// dear imgui, v1.60 WIP // (internals) // 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) #pragma once #ifndef IMGUI_VERSION #error Must include imgui.h before imgui_internal.h #endif #include // FILE* #include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf #include // INT_MIN, INT_MAX #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 #ifdef __clang__ #pragma clang diagnostic push #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" #endif //----------------------------------------------------------------------------- // Forward Declarations //----------------------------------------------------------------------------- struct ImRect; struct ImGuiColMod; struct ImGuiStyleMod; struct ImGuiGroupData; struct ImGuiMenuColumns; struct ImGuiDrawContext; struct ImGuiTextEditState; struct ImGuiPopupRef; struct ImGuiViewport; struct ImGuiWindow; struct ImGuiWindowSettings; typedef int ImGuiLayoutType; // enum: horizontal or vertical // enum ImGuiLayoutType_ typedef int ImGuiButtonFlags; // flags: for ButtonEx(), ButtonBehavior() // enum ImGuiButtonFlags_ typedef int ImGuiItemFlags; // flags: for PushItemFlag() // enum ImGuiItemFlags_ typedef int ImGuiItemStatusFlags; // flags: storage for DC.LastItemXXX // enum ImGuiItemStatusFlags_ typedef int ImGuiNavHighlightFlags; // flags: for RenderNavHighlight() // enum ImGuiNavHighlightFlags_ typedef int ImGuiNavDirSourceFlags; // flags: for GetNavInputAmount2d() // enum ImGuiNavDirSourceFlags_ typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_ typedef int ImGuiSliderFlags; // flags: for SliderBehavior() // enum ImGuiSliderFlags_ typedef int ImGuiViewportFlags; // flags: for Viewport() // enum ImGuiViewportFlags_ //------------------------------------------------------------------------- // STB libraries //------------------------------------------------------------------------- namespace ImGuiStb { #undef STB_TEXTEDIT_STRING #undef STB_TEXTEDIT_CHARTYPE #define STB_TEXTEDIT_STRING ImGuiTextEditState #define STB_TEXTEDIT_CHARTYPE ImWchar #define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f #include "stb_textedit.h" } // namespace ImGuiStb //----------------------------------------------------------------------------- // Context //----------------------------------------------------------------------------- #ifndef GImGui extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer #endif //----------------------------------------------------------------------------- // Helpers //----------------------------------------------------------------------------- #define IM_PI 3.14159265358979323846f #ifdef _WIN32 #define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018: Notepad _still_ doesn't display files properly when they use Unix-style carriage returns) #else #define IM_NEWLINE "\n" #endif // Helpers: UTF-8 <> wchar 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); // 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 ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string as UTF-8 code-points // Helpers: Misc IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0); IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode); static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; } static inline bool ImIsPowerOfTwo(int 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: Geometry 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); // Helpers: String 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* ImStrchrRange(const char* str_begin, const char* str_end, char c); IMGUI_API int ImStrlenW(const ImWchar* str); 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 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); // Helpers: Math // We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined) #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 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 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 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 static inline int ImMin(int lhs, int rhs) { return lhs < rhs ? lhs : rhs; } static inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; } static inline float ImMin(float lhs, float rhs) { return lhs < rhs ? lhs : rhs; } static inline float ImMax(float lhs, float rhs) { return lhs >= rhs ? lhs : rhs; } 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 int ImClamp(int v, int mn, int mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); } static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } static inline void ImSwap(int& a, int& b) { int tmp = a; a = b; b = tmp; } static inline void ImSwap(float& a, float& b) { float tmp = a; a = b; b = tmp; } static inline int ImLerp(int a, int b, float t) { return (int)(a + (b - a) * t); } static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; } 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 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 / sqrtf(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 