Merge branch 'master' into docking

# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
This commit is contained in:
ocornut 2021-03-31 16:41:17 +02:00
commit 6ddcdbe3e8
15 changed files with 148 additions and 71 deletions

3
.gitignore vendored
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@ -26,6 +26,9 @@ ipch
*.VC.db
*.VC.VC.opendb
## Commonly used CMake directories
/build*/
## Xcode artifacts
project.xcworkspace
xcuserdata

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@ -109,12 +109,14 @@ Other Changes:
- Scrolling: Fix scroll tracking with e.g. SetScrollHereX/Y() when WindowPadding < ItemSpacing.
- Scrolling: Fix scroll snapping on edge of scroll region when both scrollbars are enabled.
- Window: Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061)
- Tables: Expose TableSetColumnEnabled() in public api. (#3935)
- TabBar: Fixed mouse reordering with very fast movements (e.g. crossing multiple tabs in a single
frame and then immediately standling still (would only affect automation/bots). [@rokups]
- Drags, Sliders, Inputs: Specifying a NULL format to Float functions default them to "%.3f" to be
consistent with the compile-time default. (#3922)
- DragScalar: Add default value for v_speed argument to match higher-level functions. (#3922) [@eliasdaler]
- ColorEdit4: Alpha default to 255 (instead of 0) when omitted in hex input. (#3973) [@squadack]
- Backends: SDL: Rework global mouse pos availability check listing supported platforms explicitly,
effectively fixing mouse access on Raspberry Pi. (#2837, #3950) [@lethal-guitar, @hinxx]
- Backends: Win32: Clearing keyboard down array when losing focus (WM_KILLFOCUS). (#2062, #3532, #3961)
@ -123,7 +125,9 @@ Other Changes:
workaround/fix state restoring issues. Unknown exactly why so, but bit of a cargo-cult fix. (#3857)
- Backends: Vulkan: Fix mapped memory Vulkan validation error when buffer sizes are not multiple of
VkPhysicalDeviceLimits::nonCoherentAtomSize. (#3957) [@AgentX1994]
- Examples: Add OpenGL ES 2.0 support to modern GL examples. (#2837, #3951) [@lethal-guitar, @hinxx]
- Examples: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881)
- Examples: SDL2: Link with shell32.lib required by SDL2main.lib since SDL 2.0.12. [#3988]
- Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios]
Docking Branch:

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@ -105,7 +105,7 @@ Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcas
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20200918.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20200918.zip) (Windows, 1.78 WIP, built 2020/09/18, master branch) or [older demo binaries](https://www.dearimgui.org/binaries).
- [imgui-demo-binaries-20210331.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20210331.zip) (Windows, 1.83 WIP, built 2021/03/31, master branch) or [older demo binaries](https://www.dearimgui.org/binaries).
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.org/faq)).

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@ -21,15 +21,19 @@ SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
LINUX_GL_LIBS = -lGL
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## OPENGL LOADER
## OPENGL LOADER / OPENGL ES
##---------------------------------------------------------------------
## See below for OpenGL ES option (no loader required) - comment out
## the following if you want to use OpenGL ES instead of Desktop GL.
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
@ -56,13 +60,18 @@ CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2
# LIBS += -lglbinding
## Using OpenGL ES, no loader required
## This assumes a GL ES library available in the system, e.g. libGLESv2.so
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
# LINUX_GL_LIBS = -lGLESv2
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += -lGL `pkg-config --static --libs glfw3`
LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3`
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)

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@ -8,11 +8,13 @@
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
@ -57,7 +59,13 @@ int main(int, char**)
return 1;
// Decide GL+GLSL versions
#ifdef __APPLE__
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char* glsl_version = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);

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@ -3,6 +3,6 @@
@set OUT_EXE=example_sdl_directx11
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

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@ -3,6 +3,6 @@
@set OUT_EXE=example_sdl_opengl2
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

