); }
- void SetAllBits() { memset(Storage, 255, sizeof(Storage)); }
- bool TestBit(int n) const { IM_ASSERT(n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }
- void SetBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArraySetBit(Storage, n); }
- void ClearBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArrayClearBit(Storage, n); }
- void SetBitRange(int n, int n2) { ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2)
-};
-
-// Helper: ImBitVector
-// Store 1-bit per value.
-struct IMGUI_API ImBitVector
-{
- ImVector Storage;
- void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); }
- void Clear() { Storage.clear(); }
- bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return ImBitArrayTestBit(Storage.Data, n); }
- void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); }
- void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); }
-};
-
-// Helper: ImSpan<>
-// Pointing to a span of data we don't own.
-template
-struct ImSpan
-{
- T* Data;
- T* DataEnd;
-
- // Constructors, destructor
- inline ImSpan() { Data = DataEnd = NULL; }
- inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; }
- inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; }
-
- inline void set(T* data, int size) { Data = data; DataEnd = data + size; }
- inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; }
- inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); }
- inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); }
- inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }
- inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }
-
- inline T* begin() { return Data; }
- inline const T* begin() const { return Data; }
- inline T* end() { return DataEnd; }
- inline const T* end() const { return DataEnd; }
-
- // Utilities
- inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; }
-};
-
-// Helper: ImSpanAllocator<>
-// Facilitate storing multiple chunks into a single large block (the "arena")
-// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges.
-template
-struct ImSpanAllocator
-{
- char* BasePtr;
- int CurrOff;
- int CurrIdx;
- int Offsets[CHUNKS];
- int Sizes[CHUNKS];
-
- ImSpanAllocator() { memset(this, 0, sizeof(*this)); }
- inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; }
- inline int GetArenaSizeInBytes() { return CurrOff; }
- inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; }
- inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); }
- inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); }
- template
- inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); }
-};
-
-// Helper: ImPool<>
-// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,
-// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
-typedef int ImPoolIdx;
-template
-struct IMGUI_API ImPool
-{
- ImVector Buf; // Contiguous data
- ImGuiStorage Map; // ID->Index
- ImPoolIdx FreeIdx; // Next free idx to use
-
- ImPool() { FreeIdx = 0; }
- ~ImPool() { Clear(); }
- T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; }
- T* GetByIndex(ImPoolIdx n) { return &Buf[n]; }
- ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); }
- T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); }
- bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); }
- void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = 0; }
- T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); return &Buf[idx]; }
- void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }
- void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }
- void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); }
- int GetSize() const { return Buf.Size; }
-};
-
-// Helper: ImChunkStream<>
-// Build and iterate a contiguous stream of variable-sized structures.
-// This is used by Settings to store persistent data while reducing allocation count.
-// We store the chunk size first, and align the final size on 4 bytes boundaries.
-// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
-template
-struct IMGUI_API ImChunkStream
-{
- ImVector Buf;
-
- void clear() { Buf.clear(); }
- bool empty() const { return Buf.Size == 0; }
- int size() const { return Buf.Size; }
- T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }
- T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }
- T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; }
- int chunk_size(const T* p) { return ((const int*)p)[-1]; }
- T* end() { return (T*)(void*)(Buf.Data + Buf.Size); }
- int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; }
- T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }
- void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); }
-
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImDrawList support
-//-----------------------------------------------------------------------------
-
-// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value.
-// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693
-// Number of segments (N) is calculated using equation:
-// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r
-// Our equation is significantly simpler that one in the post thanks for choosing segment that is
-// perpendicular to X axis. Follow steps in the article from this starting condition and you will
-// will get this result.
-//
-// Rendering circles with an odd number of segments, while mathematically correct will produce
-// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)
-//
-#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2)
-#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4
-#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
-#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)
-
-// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path.
-#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER
-#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1
-#endif
-
-// Data shared between all ImDrawList instances
-// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
-struct IMGUI_API ImDrawListSharedData
-{
- ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas
- ImFont* Font; // Current/default font (optional, for simplified AddText overload)
- float FontSize; // Current/default font size (optional, for simplified AddText overload)
- float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo()
- float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc
- ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen()
- ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)
-
- // [Internal] Lookup tables
- ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas
- ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)
- const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
-
- ImDrawListSharedData();
- void SetCircleTessellationMaxError(float max_error);
-};
-
-struct ImDrawDataBuilder
-{
- ImVector Layers[2]; // Global layers for: regular, tooltip
-
- void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
- void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
- int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; }
- IMGUI_API void FlattenIntoSingleLayer();
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] Widgets support: flags, enums, data structures
-//-----------------------------------------------------------------------------
-
-// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
-// This is going to be exposed in imgui.h when stabilized enough.
