Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives

Conflicts:
	imgui.cpp
This commit is contained in:
ocornut 2015-05-02 22:20:14 +01:00
commit 08fd6a7e7d
6 changed files with 403 additions and 195 deletions

View File

@ -390,7 +390,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
@ -446,6 +446,9 @@ void ImGui_ImplDX11_NewFrame()
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Hide OS mouse cursor if ImGui is drawing it
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
// Start the frame
ImGui::NewFrame();
}

View File

@ -168,7 +168,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
@ -281,6 +281,9 @@ void ImGui_ImplDX9_NewFrame()
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Hide OS mouse cursor if ImGui is drawing it
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
// Start the frame
ImGui::NewFrame();
}

View File

@ -354,7 +354,7 @@ void ImGui_ImplGlfwGL3_NewFrame()
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Hide/show hardware mouse cursor
// Hide OS mouse cursor if ImGui is drawing it
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
// Start the frame

View File

@ -259,7 +259,7 @@ void ImGui_ImplGlfw_NewFrame()
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Hide/show hardware mouse cursor
// Hide OS mouse cursor if ImGui is drawing it
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
// Start the frame

555
imgui.cpp
View File

@ -1,4 +1,4 @@
// ImGui library v1.38
// ImGui library v1.39 WIP
// See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
@ -349,6 +349,7 @@
- popup: border options. richer api like BeginChild() perhaps? (github issue #197)
- combo: turn child handling code into pop up helper
- combo: contents should extends to fit label if combo widget is small
- combo/listbox: keyboard control. need inputtext like non-active focus + key handling. considering keybord for custom listbox (see github pr #203)
- listbox: multiple selection
- listbox: user may want to initial scroll to focus on the one selected value?
! menubar, menus (github issue #126)
@ -385,7 +386,6 @@
- keyboard: full keyboard navigation and focus.
- input: rework IO to be able to pass actual events to fix temporal aliasing issues.
- input: support track pad style scrolling & slider edit.
- tooltip: move to fit within screen (e.g. when mouse cursor is right of the screen).
- portability: big-endian test/support (github issue #81)
- misc: mark printf compiler attributes on relevant functions
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
@ -405,9 +405,13 @@
#include "imgui.h"
#include <ctype.h> // toupper, isprint
#include <math.h> // sqrtf, fabsf, fmodf, powf, cosf, sinf, floorf, ceilf
#include <stdint.h> // intptr_t
#include <stdio.h> // vsnprintf, sscanf
#include <new> // new (ptr)
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
#ifdef _MSC_VER
#pragma warning (disable: 4127) // conditional expression is constant
@ -571,7 +575,8 @@ ImGuiStyle::ImGuiStyle()
ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns
ScrollbarWidth = 16.0f; // Width of the vertical scrollbar
GrabMinSize = 10.0f; // Minimum width/height of a slider or scrollbar grab
DisplaySafeAreaPadding = ImVec2(22,22); // Window positions are clamped to be visible within the display area. If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding
DisplayWindowPadding = ImVec2(22,22); // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
DisplaySafeAreaPadding = ImVec2(4,4); // 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.
Colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
Colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
@ -964,6 +969,7 @@ struct ImRect // 2D axis aligned bounding-box
void Add(const ImRect& rhs) { Min.x = ImMin(Min.x, rhs.Min.x); Min.y = ImMin(Min.y, rhs.Min.y); Max.x = ImMax(Max.x, rhs.Max.x); Max.y = ImMax(Max.y, rhs.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 -= amount; Max += amount; }
void Reduce(const ImVec2& amount) { Min += amount; Max -= amount; }
void Clip(const ImRect& clip) { Min.x = ImMax(Min.x, clip.Min.x); Min.y = ImMax(Min.y, clip.Min.y); Max.x = ImMin(Max.x, clip.Max.x); Max.y = ImMin(Max.y, clip.Max.y); }
ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
{
@ -1262,13 +1268,15 @@ struct ImGuiWindow
float ScrollY;
float NextScrollY;
bool ScrollbarY;
bool Visible; // Set to true on Begin()
bool WasVisible;
bool Active; // Set to true on Begin()
bool WasActive;
bool Accessed; // Set to true when any widget access the current window
bool Collapsed; // Set when collapsing window to become only title-bar
bool SkipItems; // == Visible && !Collapsed
int AutoFitFrames;
bool AutoFitOnlyGrows;
int AutoPosLastDirection;
int HiddenFrames;
int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag.
int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag.
int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag.
@ -1421,6 +1429,14 @@ float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
return &it->val_f;
}
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
{
ImVector<Pair>::iterator it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
it = Data.insert(it, Pair(key, default_val));
return &it->val_p;
}
// FIXME-OPT: Wasting CPU because all SetInt() are preceeded by GetInt() calls so we should have the result from lower_bound already in place.