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); } // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. // Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. struct ImNewPlacementDummy {}; inline void* operator new(size_t, ImNewPlacementDummy, void* ptr) { return ptr; } inline void operator delete(void*, ImNewPlacementDummy, void*) {} // This is only required so we can use the symetrical new() #define IM_PLACEMENT_NEW(_PTR) new(ImNewPlacementDummy(), _PTR) #define IM_NEW(_TYPE) new(ImNewPlacementDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE template void IM_DELETE(T*& p) { if (p) { p->~T(); ImGui::MemFree(p); p = NULL; } } //----------------------------------------------------------------------------- // Types //----------------------------------------------------------------------------- enum ImGuiButtonFlags_ { ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // return true on click + release on same item [DEFAULT if no PressedOn* flag is set] ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release) ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release) ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release) ImGuiButtonFlags_FlattenChildren = 1 << 5, // allow interactions even if a child window is overlapping ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED] ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // 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 << 10, // disable interaction if a key modifier is held ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) ImGuiButtonFlags_NoNavFocus = 1 << 13 // don't override navigation focus when activated }; enum ImGuiSliderFlags_ { ImGuiSliderFlags_Vertical = 1 << 0 }; enum ImGuiColumnsFlags_ { // Default: 0 ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window ImGuiColumnsFlags_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. }; enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ ImGuiSelectableFlags_Menu = 1 << 3, // -> PressedOnClick ImGuiSelectableFlags_MenuItem = 1 << 4, // -> PressedOnRelease ImGuiSelectableFlags_Disabled = 1 << 5, ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 6 }; enum ImGuiSeparatorFlags_ { ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar ImGuiSeparatorFlags_Vertical = 1 << 1 }; // Storage for LastItem data enum ImGuiItemStatusFlags_ { ImGuiItemStatusFlags_HoveredRect = 1 << 0, ImGuiItemStatusFlags_HasDisplayRect = 1 << 1 }; // FIXME: this is in development, not exposed/functional as a generic feature yet. enum ImGuiLayoutType_ { ImGuiLayoutType_Vertical, ImGuiLayoutType_Horizontal }; enum ImGuiAxis { ImGuiAxis_None = -1, ImGuiAxis_X = 0, ImGuiAxis_Y = 1 }; enum ImGuiPlotType { ImGuiPlotType_Lines, ImGuiPlotType_Histogram }; enum ImGuiDataType { ImGuiDataType_Int, ImGuiDataType_Float, ImGuiDataType_Float2 }; enum ImGuiInputSource { ImGuiInputSource_None = 0, ImGuiInputSource_Mouse, ImGuiInputSource_Nav, ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code ImGuiInputSource_NavGamepad, // " 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_TypeDefault = 1 << 0, ImGuiNavHighlightFlags_TypeThin = 1 << 1, ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, ImGuiNavHighlightFlags_NoRounding = 1 << 3 }; enum ImGuiNavDirSourceFlags_ { ImGuiNavDirSourceFlags_Keyboard = 1 << 0, ImGuiNavDirSourceFlags_PadDPad = 1 << 1, ImGuiNavDirSourceFlags_PadLStick = 1 << 2 }; enum ImGuiNavForward { ImGuiNavForward_None, ImGuiNavForward_ForwardQueued, ImGuiNavForward_ForwardActive }; // 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(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {} 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; } 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 Translate(float dx, float dy) { Min.x += dx; Min.y += dy; Max.x += dx; 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 = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } void FixInverted() { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); } bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } }; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColMod { 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 data for BeginGroup()/EndGroup() struct ImGuiGroupData { ImVec2 BackupCursorPos; ImVec2 BackupCursorMaxPos; float BackupIndentX; float BackupGroupOffsetX; float BackupCurrentLineHeight; float BackupCurrentLineTextBaseOffset; float BackupLogLinePosY; bool BackupActiveIdIsAlive; bool AdvanceCursor; }; // 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 { int Count; float Spacing; float Width, NextWidth; float Pos[4], NextWidths[4]; ImGuiMenuColumns(); void Update(int count, float spacing, bool clear); float DeclColumns(float w0, float w1, float w2); float CalcExtraSpace(float avail_w); }; // Internal state of the currently focused/edited text input box struct IMGUI_API ImGuiTextEditState { ImGuiID Id; // widget id owning the text state ImVector Text; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. ImVector InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) ImVector