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@ -21,15 +21,19 @@ SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
LINUX_GL_LIBS = -lGL
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## OPENGL LOADER
## OPENGL LOADER / OPENGL ES
##---------------------------------------------------------------------
## See below for OpenGL ES option (no loader required) - comment out
## the following if you want to use OpenGL ES instead of Desktop GL.
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
@ -56,13 +60,21 @@ CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2
# LIBS += -lglbinding
## Using OpenGL ES, no loader required
## This assumes a GL ES library available in the system, e.g. libGLESv2.so
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
# LINUX_GL_LIBS = -lGLESv2
## If you're on a Raspberry Pi and want to use the legacy drivers,
## use the following instead:
# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += -lGL -ldl `sdl2-config --libs`
LIBS += $(LINUX_GL_LIBS) -ldl `sdl2-config --libs`
CXXFLAGS += `sdl2-config --cflags`
CFLAGS = $(CXXFLAGS)

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@ -3,6 +3,6 @@
@set OUT_EXE=example_sdl_opengl3
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I..\libs\gl3w
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

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@ -10,11 +10,13 @@
#include <stdio.h>
#include <SDL.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
@ -49,7 +51,14 @@ int main(int, char**)
}
// Decide GL+GLSL versions
#ifdef __APPLE__
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char* glsl_version = "#version 100";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#elif defined(__APPLE__)
// GL 3.2 Core + GLSL 150
const char* glsl_version = "#version 150";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac

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@ -0,0 +1,10 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_EXE=example_sdl_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

117
imgui.cpp
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@ -868,7 +868,7 @@ static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time
static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow().
static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
@ -3935,6 +3935,7 @@ void ImGui::UpdateTabFocus()
void ImGui::UpdateHoveredWindowAndCaptureFlags()
{
ImGuiContext& g = *GImGui;
g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
// Find the window hovered by mouse:
// - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
@ -4790,7 +4791,7 @@ static void FindHoveredWindow()
hovered_window = g.MovingWindow;
ImVec2 padding_regular = g.Style.TouchExtraPadding;
ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular;
ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
for (int i = g.Windows.Size - 1; i >= 0; i--)
{
ImGuiWindow* window = g.Windows[i];
@ -4807,7 +4808,7 @@ static void FindHoveredWindow()
if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))
bb.Expand(padding_regular);
else
bb.Expand(padding_for_resize_from_edges);
bb.Expand(padding_for_resize);
if (!bb.Contains(g.IO.MousePos))
continue;
@ -5561,53 +5562,64 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co
*out_size = size_constrained;
}
// Data for resizing from corner
struct ImGuiResizeGripDef
{
ImVec2 CornerPosN;
ImVec2 InnerDir;
int AngleMin12, AngleMax12;
};
static const ImGuiResizeGripDef resize_grip_def[4] =
{
{ ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right
{ ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left
{ ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused)
{ ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }, // Upper-right (Unused)
{ ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right
{ ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left
{ ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused)
{ ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused)
};
// Data for resizing from borders
struct ImGuiResizeBorderDef
{
ImVec2 InnerDir;
ImVec2 CornerPosN1, CornerPosN2;
ImVec2 SegmentN1, SegmentN2;
float OuterAngle;
};
static const ImGuiResizeBorderDef resize_border_def[4] =
{
{ ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Top
{ ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
{ ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
{ ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }, // Bottom
{ ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f } // Left
{ ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
{ ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down
};
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
{
ImRect rect = window->Rect();
if (thickness == 0.0f) rect.Max -= ImVec2(1, 1);
if (border_n == 0) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } // Top
if (border_n == 1) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } // Right
if (border_n == 2) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } // Bottom
if (border_n == 3) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } // Left
if (thickness == 0.0f)
rect.Max -= ImVec2(1, 1);
if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); }
if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); }
if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); }
if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); }
IM_ASSERT(0);
return ImRect();
}
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
// 4..7: borders (Top, Right, Bottom, Left)
ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n)
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
{
IM_ASSERT(n >= 0 && n <= 7);
IM_ASSERT(n >= 0 && n < 4);
ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
id = ImHashStr("#RESIZE", 0, id);
id = ImHashData(&n, sizeof(int), id);
return id;
}
// Borders (Left, Right, Up, Down)
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
{
IM_ASSERT(dir >= 0 && dir < 4);
int n = (int)dir + 4;
ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
id = ImHashStr("#RESIZE", 0, id);
id = ImHashData(&n, sizeof(int), id);
@ -5630,7 +5642,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f;
const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
ImVec2 pos_target(FLT_MAX, FLT_MAX);
ImVec2 size_target(FLT_MAX, FLT_MAX);
@ -5652,15 +5664,16 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
PushID("#RESIZE");
for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
{
const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
// Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size);
bool hovered, held;
ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
bool hovered, held;
ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
//GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
if (hovered || held)
g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
@ -5676,39 +5689,41 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
{
// Resize from any of the four corners
// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip
ImVec2 clamp_min = ImVec2(grip.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, grip.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);
ImVec2 clamp_max = ImVec2(grip.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, grip.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);
ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);
ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);
ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
corner_target = ImClamp(corner_target, clamp_min, clamp_max);
CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target);
CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
}
// Only lower-left grip is visible before hovering/activating
if (resize_grip_n == 0 || held || hovered)
resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
}
for (int border_n = 0; border_n < resize_border_count; border_n++)
{
const ImGuiResizeBorderDef& def = resize_border_def[border_n];
const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
bool hovered, held;
ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren);
//GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
{
g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
if (held)
*border_held = border_n;
}
if (held)
{
ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX);
ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX);
ImVec2 border_target = window->Pos;
ImVec2 border_posn;
if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top
if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right
if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom
if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left
ImVec2 clamp_min = ImVec2(border_n == 1 ? visibility_rect.Min.x : -FLT_MAX, border_n == 2 ? visibility_rect.Min.y : -FLT_MAX);
ImVec2 clamp_max = ImVec2(border_n == 3 ? visibility_rect.Max.x : +FLT_MAX, border_n == 0 ? visibility_rect.Max.y : +FLT_MAX);
border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;
border_target = ImClamp(border_target, clamp_min, clamp_max);
CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
}
}
PopID();
@ -5775,8 +5790,8 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
{
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->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
}
if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
@ -6052,14 +6067,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// 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);
window->Appearing = window_just_activated_by_user;
if (window->Appearing)
SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
@ -6353,6 +6367,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->Pos = parent_window->DC.CursorPos;
}
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
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)
@ -13563,10 +13578,10 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS; }
if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS; }
if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS; }
if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS; }
if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
//GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
if (central_node_hole && !hole_rect.IsInverted())
{
@ -14603,7 +14618,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
float cur_size_1 = child_1->Size[axis];
float min_size_0 = resize_limits[0] - child_0->Pos[axis];
float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER))
if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER))
{
if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
{