// However we only use SetInt() on explicit user action (so that's maximum once a frame) so the optimisation isn't much needed.
void ImGuiStorage::SetInt(ImU32 key, int val)
@ -1612,12 +1628,14 @@ ImGuiWindow::ImGuiWindow(const char* name)
ScrollY = 0.0f;
NextScrollY = 0.0f;
ScrollbarY = false;
Visible = WasVisible = false;
Active = WasActive = false;
Accessed = false;
Collapsed = false;
SkipItems = false;
AutoFitFrames = -1;
AutoFitOnlyGrows = false;
AutoPosLastDirection = -1;
HiddenFrames = 0;
SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiSetCond_Always | ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver;
LastFrameDrawn = -1;
@ -1709,7 +1727,7 @@ static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiW
for (size_t i = 0; i < window->DC.ChildWindows.size(); i++)
{
ImGuiWindow* child = window->DC.ChildWindows[i];
if (child->Visible) // clipped children may have been marked not Visible
if (child->Active) // clipped children may have been marked not active
AddWindowToRenderList(out_render_list, child);
}
}
@ -2033,7 +2051,7 @@ void ImGui::NewFrame()
// Pressing TAB activate widget focus
// NB: Don't discard FocusedWindow if it isn't active, so that a window that go on/off programatically won't lose its keyboard focus.
if (g.ActiveId == 0 && g.FocusedWindow != NULL && g.FocusedWindow->Visible && IsKeyPressedMap(ImGuiKey_Tab, false))
if (g.ActiveId == 0 && g.FocusedWindow != NULL && g.FocusedWindow->Active && IsKeyPressedMap(ImGuiKey_Tab, false))
{
g.FocusedWindow->FocusIdxTabRequestNext = 0;
}
@ -2042,8 +2060,8 @@ void ImGui::NewFrame()
for (size_t i = 0; i != g.Windows.size(); i++)
{
ImGuiWindow* window = g.Windows[i];
window->WasVisible = window->Visible;
window->Visible = false;
window->WasActive = window->Active;
window->Active = false;
window->Accessed = false;
}
@ -2128,7 +2146,7 @@ static int ChildWindowComparer(const void* lhs, const void* rhs)
static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window)
{
out_sorted_windows.push_back(window);
if (window->Visible)
if (window->Active)
{
const size_t count = window->DC.ChildWindows.size();
if (count > 1)
@ -2136,7 +2154,7 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows,
for (size_t i = 0; i < count; i++)
{
ImGuiWindow* child = window->DC.ChildWindows[i];
if (child->Visible)
if (child->Active)
AddWindowToSortedBuffer(out_sorted_windows, child);
}
}
@ -2181,7 +2199,7 @@ void ImGui::Render()
// Hide implicit window if it hasn't been used
IM_ASSERT(g.CurrentWindowStack.size() == 1); // Mismatched Begin/End
if (g.CurrentWindow && !g.CurrentWindow->Accessed)
g.CurrentWindow->Visible = false;
g.CurrentWindow->Active = false;
ImGui::End();
if (g.ActiveId == 0 && g.HoveredId == 0 && g.IO.MouseClicked[0])
@ -2207,12 +2225,12 @@ void ImGui::Render()
for (size_t i = 0; i != g.Windows.size(); i++)
{
ImGuiWindow* window = g.Windows[i];
if (window->Flags & ImGuiWindowFlags_ChildWindow) // if a child is visible its parent will add it
if (window->Visible)
if (window->Flags & ImGuiWindowFlags_ChildWindow) // if a child is active its parent will add it
if (window->Active)
continue;
AddWindowToSortedBuffer(g.WindowsSortBuffer, window);
}
IM_ASSERT(g.Windows.size() == g.WindowsSortBuffer.size()); // we done something wrong
IM_ASSERT(g.Windows.size() == g.WindowsSortBuffer.size()); // we done something wrong
g.Windows.swap(g.WindowsSortBuffer);
// Clear data for next frame
@ -2240,7 +2258,7 @@ void ImGui::Render()
for (size_t i = 0; i != g.Windows.size(); i++)
{
ImGuiWindow* window = g.Windows[i];
if (window->Visible && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
{
// FIXME: Generalize this with a proper layering system so we can stack.