TempTextBuffer; int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format. int BufSizeA; // end-user buffer size float ScrollX; ImGuiStb::STB_TexteditState StbState; float CursorAnim; bool CursorFollow; bool SelectedAllMouseLock; ImGuiTextEditState() { memset(this, 0, sizeof(*this)); } void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); } bool HasSelection() const { return StbState.select_start != StbState.select_end; } void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; } void SelectAll() { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = false; } void OnKeyPressed(int key); }; // Data saved in imgui.ini file struct ImGuiWindowSettings { char* Name; ImGuiID Id; ImVec2 Pos; ImVec2 Size; ImVec2 ViewportOsDesktopPos; ImGuiID ViewportId; bool Collapsed; ImGuiWindowSettings() { Name = NULL; Id = ViewportId = 0; Pos = Size = ImVec2(0,0); ViewportOsDesktopPos = ImVec2(FLT_MAX, FLT_MAX); Collapsed = false; } }; struct ImGuiSettingsHandler { const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' ImGuiID TypeHash; // == ImHash(TypeName, 0, 0) void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" void (*ReadCloseFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry); // Read: Called when closing an existing entry, so code can validate overall data. [Optional] void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' void* UserData; ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } }; // Storage for current popup stack struct ImGuiPopupRef { ImGuiID PopupId; // Set on OpenPopup() ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() ImGuiWindow* ParentWindow; // Set on OpenPopup() int OpenFrameCount; // Set on OpenPopup() ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differenciate 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 }; struct ImGuiColumnData { float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) float OffsetNormBeforeResize; ImGuiColumnsFlags Flags; // Not exposed ImRect ClipRect; ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = 0; } }; struct ImGuiColumnsSet { ImGuiID ID; ImGuiColumnsFlags Flags; bool IsFirstFrame; bool IsBeingResized; int Current; int Count; float MinX, MaxX; float StartPosY; float StartMaxPosX; // Backup of CursorMaxPos float CellMinY, CellMaxY; ImVector Columns; ImGuiColumnsSet() { Clear(); } void Clear() { ID = 0; Flags = 0; IsFirstFrame = false; IsBeingResized = false; Current = 0; Count = 1; MinX = MaxX = 0.0f; StartPosY = 0.0f; StartMaxPosX = 0.0f; CellMinY = CellMaxY = 0.0f; Columns.clear(); } }; 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; ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() // Const data // FIXME: Bake rounded corners fill/borders in atlas ImVec2 CircleVtx12[12]; ImDrawListSharedData(); }; 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(); } IMGUI_API void FlattenIntoSingleLayer(); }; enum ImGuiViewportFlags_ { ImGuiViewportFlags_MainViewport = 1 << 0, ImGuiViewportFlags_HostOtherWindows = 1 << 1, ImGuiViewportFlags_NoDecoration = 1 << 2, // Platform Window: Disable platform title bar, borders, etc. ImGuiViewportFlags_NoFocusOnAppearing = 1 << 3, // Platform Window: Don't take focus when created. ImGuiViewportFlags_NoInputs = 1 << 4 // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. }; struct ImGuiViewport { ImGuiID ID; int Idx; ImGuiViewportFlags Flags; int LastFrameActive; int LastFrameAsRefViewport; // Last frame number this viewport was io.MouseViewportRef ImGuiID LastNameHash; ImGuiWindow* Window; ImVec2 Pos; // Position in imgui virtual space (Pos.y == 0.0) ImVec2 Size; ImDrawData DrawData; ImDrawDataBuilder DrawDataBuilder; // [Optional] OS/Platform Layer data. This is to allow the creation/manipulate of multiple OS/Platform windows. Not all back-ends will allow this. ImVec2 PlatformOsDesktopPos; // Position in OS desktop/native space float PlatformDpiScale; // FIXME-DPI: Unused void* PlatformUserData; // void* to hold custom data structure for the platform (e.g. windowing info, render context) void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. HWND, GlfwWindow*) bool PlatformRequestClose; // Platform window requested closure bool PlatformRequestResize; // Platform window requested resize void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. framebuffer) ImGuiViewport(ImGuiID id, int idx) { ID = id; Idx = idx; Flags = 0; LastFrameActive = LastFrameAsRefViewport = -1; LastNameHash = 0; Window = NULL; PlatformDpiScale = 0.0f; PlatformUserData = PlatformHandle = NULL; PlatformRequestClose = PlatformRequestResize = false; RendererUserData = NULL; } ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } float GetNextX() const { const float SPACING = 4.0f; return Pos.x + Size.x + SPACING; } }; struct ImGuiNavMoveResult { ImGuiID ID; // Best candidate ImGuiID ParentID; // Best candidate window->IDStack.back() - to compare context ImGuiWindow* Window; // Best candidate window 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() { ID = ParentID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } }; // Storage