15
imgui.h
View File

@ -62,7 +62,7 @@ Index of this file:
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.83 WIP"
#define IMGUI_VERSION_NUM 18202
#define IMGUI_VERSION_NUM 18203
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
@ -624,13 +624,14 @@ namespace ImGui
// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
// - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
// Tooltips
@ -660,8 +661,9 @@ namespace ImGui
// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
// Popups: open+begin combined functions helpers
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
@ -671,7 +673,7 @@ namespace ImGui
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
// Popups: query functions
// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
@ -804,7 +806,7 @@ namespace ImGui
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
// Item/Widgets Utilities
// Item/Widgets Utilities and Query Functions
// - Most of the functions are referring to the previous Item that has been submitted.
// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
@ -829,7 +831,7 @@ namespace ImGui
// - 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.
IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
// Miscellaneous Utilities
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
@ -901,6 +903,7 @@ namespace ImGui
IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
// Debug Utilities
// - This is used by the IMGUI_CHECKVERSION() macro.
IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
// Memory Allocators

View File

@ -1492,6 +1492,7 @@ struct ImGuiContext
ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
int WindowsActiveCount; // Number of unique windows submitted by frame
ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING)
ImGuiWindow* CurrentWindow; // Window being drawn into
ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
@ -2746,7 +2747,8 @@ namespace ImGui
IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col);
IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders
IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners
IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir);
IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);
IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value);

View File

@ -2089,6 +2089,7 @@ static const char* ImAtoi(const char* src, TYPE* output)
// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi.
static void SanitizeFormatString(const char* fmt, char* fmt_out, size_t fmt_out_size)
{
IM_UNUSED(fmt_out_size);
const char* fmt_end = ImParseFormatFindEnd(fmt);
IM_ASSERT((size_t)(fmt_end - fmt + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!
while (fmt < fmt_end)
@ -4814,7 +4815,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
char* p = buf;
while (*p == '#' || ImCharIsBlankA(*p))
p++;
i[0] = i[1] = i[2] = i[3] = 0;
i[0] = i[1] = i[2] = 0;
i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha)
if (alpha)
sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)
else