if (window->Flags & ImGuiWindowFlags_Popup)
@ -2586,7 +2604,7 @@ static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
for (int i = (int)g.Windows.size()-1; i >= 0; i--)
{
ImGuiWindow* window = g.Windows[(size_t)i];
if (!window->Visible)
if (!window->Active)
continue;
if (excluding_childs && (window->Flags & ImGuiWindowFlags_ChildWindow) != 0)
continue;
@ -2650,6 +2668,13 @@ static bool IsKeyPressedMap(ImGuiKey key, bool repeat)
return ImGui::IsKeyPressed(key_index, repeat);
}
bool ImGui::IsKeyDown(int key_index)
{
ImGuiState& g = *GImGui;
IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
return g.IO.KeysDown[key_index];
}
bool ImGui::IsKeyPressed(int key_index, bool repeat)
{
ImGuiState& g = *GImGui;
@ -2668,6 +2693,13 @@ bool ImGui::IsKeyPressed(int key_index, bool repeat)
return false;
}
bool ImGui::IsMouseDown(int button)
{
ImGuiState& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseDown[button];
}
bool ImGui::IsMouseClicked(int button, bool repeat)
{
ImGuiState& g = *GImGui;
@ -2824,6 +2856,14 @@ int ImGui::GetFrameCount()
return GImGui->FrameCount;
}
static ImVec4 GetVisibleRect()
{
ImGuiState& g = *GImGui;
if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)
return ImVec4(g.IO.DisplayVisibleMin.x, g.IO.DisplayVisibleMin.y, g.IO.DisplayVisibleMax.x, g.IO.DisplayVisibleMax.y);
return ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
}
void ImGui::BeginTooltip()
{
ImGuiState& g = *GImGui;
@ -2944,6 +2984,30 @@ void ImGui::EndChildFrame()
ImGui::PopStyleColor();
}
static ImVec2 FindBestWindowPos(const ImVec2& mouse_pos, const ImVec2& size, int* last_dir, const ImRect& r_inner)
{
const ImGuiStyle& style = GImGui->Style;
// Clamp into visible area while not overlapping the cursor
ImRect r_outer(GetVisibleRect());
r_outer.Reduce(style.DisplaySafeAreaPadding);
ImVec2 mouse_pos_clamped = ImClamp(mouse_pos, r_outer.Min, r_outer.Max - size);
for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // Right, down, up, left. Favor last used direction.
{
const int dir = (n == -1) ? *last_dir : n;
ImRect rect(dir == 0 ? r_inner.Max.x : r_outer.Min.x, dir == 1 ? r_inner.Max.y : r_outer.Min.y, dir == 3 ? r_inner.Min.x : r_outer.Max.x, dir == 2 ? r_inner.Min.y : r_outer.Max.y);
if (rect.GetWidth() < size.x || rect.GetHeight() < size.y)
continue;
*last_dir = dir;
return ImVec2(dir == 0 ? r_inner.Max.x : dir == 3 ? r_inner.Min.x - size.x : mouse_pos_clamped.x, dir == 1 ? r_inner.Max.y : dir == 2 ? r_inner.Min.y - size.y : mouse_pos_clamped.y);
}
// Fallback
*last_dir = -1;
return mouse_pos + ImVec2(2,2);
}
static ImGuiWindow* FindWindowByName(const char* name)
{
// FIXME-OPT: Store sorted hashes -> pointers.
@ -3098,67 +3162,148 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
const bool first_begin_of_the_frame = (window->LastFrameDrawn != current_frame);
if (first_begin_of_the_frame)
{
window->Active = true;
window->DrawList->Clear();
window->Visible = true;
window->ClipRectStack.resize(0);
window->LastFrameDrawn = current_frame;
window->IDStack.resize(1);
}
// Setup texture, outer clipping rectangle
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ComboBox))
PushClipRect(parent_window->ClipRectStack.back());
else
PushClipRect(GetVisibleRect());
if (first_begin_of_the_frame)
{
// New windows appears in front
if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
if (!window->WasActive)
{
if (window->LastFrameDrawn < current_frame - 1)
window->AutoPosLastDirection = -1;
if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
{
FocusWindow(window);
// Popup position themselves when they first appear
if (flags & ImGuiWindowFlags_Popup)
{
if (!window_pos_set_by_api)
window->PosFloat = g.IO.MousePos;
}
// Popup first latch mouse position, will position itself when it appears next frame
if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
window->PosFloat = g.IO.MousePos;
}
}
window->LastFrameDrawn = current_frame;
window->ClipRectStack.resize(0);
// 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))
{
if (g.HoveredWindow == window && IsMouseHoveringRect(window->TitleBarRect()) && g.IO.MouseDoubleClicked[0])
{
window->Collapsed = !window->Collapsed;
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
MarkSettingsDirty();
FocusWindow(window);
}
}
else
{
window->Collapsed = false;
}
// Reset contents size for auto-fitting
const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1);
if (window->HiddenFrames > 0)
window->HiddenFrames--;
// SIZE
// Save contents size from last frame for auto-fitting
window->SizeContents = window_is_new ? ImVec2(0.0f, 0.0f) : window->DC.CursorMaxPos - window->Pos;
window->SizeContents.y += window->ScrollY;
// Hide popup/tooltip window when first appearing while we measure size (because we recycle them)
if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window->WasActive)
{
window->HiddenFrames = 1;
window->Size = window->SizeFull = window->SizeContents = ImVec2(0.f, 0.f); // TODO: We don't support SetNextWindowSize() for tooltips or popups yet
}
// Calculate auto-fit size
ImVec2 size_auto_fit;
if ((flags & ImGuiWindowFlags_Tooltip) != 0)
{
// Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.