-enum ImGuiItemFlags_
-{
- ImGuiItemFlags_None = 0,
- ImGuiItemFlags_NoTabStop = 1 << 0, // false
- ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
- ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
- ImGuiItemFlags_NoNav = 1 << 3, // false
- ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
- ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
- ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
- ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
- ImGuiItemFlags_Default_ = 0
-};
-
-// Storage for LastItem data
-enum ImGuiItemStatusFlags_
-{
- ImGuiItemStatusFlags_None = 0,
- ImGuiItemStatusFlags_HoveredRect = 1 << 0,
- ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // LastItemDisplayRect is valid
- ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
- ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
- ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
- ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
- ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
- ImGuiItemStatusFlags_HoveredWindow = 1 << 7 // Override the HoveredWindow test to allow cross-window hover testing.
-
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- , // [imgui_tests only]
- ImGuiItemStatusFlags_Openable = 1 << 10, //
- ImGuiItemStatusFlags_Opened = 1 << 11, //
- ImGuiItemStatusFlags_Checkable = 1 << 12, //
- ImGuiItemStatusFlags_Checked = 1 << 13 //
-#endif
-};
-
-// Extend ImGuiButtonFlags_
-enum ImGuiButtonFlagsPrivate_
-{
- ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event)
- ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using
- ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item
- ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release)
- ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release)
- ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
- ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat
- ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping
- ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
- ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED]
- ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions
- ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
- ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held
- ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
- ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated
- ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item
- ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,
- ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease
-};
-
-// Extend ImGuiSliderFlags_
-enum ImGuiSliderFlagsPrivate_
-{
- ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically?
- ImGuiSliderFlags_ReadOnly = 1 << 21
-};
-
-// Extend ImGuiSelectableFlags_
-enum ImGuiSelectableFlagsPrivate_
-{
- // NB: need to be in sync with last value of ImGuiSelectableFlags_
- ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20,
- ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release)
- ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release)
- ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
- ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
- ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem)
- ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26 // Disable padding each side with ItemSpacing * 0.5f
-};
-
-// Extend ImGuiTreeNodeFlags_
-enum ImGuiTreeNodeFlagsPrivate_
-{
- ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20
-};
-
-enum ImGuiSeparatorFlags_
-{
- ImGuiSeparatorFlags_None = 0,
- ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
- ImGuiSeparatorFlags_Vertical = 1 << 1,
- ImGuiSeparatorFlags_SpanAllColumns = 1 << 2
-};
-
-enum ImGuiTextFlags_
-{
- ImGuiTextFlags_None = 0,
- ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0
-};
-
-enum ImGuiTooltipFlags_
-{
- ImGuiTooltipFlags_None = 0,
- ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0 // Override will clear/ignore previously submitted tooltip (defaults to append)
-};
-
-// FIXME: this is in development, not exposed/functional as a generic feature yet.
-// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2
-enum ImGuiLayoutType_
-{
- ImGuiLayoutType_Horizontal = 0,
- ImGuiLayoutType_Vertical = 1
-};
-
-enum ImGuiLogType
-{
- ImGuiLogType_None = 0,
- ImGuiLogType_TTY,
- ImGuiLogType_File,
- ImGuiLogType_Buffer,
- ImGuiLogType_Clipboard
-};
-
-// X/Y enums are fixed to 0/1 so they may be used to index ImVec2
-enum ImGuiAxis
-{
- ImGuiAxis_None = -1,
- ImGuiAxis_X = 0,
- ImGuiAxis_Y = 1
-};
-
-enum ImGuiPlotType
-{
- ImGuiPlotType_Lines,
- ImGuiPlotType_Histogram
-};
-
-enum ImGuiInputSource
-{
- ImGuiInputSource_None = 0,
- ImGuiInputSource_Mouse,
- ImGuiInputSource_Keyboard,
- ImGuiInputSource_Gamepad,
- ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
- ImGuiInputSource_COUNT
-};
-
-// FIXME-NAV: Clarify/expose various repeat delay/rate
-enum ImGuiInputReadMode
-{
- ImGuiInputReadMode_Down,
- ImGuiInputReadMode_Pressed,
- ImGuiInputReadMode_Released,
- ImGuiInputReadMode_Repeat,
- ImGuiInputReadMode_RepeatSlow,
- ImGuiInputReadMode_RepeatFast
-};
-
-enum ImGuiNavHighlightFlags_
-{
- ImGuiNavHighlightFlags_None = 0,
- ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
- ImGuiNavHighlightFlags_TypeThin = 1 << 1,
- ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
- ImGuiNavHighlightFlags_NoRounding = 1 << 3
-};
-
-enum ImGuiNavDirSourceFlags_
-{
- ImGuiNavDirSourceFlags_None = 0,
- ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
- ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
- ImGuiNavDirSourceFlags_PadLStick = 1 << 2
-};
-
-enum ImGuiNavMoveFlags_
-{
- ImGuiNavMoveFlags_None = 0,
- ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
- ImGuiNavMoveFlags_LoopY = 1 << 1,
- ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
- ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness
- ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
- ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible.
