// ImGui library v1.44 WIP // Internals // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! // Implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) // #define IMGUI_DEFINE_MATH_OPERATORS #pragma once #include // FILE* #include // sqrtf() //----------------------------------------------------------------------------- // Forward Declarations //----------------------------------------------------------------------------- struct ImRect; struct ImGuiColMod; struct ImGuiStyleMod; struct ImGuiGroupData; struct ImGuiSimpleColumns; struct ImGuiDrawContext; struct ImGuiTextEditState; struct ImGuiIniData; struct ImGuiMouseCursorData; struct ImGuiPopupRef; struct ImGuiState; struct ImGuiWindow; typedef int ImGuiLayoutType; // enum ImGuiLayoutType_ typedef int ImGuiButtonFlags; // enum ImGuiButtonFlags_ //------------------------------------------------------------------------- // STB libraries //------------------------------------------------------------------------- namespace ImGuiStb { #ifdef __clang__ #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wunused-function" #pragma clang diagnostic ignored "-Wmissing-prototypes" #endif #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" #ifdef __clang__ #pragma clang diagnostic pop #endif } // namespace ImGuiStb //----------------------------------------------------------------------------- // Context //----------------------------------------------------------------------------- extern ImGuiState* GImGui; //----------------------------------------------------------------------------- // Helpers //----------------------------------------------------------------------------- #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) #define IM_PI 3.14159265358979323846f // Helpers: UTF-8 <> wchar int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // return input UTF-8 bytes count 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 int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) 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 ImU32 ImHash(const void* data, int data_size, ImU32 seed); bool ImLoadFileToMemory(const char* filename, const char* file_open_mode, void** out_file_data, int* out_file_size = NULL, int padding_bytes = 0); bool ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c); static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; } static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } // Helpers: String int ImStricmp(const char* str1, const char* str2); int ImStrnicmp(const char* str1, const char* str2, int count); char* ImStrdup(const char* str); int ImStrlenW(const ImWchar* str); const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line const char* ImStristr(const char* haystack, const char* needle, const char* needle_end); int ImFormatString(char* buf, int buf_size, const char* fmt, ...); int ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args); // 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-lhs.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(ImMin(lhs.x,rhs.x), ImMin(lhs.y,rhs.y)); } static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMax(lhs.x,rhs.x), ImMax(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 float ImLerp(float a, float b, float t) { return a + (b - a) * 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 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; } //----------------------------------------------------------------------------- // Types //----------------------------------------------------------------------------- enum ImGuiButtonFlags_ { ImGuiButtonFlags_Repeat = 1 << 0, ImGuiButtonFlags_PressedOnClick = 1 << 1, // return pressed on click only (default requires click+release) ImGuiButtonFlags_PressedOnRelease = 1 << 2, // return pressed on release only (default requires click+release) ImGuiButtonFlags_FlattenChilds = 1 << 3, ImGuiButtonFlags_DontClosePopups = 1 << 4, ImGuiButtonFlags_Disabled = 1 << 5, ImGuiButtonFlags_AlignTextBaseLine = 1 << 6 }; enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ ImGuiSelectableFlags_Menu = 1 << 2, ImGuiSelectableFlags_MenuItem = 1 << 3, ImGuiSelectableFlags_Disabled = 1 << 4, ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 5 }; // FIXME: this is in development, not exposed/functional as a generic feature yet. enum ImGuiLayoutType_ { ImGuiLayoutType_Vertical, ImGuiLayoutType_Horizontal }; // 2D axis aligned bounding-box // NB: we can't rely on ImVec2 math operators and helpers (ImMin,ImMax..) being available here struct 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; } ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } ImVec2 GetBR() const { return Max; } 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& rhs) { if (Min.x > rhs.x) Min.x = rhs.x; if (Min.y > rhs.y) Min.y = rhs.y; if (Max.x < rhs.x) Max.x = rhs.x; if (Max.y < rhs.y) Max.y = rhs.y; } void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; } void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; } void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; } void Round() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const { if (!on_edge && Contains(p)) return p; if (p.x > Max.x) p.x = Max.x; else if (p.x < Min.x) p.x = Min.x; if (p.y > Max.y) p.y = Max.y; else if (p.y < Min.y) p.y = Min.y; return p; } }; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColMod { ImGuiCol Col; ImVec4 PreviousValue; }; // Stacked style modifier, backup of modified data so we can restore it struct ImGuiStyleMod { ImGuiStyleVar Var; ImVec2 PreviousValue; }; // Stacked data for BeginGroup()/EndGroup() struct ImGuiGroupData { ImVec2 BackupCursorPos; ImVec2 BackupCursorMaxPos; float BackupColumnsStartX; float BackupCurrentLineHeight; float BackupCurrentLineTextBaseOffset; float BackupLogLinePosY; bool AdvanceCursor; }; // Simple column measurement currently used for MenuItem() only. This is very short-sighted for now and not a generic helper. struct ImGuiSimpleColumns { int Count; float Spacing; float Width, NextWidth; float Pos[8], NextWidths[8]; ImGuiSimpleColumns(); 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 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; ImVec2 InputCursorScreenPos; // Cursor position in screen space to be used by IME callback. 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 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.select_end = CurLenW; StbState.cursor = StbState.select_end; StbState.has_preferred_x = false; } void OnKeyPressed(int key); }; // Data saved in imgui.ini file struct ImGuiIniData { char* Name; ImGuiID ID; ImVec2 Pos; ImVec2 Size; bool Collapsed; }; // Mouse cursor data (used when io.MouseDrawCursor is set) struct ImGuiMouseCursorData { ImGuiMouseCursor Type; ImVec2 HotOffset; ImVec2 Size; ImVec2 TexUvMin[2]; ImVec2 TexUvMax[2]; }; // 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() ImGuiID ParentMenuSet; // Set on OpenPopup() ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set) { PopupID = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; } }; // Main state for ImGui struct ImGuiState { bool Initialized; ImGuiIO IO; ImGuiStyle Style; ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize() float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters. ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvForWhite float Time; int FrameCount; int FrameCountRendered; ImVector Windows; ImVector WindowsSortBuffer; ImGuiWindow* CurrentWindow; // Being drawn into ImVector CurrentWindowStack; ImGuiWindow* FocusedWindow; // Will catch keyboard inputs ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) ImGuiID HoveredId; // Hovered widget ImGuiID HoveredIdPreviousFrame; ImGuiID ActiveId; // Active widget ImGuiID ActiveIdPreviousFrame; bool ActiveIdIsAlive; bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdIsFocusedOnly; // Set only by active widget. Denote focus but no active interaction ImGuiWindow* ActiveIdWindow; ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window. Pointer is only valid if ActiveID is the "#MOVE" identifier of a window. ImVector Settings; // .ini Settings float SettingsDirtyTimer; // Save .ini settinngs on disk when time reaches zero int DisableHideTextAfterDoubleHash; ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() ImVector FontStack; // Stack for PushFont()/PopFont() ImVector OpenedPopupStack; // Which popups are open (persistent) ImVector CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame) // Storage for SetNexWindow** and SetNextTreeNode*** functions ImVec2 SetNextWindowPosVal; ImVec2 SetNextWindowSizeVal; bool SetNextWindowCollapsedVal; ImGuiSetCond SetNextWindowPosCond; ImGuiSetCond SetNextWindowSizeCond; ImGuiSetCond SetNextWindowCollapsedCond; bool SetNextWindowFocus; bool SetNextTreeNodeOpenedVal; ImGuiSetCond SetNextTreeNodeOpenedCond; // Render ImVector RenderDrawLists[3]; float ModalWindowDarkeningRatio; ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays ImGuiMouseCursor MouseCursor; ImGuiMouseCursorData MouseCursorData[ImGuiMouseCursor_Count_]; // Widget state ImGuiTextEditState InputTextState; ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiStorage ColorEditModeStorage; // Store user selection of color edit mode ImVec2 ActiveClickDeltaToCenter; float DragCurrentValue; // current 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; float ScrollbarClickDeltaToGrabCenter; // distance between mouse and center of grab box, normalized in parent space char Tooltip[1024]; char* PrivateClipboard; // if no custom clipboard handler is defined // Logging bool LogEnabled; FILE* LogFile; ImGuiTextBuffer* LogClipboard; // 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; bool CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags bool CaptureKeyboardNextFrame; char TempBuffer[1024*3+1]; // temporary text buffer ImGuiState() { Initialized = false; Font = NULL; FontSize = FontBaseSize = 0.0f; FontTexUvWhitePixel = ImVec2(0.0f, 0.0f); Time = 0.0f; FrameCount = 0; FrameCountRendered = -1; CurrentWindow = NULL; FocusedWindow = NULL; HoveredWindow = NULL; HoveredRootWindow = NULL; HoveredId = 0; HoveredIdPreviousFrame = 0; ActiveId = 0; ActiveIdPreviousFrame = 0; ActiveIdIsAlive = false; ActiveIdIsJustActivated = false; ActiveIdIsFocusedOnly = false; ActiveIdWindow = NULL; MovedWindow = NULL; SettingsDirtyTimer = 0.0f; DisableHideTextAfterDoubleHash = 0; SetNextWindowPosVal = ImVec2(0.0f, 0.0f); SetNextWindowSizeVal = ImVec2(0.0f, 0.0f); SetNextWindowCollapsedVal = false; SetNextWindowPosCond = 0; SetNextWindowSizeCond = 0; SetNextWindowCollapsedCond = 0; SetNextWindowFocus = false; SetNextTreeNodeOpenedVal = false; SetNextTreeNodeOpenedCond = 0; ScalarAsInputTextId = 0; ActiveClickDeltaToCenter = ImVec2(0.0f, 0.0f); DragCurrentValue = 0.0f; DragLastMouseDelta = ImVec2(0.0f, 0.0f); DragSpeedDefaultRatio = 0.01f; DragSpeedScaleSlow = 0.01f; DragSpeedScaleFast = 10.0f; ScrollbarClickDeltaToGrabCenter = 0.0f; memset(Tooltip, 0, sizeof(Tooltip)); PrivateClipboard = NULL; ModalWindowDarkeningRatio = 0.0f; OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging MouseCursor = ImGuiMouseCursor_Arrow; LogEnabled = false; LogFile = NULL; LogClipboard = NULL; LogStartDepth = 0; LogAutoExpandMaxDepth = 2; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; FramerateSecPerFrameAccum = 0.0f; CaptureMouseNextFrame = CaptureKeyboardNextFrame = false; } }; // 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 ImGuiDrawContext { ImVec2 CursorPos; ImVec2 CursorPosPrevLine; ImVec2 CursorStartPos; ImVec2 CursorMaxPos; // Implicitly calculate the size of our contents, always extending. Saved into window->SizeContents at the end of the frame float CurrentLineHeight; float CurrentLineTextBaseOffset; float PrevLineHeight; float PrevLineTextBaseOffset; float LogLinePosY; int TreeDepth; ImGuiID LastItemID; ImRect LastItemRect; bool LastItemHoveredAndUsable; bool LastItemHoveredRect; bool MenuBarAppending; float MenuBarOffsetX; ImVector ChildWindows; ImGuiStorage* StateStorage; ImGuiLayoutType LayoutType; // 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. bool ButtonRepeat; // == ButtonRepeatStack.back() [empty == false] bool AllowKeyboardFocus; // == AllowKeyboardFocusStack.back() [empty == true] 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] ImVector ButtonRepeatStack; ImVector AllowKeyboardFocusStack; ImVector ItemWidthStack; ImVector TextWrapPosStack; ImVectorGroupStack; ImGuiColorEditMode ColorEditMode; int StackSizesBackup[6]; // Store size of various stacks for asserting float ColumnsStartX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) 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. int ColumnsCurrent; int ColumnsCount; ImVec2 ColumnsStartPos; float ColumnsCellMinY; float ColumnsCellMaxY; bool ColumnsShowBorders; ImGuiID ColumnsSetID; ImVector ColumnsOffsetsT; // Columns offset normalized 0.0 (far left) -> 1.0 (far right) ImGuiDrawContext() { CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); CurrentLineHeight = PrevLineHeight = 0.0f; CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; LogLinePosY = -1.0f; TreeDepth = 0; LastItemID = 0; LastItemRect = ImRect(0.0f,0.0f,0.0f,0.0f); LastItemHoveredAndUsable = LastItemHoveredRect = false; MenuBarAppending = false; MenuBarOffsetX = 0.0f; StateStorage = NULL; LayoutType = ImGuiLayoutType_Vertical; ItemWidth = 0.0f; ButtonRepeat = false; AllowKeyboardFocus = true; TextWrapPos = -1.0f; ColorEditMode = ImGuiColorEditMode_RGB; memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); ColumnsStartX = 0.0f; ColumnsOffsetX = 0.0f; ColumnsCurrent = 0; ColumnsCount = 1; ColumnsStartPos = ImVec2(0.0f, 0.0f); ColumnsCellMinY = ColumnsCellMaxY = 0.0f; ColumnsShowBorders = true; ColumnsSetID = 0; } }; // Windows data struct ImGuiWindow { char* Name; ImGuiID ID; ImGuiWindowFlags Flags; 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 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect ImGuiID MoveID; // == window->GetID("#MOVE") float ScrollY; float ScrollTargetRelY; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) float ScrollTargetCenterRatioY; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered bool ScrollbarY; bool Active; // Set to true on Begin() bool WasActive; bool Accessed; // Set to true when any widget access the current window bool Collapsed; // Set when collapsing window to become only title-bar bool SkipItems; // == Visible && !Collapsed int 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 AutoPosLastDirection; int HiddenFrames; int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag. int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag. int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag. bool SetWindowPosCenterWanted; 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 ImVec4 ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2. ImRect ClippedWindowRect; // = ClipRect just after setup in Begin() int LastFrameDrawn; float ItemWidthDefault; ImGuiSimpleColumns MenuColumns; // Simplified columns storage for menu items ImGuiStorage StateStorage; float FontWindowScale; // Scale multiplier per-window ImDrawList* DrawList; ImGuiWindow* RootWindow; ImGuiWindow* RootNonPopupWindow; // Focus 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(const char* name); ~ImGuiWindow(); ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); 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()); } float ScrollbarWidth() const { return ScrollbarY ? GImGui->Style.ScrollbarWidth : 0.0f; } ImU32 Color(ImGuiCol idx, float a=1.f) const { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * a; return ImGui::ColorConvertFloat4ToU32(c); } ImU32 Color(const ImVec4& col) const { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); } };