size_auto_fit = window->SizeContents + style.WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
}
else
{
size_auto_fit = ImClamp(window->SizeContents + style.AutoFitPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - style.AutoFitPadding));
if (size_auto_fit.y < window->SizeContents.y + style.AutoFitPadding.y)
size_auto_fit.x += style.ScrollbarWidth;
}
// Handle automatic resize
if (window->Collapsed)
{
// We still process initial auto-fit on collapsed windows to get a window width,
// But otherwise we don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
if (window->AutoFitFrames > 0)
window->SizeFull = window->AutoFitOnlyGrows ? ImMax(window->SizeFull, size_auto_fit) : size_auto_fit;
window->Size = window->TitleBarRect().GetSize();
}
else
{
if (flags & ImGuiWindowFlags_AlwaysAutoResize)
{
window->SizeFull = size_auto_fit;
}
else if (window->AutoFitFrames > 0)
{
// Auto-fit only grows during the first few frames
window->SizeFull = window->AutoFitOnlyGrows ? ImMax(window->SizeFull, size_auto_fit) : size_auto_fit;
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
MarkSettingsDirty();
}
window->Size = window->SizeFull;
}
// Minimum window size
if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
window->SizeFull = ImMax(window->SizeFull, style.WindowMinSize);
// POSITION
// Position child window
if (flags & ImGuiWindowFlags_ChildWindow)
{
parent_window->DC.ChildWindows.push_back(window);
window->Pos = window->PosFloat = parent_window->DC.CursorPos;
window->SizeFull = size_on_first_use;
window->SizeFull = size_on_first_use; // NB: argument name 'size_on_first_use' misleading here, it's really just 'size' as provided by user.
}
}
// Setup texture
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
// Position popup
if ((flags & ImGuiWindowFlags_Popup) != 0 && window_appearing_after_being_hidden && !window_pos_set_by_api)
{
ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
window->PosFloat = FindBestWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
}
// Setup outer clipping rectangle
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ComboBox))
PushClipRect(parent_window->ClipRectStack.back());
else if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)
PushClipRect(ImVec4(g.IO.DisplayVisibleMin.x, g.IO.DisplayVisibleMin.y, g.IO.DisplayVisibleMax.x, g.IO.DisplayVisibleMax.y));
else
PushClipRect(ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y));
// Position tooltip (always follows mouse)
if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api)
{
ImRect rect_to_avoid(g.IO.MousePos.x - 16, g.IO.MousePos.y - 8, g.IO.MousePos.x + 24, g.IO.MousePos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
window->PosFloat = FindBestWindowPos(g.IO.MousePos, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
}
// Setup and draw window
if (first_begin_of_the_frame)
{
// Reset ID stack
window->IDStack.resize(1);
// Move window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
// User moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
RegisterAliveId(window->MoveID);
if (g.ActiveId == window->MoveID)
{
if (g.IO.MouseDown[0])
{
if (!(window->Flags & ImGuiWindowFlags_NoMove))
if (!(flags & ImGuiWindowFlags_NoMove))
{
window->PosFloat += g.IO.MouseDelta;
if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
MarkSettingsDirty();
}
IM_ASSERT(g.MovedWindow != NULL);
@ -3171,28 +3316,20 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
}
}
// Tooltips always follows mouse
if (!window_pos_set_by_api && (window->Flags & ImGuiWindowFlags_Tooltip) != 0)
{
window->PosFloat = g.IO.MousePos + ImVec2(32,16) - style.FramePadding*2;
}
// Clamp into view
if (!(window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Tooltip))
// Clamp into display
if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
{
if (window->AutoFitFrames <= 0 && g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
{
ImVec2 clip_min = style.DisplaySafeAreaPadding;
ImVec2 clip_max = g.IO.DisplaySize - style.DisplaySafeAreaPadding;
window->PosFloat = ImMax(window->PosFloat + window->Size, clip_min) - window->Size;
window->PosFloat = ImMin(window->PosFloat, clip_max);
ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
window->PosFloat = ImMax(window->PosFloat + window->Size, padding) - window->Size;
window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding);
}
window->SizeFull = ImMax(window->SizeFull, style.WindowMinSize);
}
window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
// Default item width. Make it proportional to window size if window manually resizes
if (window->Size.x > 0.0f && !(window->Flags & ImGuiWindowFlags_Tooltip) && !(window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f);
else
window->ItemWidthDefault = 200.0f;
@ -3209,61 +3346,21 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;
window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = IM_INT_MAX;
ImRect title_bar_rect = window->TitleBarRect();
// Apply and ImClamp scrolling
// Apply scrolling
window->ScrollY = window->NextScrollY;
window->ScrollY = ImMax(window->ScrollY, 0.0f);
if (!window->Collapsed && !window->SkipItems)
window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, window->SizeContents.y - window->SizeFull.y));
window->NextScrollY = window->ScrollY;
// At this point we don't have a clipping rectangle setup yet, so we can test and draw in title bar
// Collapse window by double-clicking on title bar
if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
{
if (!(window->Flags & ImGuiWindowFlags_NoCollapse) && g.HoveredWindow == window && IsMouseHoveringRect(title_bar_rect) && g.IO.MouseDoubleClicked[0])
{
window->Collapsed = !window->Collapsed;
if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
MarkSettingsDirty();
FocusWindow(window);
}
}
else
{
window->Collapsed = false;
}
// Calculate auto-fit size
ImVec2 size_auto_fit;
if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
{
// Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.