- ImGuiNavMoveFlags_ScrollToEdge = 1 << 6
-};
-
-enum ImGuiNavForward
-{
- ImGuiNavForward_None,
- ImGuiNavForward_ForwardQueued,
- ImGuiNavForward_ForwardActive
-};
-
-enum ImGuiNavLayer
-{
- ImGuiNavLayer_Main = 0, // Main scrolling layer
- ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu)
- ImGuiNavLayer_COUNT
-};
-
-enum ImGuiPopupPositionPolicy
-{
- ImGuiPopupPositionPolicy_Default,
- ImGuiPopupPositionPolicy_ComboBox,
- ImGuiPopupPositionPolicy_Tooltip
-};
-
-struct ImGuiDataTypeTempStorage
-{
- ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT
-};
-
-// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().
-struct ImGuiDataTypeInfo
-{
- size_t Size; // Size in bytes
- const char* Name; // Short descriptive name for the type, for debugging
- const char* PrintFmt; // Default printf format for the type
- const char* ScanFmt; // Default scanf format for the type
-};
-
-// Extend ImGuiDataType_
-enum ImGuiDataTypePrivate_
-{
- ImGuiDataType_String = ImGuiDataType_COUNT + 1,
- ImGuiDataType_Pointer,
- ImGuiDataType_ID
-};
-
-// Stacked color modifier, backup of modified data so we can restore it
-struct ImGuiColorMod
-{
- ImGuiCol Col;
- ImVec4 BackupValue;
-};
-
-// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
-struct ImGuiStyleMod
-{
- ImGuiStyleVar VarIdx;
- union { int BackupInt[2]; float BackupFloat[2]; };
- ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; }
- ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; }
- ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
-};
-
-// Stacked storage data for BeginGroup()/EndGroup()
-struct IMGUI_API ImGuiGroupData
-{
- ImGuiID WindowID;
- ImVec2 BackupCursorPos;
- ImVec2 BackupCursorMaxPos;
- ImVec1 BackupIndent;
- ImVec1 BackupGroupOffset;
- ImVec2 BackupCurrLineSize;
- float BackupCurrLineTextBaseOffset;
- ImGuiID BackupActiveIdIsAlive;
- bool BackupActiveIdPreviousFrameIsAlive;
- bool BackupHoveredIdIsAlive;
- bool EmitItem;
-};
-
-// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.
-struct IMGUI_API ImGuiMenuColumns
-{
- float Spacing;
- float Width, NextWidth;
- float Pos[3], NextWidths[3];
-
- ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); }
- void Update(int count, float spacing, bool clear);
- float DeclColumns(float w0, float w1, float w2);
- float CalcExtraSpace(float avail_w) const;
-};
-
-// Internal state of the currently focused/edited text input box
-// For a given item ID, access with ImGui::GetInputTextState()
-struct IMGUI_API ImGuiInputTextState
-{
- ImGuiID ID; // widget id owning the text state
- int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not.
- ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
- ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.
- ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
- bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)
- int BufCapacityA; // end-user buffer capacity
- float ScrollX; // horizontal scrolling/offset
- ImStb::STB_TexteditState Stb; // state for stb_textedit.h
- float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
- bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
- bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
- bool Edited; // edited this frame
- ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback
- ImGuiInputTextCallback UserCallback; // "
- void* UserCallbackData; // "
-
- ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
- void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }
- void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); }
- int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
- int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }
- void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
-
- // Cursor & Selection
- void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
- void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }
- bool HasSelection() const { return Stb.select_start != Stb.select_end; }
- void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
- void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
-};
-
-// Storage for current popup stack
-struct ImGuiPopupData
-{
- ImGuiID PopupId; // Set on OpenPopup()
- ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
- ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup
- int OpenFrameCount; // Set on OpenPopup()
- ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
- ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
- ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
-
- ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; }
-};
-
-struct ImGuiNavMoveResult
-{
- ImGuiWindow* Window; // Best candidate window
- ImGuiID ID; // Best candidate ID
- ImGuiID FocusScopeId; // Best candidate focus scope ID
- float DistBox; // Best candidate box distance to current NavId
- float DistCenter; // Best candidate center distance to current NavId
- float DistAxial;
- ImRect RectRel; // Best candidate bounding box in window relative space
-
- ImGuiNavMoveResult() { Clear(); }
- void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
-};
-
-enum ImGuiNextWindowDataFlags_
-{
- ImGuiNextWindowDataFlags_None = 0,
- ImGuiNextWindowDataFlags_HasPos = 1 << 0,
- ImGuiNextWindowDataFlags_HasSize = 1 << 1,
- ImGuiNextWindowDataFlags_HasContentSize = 1 << 2,
- ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3,
- ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4,
- ImGuiNextWindowDataFlags_HasFocus = 1 << 5,
- ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6,
- ImGuiNextWindowDataFlags_HasScroll = 1 << 7
-};
-
-// Storage for SetNexWindow** functions
-struct ImGuiNextWindowData
-{
- ImGuiNextWindowDataFlags Flags;
- ImGuiCond PosCond;
- ImGuiCond SizeCond;
- ImGuiCond CollapsedCond;
- ImVec2 PosVal;
- ImVec2 PosPivotVal;
- ImVec2 SizeVal;
- ImVec2 ContentSizeVal;
- ImVec2 ScrollVal;
- bool CollapsedVal;
- ImRect SizeConstraintRect;
- ImGuiSizeCallback SizeCallback;
- void* SizeCallbackUserData;
- float BgAlphaVal; // Override background alpha
- ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it.
-
- ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); }
- inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
-};
-
-enum ImGuiNextItemDataFlags_
-{
- ImGuiNextItemDataFlags_None = 0,
- ImGuiNextItemDataFlags_HasWidth = 1 << 0,
- ImGuiNextItemDataFlags_HasOpen = 1 << 1
-};
-
-struct ImGuiNextItemData
-{
- ImGuiNextItemDataFlags Flags;
- float Width; // Set by SetNextItemWidth()
- ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)
- ImGuiCond OpenCond;
- bool OpenVal; // Set by SetNextItemOpen()
-
- ImGuiNextItemData() { memset(this, 0, sizeof(*this)); }
- inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()!
-};
-
-struct ImGuiShrinkWidthItem
-{
- int Index;
- float Width;
-};
-
-struct ImGuiPtrOrIndex
-{
- void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool.
- int Index; // Usually index in a main pool.
-
- ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; }
- ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] Columns support
-//-----------------------------------------------------------------------------
-
-// Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays!
-enum ImGuiOldColumnFlags_
-{
- ImGuiOldColumnFlags_None = 0,
- ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers
- ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
- ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
- ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window
- ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.
-
- // Obsolete names (will be removed)
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- , ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None,
- ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder,
- ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize,
- ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths,
- ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow,
- ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize
-#endif
-};
-
-struct ImGuiOldColumnData
-{
- float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
- float OffsetNormBeforeResize;
- ImGuiOldColumnFlags Flags; // Not exposed
- ImRect ClipRect;
-
- ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); }
-};
-
-struct ImGuiOldColumns
-{
- ImGuiID ID;
- ImGuiOldColumnFlags Flags;
- bool IsFirstFrame;
- bool IsBeingResized;
- int Current;
- int Count;
- float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x
- float LineMinY, LineMaxY;
- float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns()
- float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns()
- ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns()
- ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()
- ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns()
- ImVector Columns;
- ImDrawListSplitter Splitter;
-
- ImGuiOldColumns() { memset(this, 0, sizeof(*this)); }
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] Multi-select support
-//-----------------------------------------------------------------------------
-
-#ifdef IMGUI_HAS_MULTI_SELECT
-//
-#endif // #ifdef IMGUI_HAS_MULTI_SELECT
-
-//-----------------------------------------------------------------------------
-// [SECTION] Docking support
-//-----------------------------------------------------------------------------
-
-#ifdef IMGUI_HAS_DOCK
-//
-#endif // #ifdef IMGUI_HAS_DOCK
-
-//-----------------------------------------------------------------------------
-// [SECTION] Viewport support
-//-----------------------------------------------------------------------------
-
-// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!)