for SetNexWindow** functions struct ImGuiNextWindowData { ImGuiCond PosCond; ImGuiCond SizeCond; ImGuiCond ContentSizeCond; ImGuiCond CollapsedCond; ImGuiCond SizeConstraintCond; ImGuiCond FocusCond; ImGuiCond BgAlphaCond; ImGuiCond ViewportCond; ImVec2 PosVal; ImVec2 PosPivotVal; ImVec2 SizeVal; ImVec2 ContentSizeVal; bool CollapsedVal; ImRect SizeConstraintRect; ImGuiSizeCallback SizeCallback; void* SizeCallbackUserData; float BgAlphaVal; ImGuiID ViewportId; ImGuiNextWindowData() { PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = 0; PosVal = PosPivotVal = SizeVal = ImVec2(0.0f, 0.0f); ContentSizeVal = ImVec2(0.0f, 0.0f); CollapsedVal = false; SizeConstraintRect = ImRect(); SizeCallback = NULL; SizeCallbackUserData = NULL; BgAlphaVal = FLT_MAX; ViewportId = 0; } void Clear() { PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = 0; } }; // Main state for ImGui 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; float Time; int FrameCount; int FrameCountEnded; int FrameCountRendered; ImVector Windows; ImVector WindowsSortBuffer; ImVector CurrentWindowStack; ImGuiStorage WindowsById; int WindowsActiveCount; ImGuiWindow* CurrentWindow; // Being drawn into ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) ImGuiID HoveredId; // Hovered widget bool HoveredIdAllowOverlap; ImGuiID HoveredIdPreviousFrame; float HoveredIdTimer; ImGuiID ActiveId; // Active widget ImGuiID ActiveIdPreviousFrame; float ActiveIdTimer; bool ActiveIdIsAlive; // Active widget has been seen this frame 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) int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) 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) ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() ImVector FontStack; // Stack for PushFont()/PopFont() ImVector OpenPopupStack; // Which popups are open (persistent) ImVector CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame) ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions ImGuiCond NextTreeNodeOpenCond; // Viewports ImVectorViewports; ImGuiViewport* CurrentViewport; ImGuiViewport* MouseViewport; ImGuiViewport* MouseLastViewport; ImGuiViewport* MouseLastHoveredViewport; // Navigation data (for gamepad/keyboard) ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' ImGuiID NavId; // Focused item for navigation 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 NavNextActivateId; // Set by ActivateItem(), queued until next frame ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest) ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. int NavScoringCount; // Metrics for debugging ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most. float NavWindowingHighlightTimer; float NavWindowingHighlightAlpha; bool NavWindowingToggleLayer; ImGuiInputSource NavWindowingInputSource; // Gamepad or keyboard mode int 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 ~~ NavRefRectRel is valid bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavMoveMouse) 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; ImRect NavInitResultRectRel; bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items bool NavMoveRequest; // Move request for this frame ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using the NavFlattened flag) // Render float ModalWindowDarkeningRatio; ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays ImGuiMouseCursor MouseCursor; // Drag and Drop bool DragDropActive; ImGuiDragDropFlags DragDropSourceFlags; int DragDropMouseButton; ImGuiPayload DragDropPayload; ImRect DragDropTargetRect; ImGuiID DragDropTargetId; float DragDropAcceptIdCurrRectSurface; 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 ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly unsigned char DragDropPayloadBufLocal[8]; // Widget state ImGuiTextEditState InputTextState; ImFont InputTextPasswordFont; ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets ImVec4 ColorPickerRef; float DragCurrentValue; // Currently dragged value, always float, not rounded by end-user precision settings ImVec2 DragLastMouseDelta; float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio float DragSpeedScaleSlow; float DragSpeedScaleFast; ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? int TooltipOverrideCount; ImVector PrivateClipboard; // If no custom clipboard handler is defined ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor // Settings bool SettingsLoaded; float SettingsDirtyTimer; // Save .ini Settings on disk when time reaches zero ImVector SettingsWindows; // .ini settings for ImGuiWindow ImVector SettingsHandlers; // List of .ini settings handlers // Logging bool LogEnabled; FILE* LogFile; // If != NULL log to stdout/ file ImGuiTextBuffer* LogClipboard; // Else log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. int LogStartDepth; int LogAutoExpandMaxDepth; // Misc float FramerateSecPerFrame[120]; // calculate estimate of framerate for user int FramerateSecPerFrameIdx; float FramerateSecPerFrameAccum; int WantCaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags int WantCaptureKeyboardNextFrame; int WantTextInputNextFrame; char TempBuffer[1024*3+1]; // temporary text buffer ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL) { Initialized = false; Font = NULL; FontSize = FontBaseSize = 0.0f; FontAtlasOwnedByContext = shared_font_atlas ? false : true; IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); Time = 0.0f; FrameCount = 0; FrameCountEnded = FrameCountRendered = -1; WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; HoveredRootWindow = NULL; HoveredId = 0; HoveredIdAllowOverlap = false; HoveredIdPreviousFrame = 0; HoveredIdTimer = 0.0f; ActiveId = 0; ActiveIdPreviousFrame = 0; ActiveIdTimer = 0.0f; ActiveIdIsAlive = false; ActiveIdIsJustActivated = false; ActiveIdAllowOverlap = false; ActiveIdAllowNavDirFlags = 0; ActiveIdClickOffset = ImVec2(-1,-1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; MovingWindow = NULL; NextTreeNodeOpenVal = false; NextTreeNodeOpenCond = 0; CurrentViewport = NULL; MouseViewport = NULL; MouseLastViewport = MouseLastHoveredViewport = NULL; NavWindow = NULL; NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0; NavScoringRectScreen = ImRect(); NavScoringCount = 0; NavWindowingTarget = NULL; NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; NavWindowingInputSource = ImGuiInputSource_None; NavLayer = 0; NavIdTabCounter = INT_MAX; NavIdIsAlive = false; NavMousePosDirty = false; NavDisableHighlight = true; NavDisableMouseHover = false; NavAnyRequest = false; NavInitRequest = false; NavInitRequestFromMove = false; NavInitResultId = 0; NavMoveFromClampedRefRect = false; NavMoveRequest = false; NavMoveRequestForward = ImGuiNavForward_None; NavMoveDir = NavMoveDirLast = ImGuiDir_None; ModalWindowDarkeningRatio = 0.0f; OverlayDrawList._Data = &DrawListSharedData; OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging MouseCursor = ImGuiMouseCursor_Arrow; DragDropActive = false; DragDropSourceFlags = 0; DragDropMouseButton = -1; DragDropTargetId = 0; DragDropAcceptIdCurrRectSurface = 0.0f; DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; DragDropAcceptFrameCount = -1; memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); ScalarAsInputTextId = 0; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; DragCurrentValue = 0.0f; DragLastMouseDelta = ImVec2(0.0f, 0.0f); DragSpeedDefaultRatio = 1.0f / 100.0f; DragSpeedScaleSlow = 1.0f / 100.0f; DragSpeedScaleFast = 10.0f; ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f); TooltipOverrideCount = 0; OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f); SettingsLoaded = false; SettingsDirtyTimer = 0.0f; LogEnabled = false; LogFile = NULL; LogClipboard = NULL; LogStartDepth = 0; LogAutoExpandMaxDepth = 2; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; FramerateSecPerFrameAccum = 0.0f; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; memset(TempBuffer, 0, sizeof(TempBuffer)); } }; // 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_AllowKeyboardFocus = 1 << 0, // true ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. ImGuiItemFlags_Disabled = 1 << 2, // false // FIXME-WIP: Disable interactions but doesn't affect visuals. Should be: grey out and disable interactions with widgets that affect data + view widgets (WIP) ImGuiItemFlags_NoNav = 1 << 3, // false ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window ImGuiItemFlags_Default_ = ImGuiItemFlags_AllowKeyboardFocus }; // Transient per-window data, reset at the beginning of the frame // FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered. struct IMGUI_API ImGuiDrawContext { ImVec2 CursorPos; ImVec2 CursorPosPrevLine; ImVec2 CursorStartPos; ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame float CurrentLineHeight; float CurrentLineTextBaseOffset; float PrevLineHeight; float PrevLineTextBaseOffset; float LogLinePosY; int TreeDepth; ImU32 TreeDepthMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31 ImGuiID LastItemId; ImGuiItemStatusFlags LastItemStatusFlags; ImRect LastItemRect; // Interaction rect ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) bool NavHideHighlightOneFrame; bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) int NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. int NavLayerActiveMask; // Which layer have been written to (result from previous frame) int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) bool MenuBarAppending; // FIXME: Remove this float MenuBarOffsetX; ImVector ChildWindows; ImGuiStorage* StateStorage; ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() // 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; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f] ImVectorItemFlagsStack; ImVector ItemWidthStack; ImVector TextWrapPosStack; ImVectorGroupStack; int StackSizesBackup[6]; // Store size of various stacks for asserting float IndentX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) float GroupOffsetX; float ColumnsOffsetX; // 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. ImGuiColumnsSet* ColumnsSet; // Current