size_auto_fit = window->SizeContents + style.WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
}
else
{
size_auto_fit = ImClamp(window->SizeContents + style.AutoFitPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - style.AutoFitPadding));
if (size_auto_fit.y < window->SizeContents.y + style.AutoFitPadding.y)
size_auto_fit.x += style.ScrollbarWidth;
}
const float window_rounding = (window->Flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding;
// Draw window + handle manual resize
ImRect title_bar_rect = window->TitleBarRect();
const float window_rounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding;
if (window->Collapsed)
{
// We still process initial auto-fit on collapsed windows to get a window width
// But otherwise we don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
if (window->AutoFitFrames > 0)
{
window->SizeFull = window->AutoFitOnlyGrows ? ImMax(window->SizeFull, size_auto_fit) : size_auto_fit;
title_bar_rect = window->TitleBarRect();
}
// Draw title bar only
window->Size = title_bar_rect.GetSize();
window->DrawList->AddRectFilled(title_bar_rect.GetTL(), title_bar_rect.GetBR(), window->Color(ImGuiCol_TitleBgCollapsed), window_rounding);
if (window->Flags & ImGuiWindowFlags_ShowBorders)
if (flags & ImGuiWindowFlags_ShowBorders)
{
window->DrawList->AddRect(title_bar_rect.GetTL()+ImVec2(1,1), title_bar_rect.GetBR()+ImVec2(1,1), window->Color(ImGuiCol_BorderShadow), window_rounding);
window->DrawList->AddRect(title_bar_rect.GetTL(), title_bar_rect.GetBR(), window->Color(ImGuiCol_Border), window_rounding);
@ -3272,84 +3369,63 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
else
{
ImU32 resize_col = 0;
if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFrames <= 0 && !(flags & ImGuiWindowFlags_NoResize))
{
window->Size = window->SizeFull = size_auto_fit;
}
else
{
if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
// Manual resize
const ImRect resize_rect(window->Rect().GetBR()-ImVec2(14,14), window->Rect().GetBR());
const ImGuiID resize_id = window->GetID("#RESIZE");
bool hovered, held;
ButtonBehavior(resize_rect, resize_id, &hovered, &held, true);
resize_col = window->Color(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeNWSE;
if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])
{
// Don't continuously mark settings as dirty, the size of the window doesn't need to be stored.
// Manual auto-fit when double-clicking
window->SizeFull = size_auto_fit;
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
MarkSettingsDirty();
SetActiveId(0);
}
else if (window->AutoFitFrames > 0)
else if (held)
{
// Auto-fit only grows during the first few frames
window->SizeFull = window->AutoFitOnlyGrows ? ImMax(window->SizeFull, size_auto_fit) : size_auto_fit;
if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
window->SizeFull = ImMax(window->SizeFull + g.IO.MouseDelta, style.WindowMinSize);
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
MarkSettingsDirty();
}
else if (!(window->Flags & ImGuiWindowFlags_NoResize))
{
// Manual resize grip
const ImRect resize_rect(window->Rect().GetBR()-ImVec2(14,14), window->Rect().GetBR());
const ImGuiID resize_id = window->GetID("#RESIZE");
bool hovered, held;
ButtonBehavior(resize_rect, resize_id, &hovered, &held, true);
resize_col = window->Color(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeNWSE;
if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])
{
// Manual auto-fit when double-clicking
window->SizeFull = size_auto_fit;
if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
MarkSettingsDirty();
SetActiveId(0);
}
else if (held)
{
// Resize
window->SizeFull = ImMax(window->SizeFull + g.IO.MouseDelta, style.WindowMinSize);
if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
MarkSettingsDirty();
}
}
// Update rectangle immediately so that rendering right below us isn't one frame late
window->Size = window->SizeFull;
title_bar_rect = window->TitleBarRect();
}
// Scrollbar
window->ScrollbarY = (window->SizeContents.y > window->Size.y) && !(window->Flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarY = (window->SizeContents.y > window->Size.y) && !(flags & ImGuiWindowFlags_NoScrollbar);
// Window background
if (bg_alpha > 0.0f)
{
if ((window->Flags & ImGuiWindowFlags_ComboBox) != 0)
if ((flags & ImGuiWindowFlags_ComboBox) != 0)
window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_ComboBg, bg_alpha), window_rounding);
else if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
else if ((flags & ImGuiWindowFlags_Tooltip) != 0)
window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_TooltipBg, bg_alpha), window_rounding);
else if ((window->Flags & ImGuiWindowFlags_ChildWindow) != 0)
else if ((flags & ImGuiWindowFlags_ChildWindow) != 0)
window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size-ImVec2(window->ScrollbarY?style.ScrollbarWidth:0.0f,0.0f), window->Color(ImGuiCol_ChildWindowBg, bg_alpha), window_rounding, window->ScrollbarY ? (1|8) : (0xF));
else
window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, bg_alpha), window_rounding);
}
// Title bar
if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