-// Every instance of ImGuiViewport is in fact a ImGuiViewportP.
-struct ImGuiViewportP : public ImGuiViewport
-{
- int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
- ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
- ImDrawData DrawDataP;
- ImDrawDataBuilder DrawDataBuilder;
-
- ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)
- ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).
- ImVec2 CurrWorkOffsetMin; // Work Area: Offset being built/increased during current frame
- ImVec2 CurrWorkOffsetMax; // Work Area: Offset being built/decreased during current frame
-
- ImGuiViewportP() { DrawListsLastFrame[0] = DrawListsLastFrame[1] = -1; DrawLists[0] = DrawLists[1] = NULL; }
- ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
- ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
- ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); }
- void UpdateWorkRect() { WorkPos = ImVec2(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y); WorkSize = ImVec2(ImMax(0.0f, Size.x - WorkOffsetMin.x + WorkOffsetMax.x), ImMax(0.0f, Size.y - WorkOffsetMin.y + WorkOffsetMax.y)); }
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] Settings support
-//-----------------------------------------------------------------------------
-
-// Windows data saved in imgui.ini file
-// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.
-// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)
-struct ImGuiWindowSettings
-{
- ImGuiID ID;
- ImVec2ih Pos;
- ImVec2ih Size;
- bool Collapsed;
- bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
-
- ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); }
- char* GetName() { return (char*)(this + 1); }
-};
-
-struct ImGuiSettingsHandler
-{
- const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
- ImGuiID TypeHash; // == ImHashStr(TypeName)
- void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data
- void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order)
- void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
- void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry
- void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order)
- void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf'
- void* UserData;
-
- ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); }
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] Metrics, Debug
-//-----------------------------------------------------------------------------
-
-struct ImGuiMetricsConfig
-{
- bool ShowWindowsRects;
- bool ShowWindowsBeginOrder;
- bool ShowTablesRects;
- bool ShowDrawCmdMesh;
- bool ShowDrawCmdBoundingBoxes;
- int ShowWindowsRectsType;
- int ShowTablesRectsType;
-
- ImGuiMetricsConfig()
- {
- ShowWindowsRects = false;
- ShowWindowsBeginOrder = false;
- ShowTablesRects = false;
- ShowDrawCmdMesh = true;
- ShowDrawCmdBoundingBoxes = true;
- ShowWindowsRectsType = -1;
- ShowTablesRectsType = -1;
- }
-};
-
-struct IMGUI_API ImGuiStackSizes
-{
- short SizeOfIDStack;
- short SizeOfColorStack;
- short SizeOfStyleVarStack;
- short SizeOfFontStack;
- short SizeOfFocusScopeStack;
- short SizeOfGroupStack;
- short SizeOfBeginPopupStack;
-
- ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }
- void SetToCurrentState();
- void CompareWithCurrentState();
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] Generic context hooks
-//-----------------------------------------------------------------------------
-
-typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook);
-enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ };
-
-struct ImGuiContextHook
-{
- ImGuiID HookId; // A unique ID assigned by AddContextHook()
- ImGuiContextHookType Type;
- ImGuiID Owner;
- ImGuiContextHookCallback Callback;
- void* UserData;
-
- ImGuiContextHook() { memset(this, 0, sizeof(*this)); }
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImGuiContext (main imgui context)
-//-----------------------------------------------------------------------------
-
-struct ImGuiContext
-{
- bool Initialized;
- bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
- ImGuiIO IO;
- ImGuiStyle Style;
- ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
- float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
- float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
- ImDrawListSharedData DrawListSharedData;
- double Time;
- int FrameCount;
- int FrameCountEnded;
- int FrameCountRendered;
- bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame()
- bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
- bool WithinEndChild; // Set within EndChild()
- bool GcCompactAll; // Request full GC
- bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
- ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID()
- void* TestEngine; // Test engine user data
-
- // Windows state
- ImVector Windows; // Windows, sorted in display order, back to front
- ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic)
- ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
- ImVector CurrentWindowStack;
- ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
- int WindowsActiveCount; // Number of unique windows submitted by frame
- ImGuiWindow* CurrentWindow; // Window being drawn into
- ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
- ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
- ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
- ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
- ImVec2 WheelingWindowRefMousePos;
- float WheelingWindowTimer;
-
- // Item/widgets state and tracking information
- ImGuiID HoveredId; // Hovered widget, filled during the frame
- ImGuiID HoveredIdPreviousFrame;
- bool HoveredIdAllowOverlap;
- bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window.