columns set ImGuiDrawContext() { CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); CurrentLineHeight = PrevLineHeight = 0.0f; CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; LogLinePosY = -1.0f; TreeDepth = 0; TreeDepthMayJumpToParentOnPop = 0x00; LastItemId = 0; LastItemStatusFlags = 0; LastItemRect = LastItemDisplayRect = ImRect(); NavHideHighlightOneFrame = false; NavHasScroll = false; NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; NavLayerCurrent = 0; NavLayerCurrentMask = 1 << 0; MenuBarAppending = false; MenuBarOffsetX = 0.0f; StateStorage = NULL; LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; ItemWidth = 0.0f; ItemFlags = ImGuiItemFlags_Default_; TextWrapPos = -1.0f; memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); IndentX = 0.0f; GroupOffsetX = 0.0f; ColumnsOffsetX = 0.0f; ColumnsSet = NULL; } }; // Windows data struct IMGUI_API ImGuiWindow { char* Name; ImGuiID ID; // == ImHash(Name) ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ ImGuiViewport* Viewport; // Always set in Begin(), only inactive windows may have a NULL value here ImGuiID ViewportId; // Inactive windows preserve their last viewport id (since the viewport may disappear with the window inactivity) ImVec2 ViewportOsDesktopPos; ImVec2 PosFloat; ImVec2 Pos; // Position rounded-up to nearest pixel ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars. ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc. ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize() ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis ImVec2 WindowPadding; // Window padding at the time of begin. float WindowRounding; // Window rounding at the time of begin. float WindowBorderSize; // Window border size at the time of begin. ImGuiID MoveId; // == window->GetID("#MOVE") ImGuiID ChildId; // Id of corresponding item in parent window (for child windows) ImVec2 Scroll; ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered bool ScrollbarX, ScrollbarY; ImVec2 ScrollbarSizes; bool Active; // Set to true on Begin(), unless Collapsed bool WasActive; bool WriteAccessed; // Set to true when any widget access the current window bool Collapsed; // Set when collapsing window to become only title-bar bool CollapseToggleWanted; bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) bool Appearing; // Set during the frame where the window is appearing (or re-appearing) bool CloseButton; // Set when the window has a close button (p_open != NULL) int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) int AutoFitFramesX, AutoFitFramesY; bool AutoFitOnlyGrows; int AutoFitChildAxises; ImGuiDir AutoPosLastDirection; int HiddenFrames; ImGuiCond SetWindowPosAllowFlags; // store accepted condition flags for SetNextWindowPos() use. ImGuiCond SetWindowSizeAllowFlags; // store accepted condition flags for SetNextWindowSize() use. ImGuiCond SetWindowCollapsedAllowFlags; // store accepted condition flags for SetNextWindowCollapsed() use. ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right. ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2. ImRect WindowRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window. ImRect InnerRect, InnerClipRect; int LastFrameActive; float ItemWidthDefault; ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items ImGuiStorage StateStorage; ImVector ColumnsStorage; float FontWindowScale; // Scale multiplier per-window ImDrawList* DrawList; ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL. ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForTabbing; // Point to ourself or first ancestor which can be CTRL-Tabbed into. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1) ImRect NavRectRel[2]; // Reference rectangle, in window relative space // Navigation / Focus // FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister() int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through) int FocusIdxAllRequestCurrent; // Item being requested for focus int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame) int FocusIdxTabRequestNext; // " public: ImGuiWindow(ImGuiContext* context, const char* name); ~ImGuiWindow(); ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale; } float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; } ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; } ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; // Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. struct ImGuiItemHoveredDataBackup { ImGuiID LastItemId; ImGuiItemStatusFlags LastItemStatusFlags; ImRect LastItemRect; ImRect LastItemDisplayRect; ImGuiItemHoveredDataBackup() { Backup(); } void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; } void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; } }; //----------------------------------------------------------------------------- // Internal API // No guarantee of forward compatibility here. //----------------------------------------------------------------------------- namespace ImGui { // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) // If this ever crash because g.CurrentWindow is NULL it means that either // - ImGui::NewFrame() has never been called, which is illegal. // - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void FocusWindow(ImGuiWindow* window); IMGUI_API void BringWindowToFront(ImGuiWindow* window); IMGUI_API void BringWindowToBack(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); IMGUI_API void Initialize(ImGuiContext* context); IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). // Viewports IMGUI_API ImGuiViewport* Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFlags flags, const ImVec2& os_desktop_pos, const ImVec2& size); // os_desktop_pos allows imgui to reposition windows relative to each order when moving from one viewport to the other. inline ImVector&GetViewports() { return GImGui->Viewports; } inline ImGuiViewport* GetMainViewport() { return GImGui->Viewports[0]; } IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); IMGUI_API void SetNextWindowViewport(ImGuiID id); IMGUI_API void ScaleWindowsInViewport(ImGuiViewport* viewport, float scale); IMGUI_API void ShowViewportThumbnails(); IMGUI_API void DestroyViewportsPlaformData(ImGuiContext* context); IMGUI_API void DestroyViewportsRendererData(ImGuiContext* context); IMGUI_API void MarkIniSettingsDirty(); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); IMGUI_API ImGuiID GetActiveID(); IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); IMGUI_API void ClearActiveID(); IMGUI_API void SetHoveredID(ImGuiID id); IMGUI_API ImGuiID GetHoveredID(); IMGUI_API void KeepAliveID(ImGuiID id); IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f); IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f); IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API void PushMultiItemsWidths(int components, float width_full = 0.0f); IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); IMGUI_API void SetCurrentFont(ImFont* font); IMGUI_API void OpenPopupEx(ImGuiID id); IMGUI_API void ClosePopup(ImGuiID id); IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window); IMGUI_API bool IsPopupOpen(ImGuiID id); IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true); IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); IMGUI_API void NavMoveRequestCancel(); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate); IMGUI_API void Scrollbar(ImGuiLayoutType direction); IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). not exposed because it is misleading what it doesn't have an effect on regular layout. IMGUI_API bool SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f); IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); // FIXME-WIP: New Columns API IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void EndColumns(); // close columns IMGUI_API void PushColumnClipRect(int column_index = -1); // NB: All position are in absolute pixels coordinates (never using window coordinates internally) // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); IMGUI_API void 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 = ImVec2(0,0), const ImRect* clip_rect = NULL); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f); IMGUI_API void RenderBullet(ImVec2 pos); IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius); IMGUI_API bool ArrowButton(ImGuiID id, ImGuiDir dir, ImVec2 padding, ImGuiButtonFlags flags = 0); IMGUI_API bool SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags = 0); IMGUI_API bool SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power); IMGUI_API bool SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format); IMGUI_API bool DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power); IMGUI_API bool DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power); IMGUI_API bool DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format); IMGUI_API bool InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags); IMGUI_API bool InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags); IMGUI_API bool InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags); IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision); IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging IMGUI_API void TreePushRawID(ImGuiID id); IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size); IMGUI_API int ParseFormatPrecision(const char* fmt, int default_value); IMGUI_API float RoundScalar(float value, int decimal_precision); // Shade functions IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); IMGUI_API void ShadeVertsLinearAlphaGradientForLeftToRightText(ImDrawVert* vert_start, ImDrawVert* vert_end, float gradient_p0_x, float gradient_p1_x); IMGUI_API void ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); } // namespace ImGui // ImFontAtlas internals IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* spc); IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); #ifdef __clang__ #pragma clang diagnostic pop #endif #ifdef _MSC_VER #pragma warning (pop) #endif