if (!(flags & ImGuiWindowFlags_NoTitleBar))
window->DrawList->AddRectFilled(title_bar_rect.GetTL(), title_bar_rect.GetBR(), window->Color(ImGuiCol_TitleBg), window_rounding, 1|2);
// Borders
if (window->Flags & ImGuiWindowFlags_ShowBorders)
if (flags & ImGuiWindowFlags_ShowBorders)
{
window->DrawList->AddRect(window->Pos+ImVec2(1,1), window->Pos+window->Size+ImVec2(1,1), window->Color(ImGuiCol_BorderShadow), window_rounding);
window->DrawList->AddRect(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_Border), window_rounding);
if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
if (!(flags & ImGuiWindowFlags_NoTitleBar))
window->DrawList->AddLine(title_bar_rect.GetBL()+ImVec2(0.5f,0.5f), title_bar_rect.GetBR()+ImVec2(0.5f,0.5f), window->Color(ImGuiCol_Border));
}
@ -3359,7 +3435,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
// Render resize grip
// (after the input handling so we don't have a frame of latency)
if (!(window->Flags & ImGuiWindowFlags_NoResize))
if (!(flags & ImGuiWindowFlags_NoResize))
{
const float base_size = g.FontSize * 1.35f;
const float min_size = window_rounding + 1.0f + g.FontSize * 0.2f;
@ -3402,13 +3478,13 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
window->AutoFitFrames--;
// Title bar
if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
if (!(flags & ImGuiWindowFlags_NoTitleBar))
{
if (p_opened != NULL)
CloseWindowButton(p_opened);
ImVec2 text_min = window->Pos + style.FramePadding;
if (!(window->Flags & ImGuiWindowFlags_NoCollapse))
if (!(flags & ImGuiWindowFlags_NoCollapse))
{
RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f, true);
text_min.x += g.FontSize + style.ItemInnerSpacing.x;
@ -3418,7 +3494,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
const ImVec2 text_max = window->Pos + ImVec2(window->Size.x - (p_opened ? (title_bar_rect.GetHeight()-3) : style.FramePadding.x), style.FramePadding.y*2 + text_size.y);
RenderTextClipped(text_min, name, NULL, &text_size, text_max);
}
if (window->Flags & ImGuiWindowFlags_Popup)
if (flags & ImGuiWindowFlags_Popup)
{
if (p_opened)
{
@ -3471,13 +3547,13 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
// We also hide the window from rendering because we've already added its border to the command list.
// (we could perform the check earlier in the function but it is simpler at this point)
if (window->Collapsed)
window->Visible = false;
window->Active = false;
}
if (style.Alpha <= 0.0f)
window->Visible = false;
window->Active = false;
// Return false if we don't intend to display anything to allow user to perform an early out optimization
window->SkipItems = (window->Collapsed || !window->Visible) && window->AutoFitFrames <= 0;
window->SkipItems = (window->Collapsed || !window->Active) && window->AutoFitFrames <= 0;
return !window->SkipItems;
}
@ -4373,7 +4449,7 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window)
// An active popup disable hovering on other windows (apart from its own children)
if (ImGuiWindow* focused_window = g.FocusedWindow)
if (ImGuiWindow* focused_root_window = focused_window->RootWindow)
if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) != 0 && focused_root_window->WasVisible && focused_root_window != window->RootWindow)
if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) != 0 && focused_root_window->WasActive && focused_root_window != window->RootWindow)
return false;
return true;
@ -5416,7 +5492,7 @@ bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min,
}
// Add multiple sliders on 1 line for compact edition of multiple components
static bool SliderFloatN(const char* label, float v[3], int components, float v_min, float v_max, const char* display_format, float power)
static bool SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power)
{
ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
@ -5468,7 +5544,7 @@ bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max
return SliderFloatN(label, v, 4, v_min, v_max, display_format, power);
}
static bool SliderIntN(const char* label, int v[3], int components, int v_min, int v_max, const char* display_format)
static bool SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format)
{
ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
@ -5663,6 +5739,58 @@ bool ImGui::DragFloat(const char* label, float *v, float v_speed, float v_min, f
return value_changed;
}
static bool DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power)
{
ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiStyle& style = g.Style;
const float w_full = ImGui::CalcItemWidth();
const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.FramePadding.x*2.0f + style.ItemInnerSpacing.x)*(components-1)) / (float)components));
const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x)*(components-1)));
bool value_changed = false;
ImGui::BeginGroup();
ImGui::PushID(label);
ImGui::PushItemWidth(w_item_one);
for (int i = 0; i < components; i++)
{
ImGui::PushID(i);
if (i + 1 == components)
{
ImGui::PopItemWidth();
ImGui::PushItemWidth(w_item_last);
}
value_changed |= ImGui::DragFloat("##v", &v[i], v_speed, v_min, v_max, display_format, power);
ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
ImGui::PopID();
}
ImGui::PopItemWidth();
ImGui::PopID();
ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
ImGui::EndGroup();
return value_changed;
}
bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* display_format, float power)
{
return DragFloatN(label, v, 2, v_speed, v_min, v_max, display_format, power);
}
bool ImGui::DragFloat3(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* display_format, float power)
{
return DragFloatN(label, v, 3, v_speed, v_min, v_max, display_format, power);
}
bool ImGui::DragFloat4(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* display_format, float power)
{
return DragFloatN(label, v, 4, v_speed, v_min, v_max, display_format, power);
}
// NB: v_speed is float to allow adjusting the drag speed with more precision
bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* display_format)
{
@ -5674,6 +5802,58 @@ bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_m
return value_changed;
}
static bool DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format)
{
ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiStyle& style = g.Style;
const float w_full = ImGui::CalcItemWidth();
const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.FramePadding.x*2.0f + style.ItemInnerSpacing.x)*(components-1)) / (float)components));
const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x)*(components-1)));
bool value_changed = false;
ImGui::BeginGroup();
ImGui::PushID(label);
ImGui::PushItemWidth(w_item_one);
for (int i = 0; i < components; i++)
{
ImGui::PushID(i);
if (i + 1 == components)
{
ImGui::PopItemWidth();
ImGui::PushItemWidth(w_item_last);
}
value_changed |= ImGui::DragInt("##v", &v[i], v_speed, v_min, v_max, display_format);
ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
ImGui::PopID();
}
ImGui::PopItemWidth();
ImGui::PopID();
ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
ImGui::EndGroup();
return value_changed;
}
bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* display_format)
{
return DragIntN(label, v, 2, v_speed, v_min, v_max, display_format);
}
bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* display_format)
{
return DragIntN(label, v, 3, v_speed, v_min, v_max, display_format);
}
bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* display_format)
{
return DragIntN(label, v, 4, v_speed, v_min, v_max, display_format);
}
enum ImGuiPlotType
{
ImGuiPlotType_Lines,
@ -6539,7 +6719,8 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
if (callback_data.SelectionEnd != utf8_selection_end) edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd);
if (callback_data.BufDirty)
{
ImTextStrFromUtf8(edit_state.Text, IM_ARRAYSIZE(edit_state.Text), g.TempBuffer, NULL);
edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text, IM_ARRAYSIZE(edit_state.Text), g.TempBuffer, NULL);
edit_state.CurLenA = strlen(g.TempBuffer);
edit_state.CursorAnimReset();
}
}
@ -6876,7 +7057,8 @@ bool ImGui::Selectable(const char* label, bool selected, const ImVec2& size_arg)
const ImVec2 size(size_arg.x != 0.0f ? size_arg.x : w, size_arg.y != 0.0f ? size_arg.y : label_size.y);
ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
ItemSize(bb);
bb.Max.x += style.AutoFitPadding.x;
if (size_arg.x == 0.0f)
bb.Max.x += style.AutoFitPadding.x;
// Selectables are meant to be tightly packed together. So for both rendering and collision we extend to compensate for spacing.
ImRect bb_with_spacing = bb;
@ -7207,7 +7389,12 @@ void ImGui::Separator()
if (window->DC.ColumnsCount > 1)
PopClipRect();
const ImRect bb(ImVec2(window->Pos.x, window->DC.CursorPos.y), ImVec2(window->Pos.x + window->Size.x, window->DC.CursorPos.y));
float x1 = window->Pos.x;
float x2 = window->Pos.x + window->Size.x;
if (!window->DC.GroupStack.empty())
x1 += window->DC.ColumnsStartX;
const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y));
ItemSize(ImVec2(0.0f, bb.GetSize().y)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit
if (!ItemAdd(bb, NULL))
{
@ -7447,6 +7634,7 @@ static float GetDraggedColumnOffset(int column_index)
// window creates a feedback loop because we store normalized positions/ So while dragging we enforce absolute positioning
ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(column_index > 0); // We cannot drag column 0. If you get this assert you may have a conflict between the ID of your columns and another widgets.
IM_ASSERT(g.ActiveId == window->DC.ColumnsSetID + ImGuiID(column_index));
float x = g.IO.MousePos.x + g.ActiveClickDeltaToCenter.x;
@ -7571,7 +7759,9 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
}
// Set state for first column
ImGui::PushID(0x11223344); // Differentiate column ID with an arbitrary/random prefix for cases where users name their columns set the same as another non-scope widget
window->DC.ColumnsSetID = window->GetID(id ? id : "");
ImGui::PopID();
window->DC.ColumnsCurrent = 0;
window->DC.ColumnsCount = columns_count;
window->DC.ColumnsShowBorders = border;
@ -7773,10 +7963,7 @@ void ImDrawList::PushClipRectFullScreen()
// This would be more correct but we're not supposed to access ImGuiState from here?