- bool HoveredIdPreviousFrameUsingMouseWheel;
- bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.
- float HoveredIdTimer; // Measure contiguous hovering time
- float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active
- ImGuiID ActiveId; // Active widget
- ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)
- float ActiveIdTimer;
- bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
- bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
- bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused.
- bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
- bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
- bool ActiveIdHasBeenEditedThisFrame;
- bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window.
- ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
- ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
- ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
- ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
- ImGuiWindow* ActiveIdWindow;
- ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
- int ActiveIdMouseButton;
- ImGuiID ActiveIdPreviousFrame;
- bool ActiveIdPreviousFrameIsAlive;
- bool ActiveIdPreviousFrameHasBeenEditedBefore;
- ImGuiWindow* ActiveIdPreviousFrameWindow;
- ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
- float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
-
- // Next window/item data
- ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
- ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
-
- // Shared stacks
- ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
- ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()
- ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin()
- ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window
- ImVectorItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()
- ImVectorGroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
- ImVectorOpenPopupStack; // Which popups are open (persistent)
- ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
-
- // Viewports
- ImVector Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
-
- // Gamepad/keyboard Navigation
- ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
- ImGuiID NavId; // Focused item for navigation
- ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set)
- ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
- ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
- ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
- ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
- ImGuiID NavJustTabbedId; // Just tabbed to this id.
- ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
- ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
- ImGuiKeyModFlags NavJustMovedToKeyMods;
- ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
- ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
- ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
- int NavScoringCount; // Metrics for debugging
- ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
- int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
- bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
- bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
- bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
- bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
- bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
- bool NavInitRequest; // Init request for appearing window to select first item
- bool NavInitRequestFromMove;
- ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
- ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window)
- bool NavMoveRequest; // Move request for this frame
- ImGuiNavMoveFlags NavMoveRequestFlags;
- ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
- ImGuiKeyModFlags NavMoveRequestKeyMods;
- ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
- ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
- ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
- ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
- ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
- ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around.
- ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags.
-
- // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
- ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
- ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.
- ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents
- float NavWindowingTimer;
- float NavWindowingHighlightAlpha;
- bool NavWindowingToggleLayer;
-
- // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)
- ImGuiWindow* FocusRequestCurrWindow; //
- ImGuiWindow* FocusRequestNextWindow; //
- int FocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
- int FocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index
- int FocusRequestNextCounterRegular; // Stored for next frame
- int FocusRequestNextCounterTabStop; // "
- bool FocusTabPressed; //
-
- // Render
- float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
- ImGuiMouseCursor MouseCursor;
-
- // Drag and Drop
- bool DragDropActive;
- bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source.
- bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target.
- ImGuiDragDropFlags DragDropSourceFlags;
- int DragDropSourceFrameCount;
- int DragDropMouseButton;
- ImGuiPayload DragDropPayload;
- ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping)
- ImGuiID DragDropTargetId;
- ImGuiDragDropFlags DragDropAcceptFlags;
- float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)
- ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload)
- ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
- int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
- ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press.
- ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size
- unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads
-
- // Table
- ImGuiTable* CurrentTable;
- ImPool Tables;
- ImVector CurrentTableStack;
- ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC)
- ImVector DrawChannelsTempMergeBuffer;
-
- // Tab bars
- ImGuiTabBar* CurrentTabBar;
- ImPool TabBars;
- ImVector CurrentTabBarStack;
- ImVector ShrinkWidthBuffer;
-
- // Widget state
- ImVec2 LastValidMousePos;
- ImGuiInputTextState InputTextState;
- ImFont InputTextPasswordFont;
- ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.
- ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
- float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips
- float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips
- float ColorEditLastColor[3];
- ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
- float SliderCurrentAccum; // Accumulated slider delta when using navigation controls.
- bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it?
- bool DragCurrentAccumDirty;
- float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
- float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
- float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
- int TooltipOverrideCount;
- float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work)
- ImVector ClipboardHandlerData; // If no custom clipboard handler is defined
- ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once
-
- // Platform support
- ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
- ImVec2 PlatformImeLastPos;
- char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point
-
- // Settings
- bool SettingsLoaded;
- float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero
- ImGuiTextBuffer SettingsIniData; // In memory .ini settings
- ImVector SettingsHandlers; // List of .ini settings handlers
- ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries
- ImChunkStream SettingsTables; // ImGuiTable .ini settings entries
- ImVector Hooks; // Hooks for extensions (e.g. test engine)
- ImGuiID HookIdNext; // Next available HookId
-
- // Capture/Logging
- bool LogEnabled; // Currently capturing
- ImGuiLogType LogType; // Capture target
- ImFileHandle LogFile; // If != NULL log to stdout/ file
- ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
- const char* LogNextPrefix;
- const char* LogNextSuffix;
- float LogLinePosY;
- bool LogLineFirstItem;
- int LogDepthRef;
- int LogDepthToExpand;
- int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
-
- // Debug Tools
- bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker())
- ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id
- ImGuiMetricsConfig DebugMetricsConfig;
-
- // Misc
- float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
- int FramerateSecPerFrameIdx;
- float FramerateSecPerFrameAccum;
- int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags
- int WantCaptureKeyboardNextFrame;
- int WantTextInputNextFrame;
- char TempBuffer[1024 * 3 + 1]; // Temporary text buffer
-
- ImGuiContext(ImFontAtlas* shared_font_atlas)
- {
- Initialized = false;
- FontAtlasOwnedByContext = shared_font_atlas ? false : true;
- Font = NULL;
- FontSize = FontBaseSize = 0.0f;
- IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
- Time = 0.0f;
- FrameCount = 0;
- FrameCountEnded = FrameCountRendered = -1;
- WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
- GcCompactAll = false;
- TestEngineHookItems = false;
- TestEngineHookIdInfo = 0;
- TestEngine = NULL;
-
- WindowsActiveCount = 0;
- CurrentWindow = NULL;
- HoveredWindow = NULL;
- HoveredWindowUnderMovingWindow = NULL;
- MovingWindow = NULL;
- WheelingWindow = NULL;
- WheelingWindowTimer = 0.0f;
-
- HoveredId = HoveredIdPreviousFrame = 0;
- HoveredIdAllowOverlap = false;
- HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false;
- HoveredIdDisabled = false;
- HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
- ActiveId = 0;
- ActiveIdIsAlive = 0;
- ActiveIdTimer = 0.0f;
- ActiveIdIsJustActivated = false;
- ActiveIdAllowOverlap = false;
- ActiveIdNoClearOnFocusLoss = false;
- ActiveIdHasBeenPressedBefore = false;
- ActiveIdHasBeenEditedBefore = false;
- ActiveIdHasBeenEditedThisFrame = false;
- ActiveIdUsingMouseWheel = false;
- ActiveIdUsingNavDirMask = 0x00;
- ActiveIdUsingNavInputMask = 0x00;
- ActiveIdUsingKeyInputMask = 0x00;
- ActiveIdClickOffset = ImVec2(-1, -1);
- ActiveIdWindow = NULL;
- ActiveIdSource = ImGuiInputSource_None;
- ActiveIdMouseButton = -1;
- ActiveIdPreviousFrame = 0;
- ActiveIdPreviousFrameIsAlive = false;
- ActiveIdPreviousFrameHasBeenEditedBefore = false;
- ActiveIdPreviousFrameWindow = NULL;
- LastActiveId = 0;
- LastActiveIdTimer = 0.0f;
-
- NavWindow = NULL;
- NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
- NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
- NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
- NavInputSource = ImGuiInputSource_None;
- NavScoringRect = ImRect();
- NavScoringCount = 0;
- NavLayer = ImGuiNavLayer_Main;
- NavIdTabCounter = INT_MAX;
- NavIdIsAlive = false;
- NavMousePosDirty = false;
- NavDisableHighlight = true;
- NavDisableMouseHover = false;
- NavAnyRequest = false;
- NavInitRequest = false;
- NavInitRequestFromMove = false;
- NavInitResultId = 0;
- NavMoveRequest = false;
- NavMoveRequestFlags = ImGuiNavMoveFlags_None;
- NavMoveRequestForward = ImGuiNavForward_None;
- NavMoveRequestKeyMods = ImGuiKeyModFlags_None;
- NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
- NavWrapRequestWindow = NULL;
- NavWrapRequestFlags = ImGuiNavMoveFlags_None;
-
- NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
- NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
- NavWindowingToggleLayer = false;
-
- FocusRequestCurrWindow = FocusRequestNextWindow = NULL;
- FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX;
- FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX;
- FocusTabPressed = false;
-
- DimBgRatio = 0.0f;
- MouseCursor = ImGuiMouseCursor_Arrow;
-
- DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;
- DragDropSourceFlags = ImGuiDragDropFlags_None;
- DragDropSourceFrameCount = -1;
- DragDropMouseButton = -1;
- DragDropTargetId = 0;
- DragDropAcceptFlags = ImGuiDragDropFlags_None;
- DragDropAcceptIdCurrRectSurface = 0.0f;
- DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
- DragDropAcceptFrameCount = -1;
- DragDropHoldJustPressedId = 0;
- memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
-
- CurrentTable = NULL;
- CurrentTabBar = NULL;
-
- LastValidMousePos = ImVec2(0.0f, 0.0f);
- TempInputId = 0;
- ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
- ColorEditLastHue = ColorEditLastSat = 0.0f;
- ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX;
- SliderCurrentAccum = 0.0f;
- SliderCurrentAccumDirty = false;
- DragCurrentAccumDirty = false;
- DragCurrentAccum = 0.0f;
- DragSpeedDefaultRatio = 1.0f / 100.0f;
- ScrollbarClickDeltaToGrabCenter = 0.0f;
- TooltipOverrideCount = 0;
- TooltipSlowDelay = 0.50f;
-
- PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
- PlatformLocaleDecimalPoint = '.';
-
- SettingsLoaded = false;
- SettingsDirtyTimer = 0.0f;
- HookIdNext = 0;
-
- LogEnabled = false;
- LogType = ImGuiLogType_None;
- LogNextPrefix = LogNextSuffix = NULL;
- LogFile = NULL;
- LogLinePosY = FLT_MAX;
- LogLineFirstItem = false;
- LogDepthRef = 0;
- LogDepthToExpand = LogDepthToExpandDefault = 2;
-
- DebugItemPickerActive = false;
- DebugItemPickerBreakId = 0;
-
- memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
- FramerateSecPerFrameIdx = 0;
- FramerateSecPerFrameAccum = 0.0f;
- WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
- memset(TempBuffer, 0, sizeof(TempBuffer));
- }
-};
-
-//-----------------------------------------------------------------------------
-// [SECTION] ImGuiWindowTempData, ImGuiWindow
-//-----------------------------------------------------------------------------
-
-// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
-// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..)
-// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin)
-struct IMGUI_API ImGuiWindowTempData
-{
- // Layout
- ImVec2 CursorPos; // Current emitting position, in absolute coordinates.
- ImVec2 CursorPosPrevLine;
- ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding.
- ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame.
- ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame.
- ImVec2 CurrLineSize;
- ImVec2 PrevLineSize;
- float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
- float PrevLineTextBaseOffset;
- ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
- ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
- ImVec1 GroupOffset;
-
- // Last item status
- ImGuiID LastItemId; // ID for last item
- ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_)
- ImRect LastItemRect; // Interaction rect for last item
- ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
-
- // Keyboard/Gamepad navigation
- ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
- int NavLayerActiveMask; // Which layers have been written to (result from previous frame)
- int NavLayerActiveMaskNext; // Which layers have been written to (accumulator for current frame)
- ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending
- bool NavHideHighlightOneFrame;
- bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
-
- // Miscellaneous
- bool MenuBarAppending; // FIXME: Remove this
- ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
- ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement
- int TreeDepth; // Current tree depth.
- ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
- ImVector ChildWindows;
- ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
- ImGuiOldColumns* CurrentColumns; // Current columns set
- int CurrentTableIdx; // Current table index (into g.Tables)
- ImGuiLayoutType LayoutType;
- ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
- int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
- int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through.
-
- // Local parameters stacks
- // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
- ImGuiItemFlags ItemFlags; // == g.ItemFlagsStack.back()
- float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window).
- float TextWrapPos; // Current text wrap pos.
- ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth)
- ImVector