//ImGuiState& g = *GImGui;
//if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)
// PushClipRect(ImVec4(g.IO.DisplayVisibleMin.x, g.IO.DisplayVisibleMin.y, g.IO.DisplayVisibleMax.x, g.IO.DisplayVisibleMax.y));
//else
// PushClipRect(ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y));
//PushClipRect(GetVisibleRect());
}
void ImDrawList::PopClipRect()
@ -10100,18 +10287,24 @@ void ImGui::ShowTestWindow(bool* opened)
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::DragInt2("drag int2", vec4i, 1, 0, 255);
ImGui::InputInt2("input int2", vec4i);
ImGui::SliderInt2("slider int2", vec4i, 0, 255);
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::DragInt3("drag int3", vec4i, 1, 0, 255);
ImGui::InputInt3("input int3", vec4i);
ImGui::SliderInt3("slider int3", vec4i, 0, 255);
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::Indent();
@ -10267,12 +10460,12 @@ void ImGui::ShowTestWindow(bool* opened)
// Text
ImGui::Text("Two items: Hello");
ImGui::SameLine();
ImGui::TextColored(ImVec4(1,1,0,1), "World");
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), "World");
ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");
// Button
ImGui::AlignFirstTextHeightToWidgets();
@ -10515,7 +10708,7 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::Text("An extra line here.");
ImGui::NextColumn();
ImGui::Text("World!");
ImGui::Text("Sailor");
ImGui::Button("Corniflower");
ImGui::RadioButton("radio c", &e, 2);
static float bar = 1.0f;
@ -10534,8 +10727,8 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::Text("Tree items:");
ImGui::Columns(2, "tree items");
ImGui::Separator();
if (ImGui::TreeNode("Hello")) { ImGui::BulletText("World"); ImGui::TreePop(); } ImGui::NextColumn();
if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Monde"); ImGui::TreePop(); } ImGui::NextColumn();
if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn();
if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn();
ImGui::Columns(1);
ImGui::Separator();
@ -10715,7 +10908,7 @@ void ImGui::ShowMetricsWindow(bool* opened)
static void NodeWindow(ImGuiWindow* window, const char* label)
{
if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Visible, window))
if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window))
return;
NodeDrawList(window->DrawList, "DrawList");
if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
@ -10747,7 +10940,7 @@ static void ShowExampleAppAutoResize(bool* opened)
}
static int lines = 10;
ImGui::TextWrapped("Window will resize every-frame to the size of its content. Note that you don't want to query the window size to output your content because that would create a feedback loop.");
ImGui::Text("Window will resize every-frame to the size of its content.\nNote that you probably don't want to query the window size to\noutput 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

29
imgui.h
View File

@ -1,4 +1,4 @@
// ImGui library v1.38
// ImGui library v1.39 WIP
// See .cpp file for documentation.
// See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
@ -13,7 +13,7 @@
#include <stdlib.h> // NULL, malloc, free, qsort, atoi
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
#define IMGUI_VERSION "1.38"
#define IMGUI_VERSION "1.39 WIP"
// Define assertion handler.
#ifndef IM_ASSERT
@ -159,14 +159,14 @@ namespace ImGui
IMGUI_API void ShowUserGuide(); // help block
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block
IMGUI_API void ShowTestWindow(bool* opened = NULL); // test window, demonstrate ImGui features
IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window
IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window for debugging imgui
// Window
// See implementation in .cpp for details
IMGUI_API bool Begin(const char* name = "Debug", bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
IMGUI_API bool Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // this is the older/longer API. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! maybe obsolete this API eventually.
IMGUI_API void End();
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). on each axis.
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
IMGUI_API void EndChild();
IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries, in windows coordinates
@ -237,7 +237,7 @@ namespace ImGui
IMGUI_API void Spacing(); // add vertical spacing
IMGUI_API void Indent(); // move content position toward the right by style.IndentSpacing pixels
IMGUI_API void Unindent(); // move content position back to the left (cancel Indent)
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
IMGUI_API void NextColumn(); // next column
IMGUI_API int GetColumnIndex(); // get current column index
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 usually 0.0f and not resizable unless you call this
@ -317,9 +317,14 @@ namespace ImGui
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
// Widgets: Drags (tip: ctrl+click on a drag box to input text)
// ImGui 1.38+ work-in-progress, may change name or API.
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* display_format = "%.3f", float power = 1.0f); // If v_max >= v_max we have no bound
IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_max >= v_max we have no bound
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* display_format = "%.3f", float power = 1.0f); // If v_max >= 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* display_format = "%.3f", float power = 1.0f);
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* display_format = "%.3f", float power = 1.0f);
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* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_max >= 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* display_format = "%.0f");
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* display_format = "%.0f");
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* display_format = "%.0f");
// Widgets: Input
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
@ -381,7 +386,9 @@ namespace ImGui
IMGUI_API bool IsRootWindowFocused(); // is current root window focused
IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
IMGUI_API bool IsRectClipped(const ImVec2& size); // test if rectangle of given size starting from cursor pos is out of clipping region. to perform coarse clipping on user's side (as an optimization)
IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry
IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry
IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // "
IMGUI_API bool IsMouseDown(int button);
IMGUI_API bool IsMouseClicked(int button, bool repeat = false);
IMGUI_API bool IsMouseDoubleClicked(int button);
IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window)
@ -597,7 +604,8 @@ struct ImGuiStyle
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
float ScrollbarWidth; // Width of the vertical scrollbar
float GrabMinSize; // Minimum width/height of a slider or scrollbar grab
ImVec2 DisplaySafeAreaPadding; // Window positions are clamped to be visible within the display area. If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding.
ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
ImVec2 DisplaySafeAreaPadding; // 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.
ImVec4 Colors[ImGuiCol_COUNT];
IMGUI_API ImGuiStyle();
@ -799,6 +807,7 @@ struct ImGuiStorage
// - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0);
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);